An unlikely contender, I have to admit. For years, the World of Darkness, and Vampire: the Masquerade specifically, have been the butt of many of my gamer jokes. It has always had a reputation of being pretentious and overwrought, and maybe a little creepy. After all, shouldn't gaming be fun? Why should I sit at a table with four people I used to be comfortable imagining we're elves with? I say used to because there's something that dies in the fragile eco-system that is role-play when you're confronted with a morally grey encounter with a vampiric prostitute and a drunken changeling logger...
How, fucking, wrong I was.
Now, in the title I delineated that this is the new World of Darkness; this is because there was an old one before it. The Internet has distinguished these two by calling the current offering from White Wolf Publishing the NWoD, and the older one the OWoD. What's the difference? I don't really know. I never played the OWoD. But here's what I do know, thanks to the Internet:
The OWoD contained the following games: Vampire: the Masquerade; Werewolf: the Apocalypse; Mage: the Ascension; Wraith: the Oblivion; Changeling: the Dreaming; Kindred of the East (a V:tM spin-off); Hunter: the Reckoning; Mummy: the Resurrection; Demon: the Fallen; and Orpheus. Many of the games had some spin-offs like a Vampire game that took place in the same universe but in the Dark Ages, or a Werewolf game that took place in the Victorian era, etc.
Characteristics of these older games and settings were that they all had, what was called a, meta-plot. The meta-plots of the various games were all story lines that ran through the various games. in Mage: the Ascension (M:tA) for instance there was a technocratic group of people who were trying to take over the world, or in Vampire: the Masquerade (V:tM) there were two organizations: one called the Sabbat, and the other known as the Camarilla. They fought a bunch. One common thread in all their meta-plots was that the universe was going to end. In fact, one of the last products released for all the games was a book that dealt with how to bring your games to an end. For good.
The NWoD did away with these meta-plots and these apocalypses, and instead presented the worlds as a toolbox (or sandbox as they call it). This means that they present you with the way things are in this world and let you have it. They don't tell you about key organizations or players, just that there are these types of creatures and there are those types of creatures, now have at it. I think this is the reason I fell in love with this game in the first place. It's so freeing as a GM (or Storyteller as they call it), to be able to create my own affairs within the framework of the world. Like someone who heard rock and roll for the first time in the '50s my world was shaken when I saw the phrase "you might want to do this" in the rulebook. They might as well have said "or whatever" after a key part of a mechanic. I never had more fun crafting a campaign.
There, of course, were some rules differences but I can't rightly explain them, as I've never even cracked an OWoD book beyond the opening chapters of the V:tM rulebook. What I want to get at with the meat of this article is the NWoD currently supported by White Wolf Publishing.
The system is intuitive and fantastic. You have a characteristic, or a power, or a skill that is measured by a number of dots (•) that go from • to •••••. In order to succeed at an action you find the characteristic and the skill/power/trait that go together with the action you want to attempt. Then you roll your number of •s in d10s. You need 8s, 9s, or 0s to succeed with 0s giving you additional rolls. If you roll at least one of these numbers, you've succeeded. If you roll more, then you succeed harder. If you roll none, then you fail. Easy.
Combat is simplified as well. A couple of the gamers in my group who have played the OWoD have had some complaints about the combat system but I really like it. Let's say you want to shoot a guy. You'd roll your Dexterity characteristic and your Firearms skill together in d10s. Let's say my Dex is ••• and my firearms is ••. I now have five dice. If I were throwing something at him, or punching him the guy would subtract his Defence characteristic from my dice pool, but I'm shooting him so he doesn't (it's hard to dodge bullets). Instead he's got a Kevlar vest which takes 2 away from any firearms dice pool. I now roll 3d10 and look for 8s, 9s, and 0s. I roll an 8 and a 0. I pick up the 0 and re-roll it giving me a 3. I still hit twice with the 8 and the original 0 so I do two points of lethal (as opposed to bashing or aggravated) damage, and we see if the guy dies.
Beyond that each of the settings has their own special rules on how to use powers, or create supernatural characters, but I'm not going to focus much more on the rules because the game itself likes to put story before rules anyway, so let's move on.
Mage, whatever. This leads to a nicer cohesion between the various supernatural beings in the setting and can even allow for your group to contain a Vampire, a Werewolf, a Mage, and a Changeling, though this isn't very common, and all those groups have very good reasons for never wanting to hang out with each other at all.
So what is the World of Darkness? Well, it's our world, but darker. Despair runs thicker through the streets, over which loom gargoyles and other forms of Gothic architecture. Cities are more corrupt, crime and violence is everywhere, and law enforcement and heroes are few. This world is inhabited by dangerous things that lurk at the edge of light: Vampires, Werewolves, Spirits, demons, ghosts; and these dangerous things are the people you play.
Of course the game is as depressing, or as evil as you want. In my last (and first) Vampire: the Requiem (V:tR) campaign there was a creepy Nosferatu Vampire, striding the alleyways next to an amoral Kindred (Vampire) who seeks only knowledge, a lone wolf criminal, and a wealthy eccentric who was on a mission to find the killers of his father and a missing girl from his past. They actually banded together and chose the lesser of two evils threatening Vancouver.
After I really got into these games I began to see past what some people would consider pretension and overwrought drama of these games and see a very well-constructed platform from which to launch adventures taking place in the modern age (or in the past, as the Requiem for Rome book allows you to do). Not only was I intrigued by being allowed to play "serious" games in modern times, but I really liked the story emphasis that seems to seep from even the character sheets. I've played through Vampire: the Requiem, but next up a friend of mine will be running a Changeling: the Lost (C:tL) game also set in Vancouver, and just after the events of the Vampire campaign. It's a brilliant sense of continuity, and I relish the thought of being able to play on the other side of the Storyteller's screen. This is definitely one of my favorites and I can't wait to revisit the dark streets of the World of Darkness again, and hopefully regularly.
+++END TRANSMISSION+++
Showing posts with label Top 5 Roleplaying Games. Show all posts
Showing posts with label Top 5 Roleplaying Games. Show all posts
Friday, February 11, 2011
Wednesday, February 2, 2011
Top 5 Role-playing Games: Dungeons & Dragons
Note: The quality of this article is not up to my usual standard. While I don't like churning out schlock, I did on this occasion for the sake of beginning a regular schedule of posting I've been meaning to do for a long time. Paradoxically, I decided to publish a sub-par article for my own good. At the very least I'll get back on a regimen.
The reason for this sloppy posting is the heaviness in my heart for a friend who passed away February 1st, 2011. Not at all to turn this tragedy towards myself, but I just couldn't muster up the energy to give 100% on this article. Though we weren't terribly close, I've had nothing but great interactions with this man, and I'll miss his presence in the gaming community.
Adrian Nelson was not only a fellow Vancouver gamer, but a kind and fun person who succumbed to health problems too soon. A gamer, actor, and Viking enthusiast, he will be missed by everyone in the Lower Mainland who pushes 10mm fantasy and historical soldiers around on the tabletop. My condolences go out to those who knew him better, and to his family.
Adrian Nelson was not only a fellow Vancouver gamer, but a kind and fun person who succumbed to health problems too soon. A gamer, actor, and Viking enthusiast, he will be missed by everyone in the Lower Mainland who pushes 10mm fantasy and historical soldiers around on the tabletop. My condolences go out to those who knew him better, and to his family.
Now here’s a classic. If you’ve never played Dungeons & Dragons (D&D) before, then you’ve definitely heard of it. It was the first role-playing game and it’s still as great today as it was 35 years ago. Currently the game is in its 4th edition, and while it’s drawn a lot of controversy I do believe that it’s the best game to bear the D&D logo.
I began my foray into D&D during the mid-90s during its 2nd edition. Back then it was called Advanced Dungeons & Dragons 2nd Edition (AD&D2E) and it was done by a man named David “Zeb” Cook, who, as far as I know, isn’t doing any games design these days. The game represented mystery to me. I had always heard of this game, but I had never played it, and wanted to see if it was as dangerous and Satanic as the public made it out to be. It wasn’t, of course, but it was very mysterious, and seemed endless in its possibilities.
You see, the D&D books presented no particular world; it was all just generic fantasy art, and concepts. Sure they had settings like Greyhawk, the Forgotten Realms, and Dark Sun, but the idea behind D&D is that the game is a toolkit that you can use to create your own fantasy world.
Without getting too much into the mechanics of the various editions (they’re all similar in many regards, and I’m not familiar with the earliest editions of D&D), I’ll explain how the game works: It uses all of the basic polyhedral dice (d4, d6, d8, d10, d12, and the ubiquitous d20). One would roll a d20 to resolve most actions, trying their best to roll as high as you could (though low rolls were sometimes desirable in the earlier editions). In D&D4 you roll a d20 and add any modifiers based on your skills, then compare to a certain defensive number of your target, or to a number set by your Dungeon Master (DM) in the case of skill checks. Then on a successful attack, you’d roll your damage dice (each weapon or attack possessed a different die).
After AD&D2E Tactical Studies Rules (TSR), the owning company of D&D went bankrupt. The reason cited for this is that they overextended their novel publishing arm and during a year of very bad sales, were forced to refund the book chains the money paid for the books. Wizards of the Coast (WotC), the makers of Magic: the Gathering, bought TSR’s stuff for $1,000,000 (all of this info is courtesy of the D&D coffee table book). WotC had the foresight to keep D&D alive, despite dwindling sales of RPGs at this time (mid-to-late-90s), and in doing so save an industry.
In this gamer’s humble opinion, the d20 license saved role-playing. Many have claimed that it created a homogenous industry, but I think that’s ascribing the d20 system to the natural decline of many role-playing games at the time. In 2000, WotC re-did D&D for the 3rd edition. They dropped the “Advanced” off the title, and made the rules free for any developer to use and create their own games (called the Open Gaming License (OGL). This was the shot in the arm that created many games companies that are around today, gave us some great titles, and gave some older titles a second life. Games like Deadlands, and Cyberpunk saw reprints in d20 form, while games like WarCraft, or Conan: the Barbarian saw pen-and-paper versions for the first time. Now many games companies have sprung back from the days when everything used the D&D3 rules, and the license is not as common as it was ten years ago, but the industry is healthier because of it, and now many other companies aren’t afraid of opening their doors to other publishers to use their mechanics (Savage Worlds, FATE, etc).
In 2008 the D&D3 system had grown too big and unwieldy. What was once a clear and concise game had its boundaries blurred, so that wizards and fighters were little different than each other. What the industry needed was a shot in the arm again, and in order to break away from the homogeneity that it helped create, D&D4 was established. D&D4 is a more dynamic and cinematic game system. It definitely takes some cues from the video gaming industry, which is reaching Hollywood-ish proportions. In a form of true reciprocity, D&D borrowed from the very industry that borrowed from it. As a result D&D4 just has more for you to do! There are more options during character creation, and combats are more dynamic, with more movement, and more description. No longer do you sit there and stab the Gnoll with your sword; instead you’re taunting that Gnoll so that its attacks are directed away from your friends, whose attacks are bolstered by your other companions, all so the rogue in your party can slash at the Gnolls legs, not only causing damage, but hamstringing the poor creature as well.
Now, of course this game is critiqued as being too much like a Massively-Multiplayer Online RPG (MMORPG, or just MMO). But as I stated before, it’s only borrowing from something that it helped create. D&D is growing, and it needs to. Sure RPGs are not in the danger they were in ’97, but that’s not to say that the industry is invincible. Companies like Fantasy Flight Games are creating RPGs that are hybrids with other forms of gaming (Warhammer Fantasy Roleplay 3rd edition), while the “Indie” role-playing market (which celebrates more esoteric game mechanics) is rather big and desired by many role-players. And if I may be so bold, I believe that D&D4 is more faithful to the original D&D than the previous two editions, which tended to bleed the various player classes into one another. In this edition, a rogue is a rogue, and a wizard is a wizard, and there’s no mistaking a cleric for a druid, or a barbarian for a fighter. Each has their own roles that they play within the party, and help to create these great synergies, which make playing this classic game all the more exciting.
In short, D&D is one of my favorite role-playing games of all time. While the newest edition is my favorite, the previous games each had their charm, and I had fun playing the previous two editions that I had. After all, I wouldn’t have played them for the twelve years before D&D4 that I had if I didn’t like them.
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Monday, January 3, 2011
Top 5 Role-playing Games: Savage Worlds
For the third entry in this series (again, this goes in no particular order), we have Savage Worlds: a game I was, at first, hesitant to play.
Savage Worlds is an open-source Role-playing game (which means that it's a set of rules you can use with any setting) produced by Pinnacle Entertainment Group and Studio 2. When this was first brought up as a game idea, our group had just finished playing Dark Heresy. This would've been when Dark Heresy was first released, and Savage Worlds (SW) would've been a huge departure from our safe haven of gaming that included only Dungeons & Dragons and the Warhammer/40K gaming system(s). I was hesitant not only because it was different (my gaming pioneer spirit was somewhat limited then), but because it seemed too simple. Now I know that's where its beauty lies.
We're three sessions into our SW gaming right now, and this game easily squeezes into my top 5 gaming list. Its simplicity does nothing to limit its entertainment or depth, and is indeed the only way that SW can integrate so many different genres and worlds under its banner.
Savage Worlds is a role-playing system that mixes roleplaying with miniatures gaming. If I'm permitted to blow your minds, I'll suggest that SW makes as entertaining a miniatures game as it does a role-playing game. The system uses all of the standard polyhedral dice save the d20 (we've seen enough of that one!), and uses them in conjunction with the French deck playing cards (something I generally hate) to resolve all uncertainties in the game.
All your vital statistics and skills are represented not by numbers but by dice. For instance my current character (a Duwamish marksman who went AWOL during the First World War) has the following attributes: agility (d8); smarts (d6); strength (d4); spirit (d6); and vigor (d8), while for skills he has a d10 in shooting, but only a d4 in fighting, and so on.
When rolling to do something you roll the die that the skill uses (or if you're rolling a straight attribute roll, you would roll the die associated with the attribute), plus a d6. The extra d6 is something that player characters (PCs) get as well as some non-player characters (NPCs). If you get this extra d6 you're considered a Wild Card (even NPCs can be wild cards). Anyway, roll your skill/attribute die plus the d6 and choose the highest roll. If you roll the maximum allowed on a die (the number next to the "d") you get to roll again and add the value to that die roll so long as you keep rolling maxes. If the highest roll is greater than 4 (the Target Number (TN)), you succeed. If you beat the TN by another 4 you get a "raise" (get the poker terminology yet?) which is like a level of success in the Warhammer 40,000 RPG.
Damage is as simple as rolling the damage value of your weapon and applying it to the target's toughness and armor combination. If it beats it, he/she/it's stunned, if it beats it again he/she/it's wounded once. You get three wounds before you're incapacitated, and it's game over, rover. Each wound level (-1, -2, and -3) reduced every roll by that number. Oh! Before I forget, it's also important to know that most modifiers to rolls come in the -/+2 value. This will reduce or increase your roll not the TN, which remains always at 4.
That easy. Now the poker terminology comes from the fact that this game is a modified version of the old Deadlands RPG which was done by this very same game company during the '90s. Deadlands is still around and is the flagship setting for SW (which is, itself, open-source and can be used for any setting you can dream of). Deadlands is the wild west gone mad: undead, native magic-users, crazy Victorian inventions, and a never-ending civil war that turns the western genre on its head. I'd love to run this game sometime.
Currently we're playing in a "pulp" setting: 1936 America. One character is a more hard-boiled Indiana Jones, another is a 1930s Iron Man, and the third just got back from a gaming break for the holidays and will be "rolling-up" a character tonight. We're playing adventures from the first Daring Tales of Adventure compendium, and having a blast. So far, there have been no rules disputes, and if there's any rules questions, the answers are easily found in the book.
Savage Worlds is meant to be used with miniatures (a standard in RPGing these days if you ask me), and breaks from the standard grid-mat trend and introduces inches and terrain (something that convinces me this would be great to play a miniatures game with). You can use a grid mat if you like (I prefer hexes), and we use an abstract tabletop (we use miniatures, and terrain but don't measure anything and just use the figures for visual aids), but the rules take into account tabletop features.
Now while this game is fantastic, if you're looking for something deeper you might want to try Rolemaster, or its sci-fi sister Spacemaster. Savage Worlds is a light game, but my opinion on RPGs is that all rulesets are combat systems, and the role-playing and the depth are left to the Game Master and the group. If you want to figure out how much damage was done to an NPCs arm, and what kind of diabolical poison comes from crushed Ghan'ka root, you should probably find a translated version of Das Schwarze Auge (or learn German). Unless you want to reduce that detail to a -2 roll.
Overall, Savage Worlds is a fantastic game system, and my brain is filled with ideas for using it to run everything from a RPG set in the Vor: the Maelstrom universe, a Deadlands game, or even using it instead of Mutant Chronicles. Yes, this game is firmly entrenched in my top 5 role-playing games.
+++END TRANSMISSION+++
Friday, November 5, 2010
Top 5 Roleplaying Games: Warhammer Fantasy Roleplay
To continue the series on what I believe the top 5 role-playing games of all time are, I hereby give you: Warhammer Fantasy Roleplay.
Much like the Warhammer 40,000 Roleplay system (of which I wrote in the first installment), this is a dangerous game, where one cannot simply walk into a room of orcs and begin swinging safely, nor can you discount the effects of madness, or disease. Very few healing potions will save you from Nurgle's Rot, or the sight of watching your friend's leg get hewen from her body.
Remember what I said in the preamble to this series: These games are arranged in no particular order, otherwise this would be last in the series taking it's rightful place as what I believe to be the best roleplaying game I've ever played. Also remember what I said about editions. When I mention a game I take into account all of the editions I have played, in this case it's all of them.
I began my first foray into Warhammer Fantasy Roleplay (WFRP) during the years when Hogshead took over production of the game. This was in the early 2000s, and during that time the Games Workshop in Metrotown Centre (which was my game shop of choice) actually carried the books. Apparently they didn't sell exceptionally well, but I bought every, damned, book they had over time. i had dabbled in Advanced Dungeons & Dragons 2nd Edition previous to WFRP, but never had I dove into a game with such enthusiasm as WFRP 1st edition. Perhaps it was my already well-grounded love for the Warhammer World through the fantastic miniatures game, or perhaps it was the fact that while AD&D 2E was fun, WFRP promised to be a dangerous and brutal game that would tax my decision-making skills in ways that dungeon crawling never had.
+ENEMY WITHIN CAMPAIGN SPOILER ALERT+
I began Game Mastering (GMing) the Enemy Within Campaign (even today hailed as an amazing campaign by critics, and the most fun I've ever had playing an RPG). The Enemy Within took the players on a quest from Bögenhafen near Altdorf, all the way to Kislev and back to confront a Greater Daemon of Tzeentch and save the Empire. Though the time in Kislev was a bit tedious and strayed from what is now believed to be absolute canon of the Warhammer World, the dark humor of the stories and the recurring characters made you feel totally immersed. If you're looking for a sentence to sum up the greatness that this campaign and game possessed: WFRP 1st edition and the Enemy Within Campaign kept a group of four 9th graders playing every week for the entire 5-volume set.
+END OF SPOILERS+
Then in 2005 during my time working as a redshirt at the very Games Workshop where I first experienced WFRP, Black Industries was founded. This subdivision of Games Workshop was to deal with Games Workshop's board and role-playing games, though the rules were developed by the ever-creative Chris Pramas and the folks at Green Ronin Publishing in Seattle. Green Ronin created the 2nd edition of WFRP; tidying up some of the loose ends and clarifying bits here and there, but overall not changing much. To a gamer like myself (who hadn't sojourned across the Old World in over four years) this was perfect. Now more people could experience what I and my three friends did back in high school. The big campaign was called Paths of the Damned, and was a three-part series that advanced the WFRP timeline to the current events of the Warhammer World: The Storm of Chaos.
In 2008/2009 the reigns of board and role-playing game publishing went to another American outfit called Fantasy Flight Games (FFG), a company who had made other forays into role-playing but was most famous for its boardgames. Fantasy Flight soon announced another edition of WFRP, and this time it would be different again from other role-playing systems. This time it was to have board game components. This news shocked the role-play community (gamers are a fairly conservative group), and I must admit even shocked myself.
As a clerk at a games shop I got a complimentary copy from FFG and I ran the intro adventure in it for a group of gamers. While skeptical at first, it quickly grew on me. I realized that what I loved about WFRP wasn't the percentile dice, or the critical hit charts, or the miniatures (though all those things were great), but that I loved the grittiness, the danger, and the insanity. The third edition (though adding cards, symboled instead of numbered dice, and counters) was exactly what the other editions were, but more innovative.
So how do the games work then? Well, the first two editions are similar, but the third isn't really, so I'll do them in two groups.
1st/2nd Editions
To begin you'd roll d10s and add a modifier for each statistic, which were similar to the Warhammer Fantasy Battle statistics: Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Leadership, Intelligence, Willpower, and Dexterity. Then you'd choose a race and a class (Elf, Human, Dwarf, or Halfling; Warrior, Academic, Priest, Rogue (classes were gotten rid of in 2nd edition)). Then you'd roll a d100 on a career chart (or a specific career chart as determined by your class in 1st edition), and cross-reference your roll with your race and get your career. This would describe what you did before you became an adventurer.
The game was d100 based with low-rolls being better than higher ones. You'd want to roll under your characteristic to succeed, then for damage you'd roll a d6 (in 1st edition) or a d10 (in 2nd) and add the first digit of your strength (or the Strength Bonus in 2nd edition, which was the same thing as in 1st, it just got its own entry on the stat line), subtract the Toughness and armor of the opponent and that's how many wounds you'd do. If your opponent's wounds got to below 0, you'd roll a d100 on a chart, cross-reference the amount that the damage brought the opponent below 0 by, and get a result which you'd look up on a chart. Also, the game was location-based, so you could hit someone in the arm, head, whatever.
The magic systems were the most different in the two editions: In 1st it was more like Warhammer Fantasy Battle 3rd edition where your character would have a certain number of magic points that would decrease with spell use and increase with rest. Almost like a currency. In 2nd edition, you had a magic number which would be the number of d10s you had to roll. If any of them turned up a 9 (Tzeentch's favorite number) you'd roll on a specific chart depending on how many 9s you rolled and see what your penalty is. Magic in 2nd edition was more in line with Warhammer Fantasy Battle 6th edition, and was, thus, more dangerous. I liked the 2nd edition way of magic better.
3rd Edition
3rd Edition still has the careers, still has the critical hits, and still has the insanity, but they all work a little differently. The characteristics are point-buy instead of rolling (because in this edition there are no numbered dice, only ones with symbols). Then you'd choose your career card, and choose your talent, and action cards. Talent cards fit into your career sheet like slots, with each sheet having space for a certain number of talent cards, and the action cards are ones you're trained in, or have the requirements for. The dice mechanic is much better than in the first two editions, and it goes like this.
Take the number of blue d8s based on your characteristic, and add any white d6s if you have a bonus to your characteristics. Then add a number of purple d8s equal to the difficulty. Then you must convert a number of blue d8s into either red d10s if you're reckless, or green d10s if you're conservative (as determined by choice, and career). If you have any pertinent skills, add a yellow d6, and then add white d6s for favorable environments/situations and/or black d6s for unfavorable ones.
Then roll. Certain symbols cancel out others, and others just stay there. You're able to succeed, and still have bad things happen, as well as fail, and have good things come out of it. Personally, I believe this mechanic helps role-playing as opposed to hindering it. In games with numbers, it's easy to just say "I hit" and move on. This way, you're forced to describe the scene to make sense out of why you can succeed but still have bad luck. "As you stab into the beastman, he slips on the blood of his comrades, wrenching the sword out from your hand and falling to the ground just as the minotaur bounds towards you."
The game also takes miniatures and battle mats out of the equation. Weird, especially with the fantastic range of figures Citadel Miniatures has. However, this makes the role-playing the center of the action and the exact placement and fiddly details of maps gets pushed aside. Criticize the game all you want, but you can't say that role-playing is limited in favor of a 'board game aesthetic.'
Overall, I love the new edition (possibly the best). It definitely adds more to the game table (which isn't always good), but the to-hit ratio is greater, and it still retains all the bits of the last editions that I loved. That being said, I wouldn't have played the last editions for nine years if they weren't brilliant either, and so I shouldn't say that the new edition blows the others out of the water, but that it adds to them to help make WFRP the best roleplaying series I've ever played.
+++END TRANSMISSION+++
Much like the Warhammer 40,000 Roleplay system (of which I wrote in the first installment), this is a dangerous game, where one cannot simply walk into a room of orcs and begin swinging safely, nor can you discount the effects of madness, or disease. Very few healing potions will save you from Nurgle's Rot, or the sight of watching your friend's leg get hewen from her body.
Remember what I said in the preamble to this series: These games are arranged in no particular order, otherwise this would be last in the series taking it's rightful place as what I believe to be the best roleplaying game I've ever played. Also remember what I said about editions. When I mention a game I take into account all of the editions I have played, in this case it's all of them.
I began my first foray into Warhammer Fantasy Roleplay (WFRP) during the years when Hogshead took over production of the game. This was in the early 2000s, and during that time the Games Workshop in Metrotown Centre (which was my game shop of choice) actually carried the books. Apparently they didn't sell exceptionally well, but I bought every, damned, book they had over time. i had dabbled in Advanced Dungeons & Dragons 2nd Edition previous to WFRP, but never had I dove into a game with such enthusiasm as WFRP 1st edition. Perhaps it was my already well-grounded love for the Warhammer World through the fantastic miniatures game, or perhaps it was the fact that while AD&D 2E was fun, WFRP promised to be a dangerous and brutal game that would tax my decision-making skills in ways that dungeon crawling never had.
+ENEMY WITHIN CAMPAIGN SPOILER ALERT+
I began Game Mastering (GMing) the Enemy Within Campaign (even today hailed as an amazing campaign by critics, and the most fun I've ever had playing an RPG). The Enemy Within took the players on a quest from Bögenhafen near Altdorf, all the way to Kislev and back to confront a Greater Daemon of Tzeentch and save the Empire. Though the time in Kislev was a bit tedious and strayed from what is now believed to be absolute canon of the Warhammer World, the dark humor of the stories and the recurring characters made you feel totally immersed. If you're looking for a sentence to sum up the greatness that this campaign and game possessed: WFRP 1st edition and the Enemy Within Campaign kept a group of four 9th graders playing every week for the entire 5-volume set.
+END OF SPOILERS+
Then in 2005 during my time working as a redshirt at the very Games Workshop where I first experienced WFRP, Black Industries was founded. This subdivision of Games Workshop was to deal with Games Workshop's board and role-playing games, though the rules were developed by the ever-creative Chris Pramas and the folks at Green Ronin Publishing in Seattle. Green Ronin created the 2nd edition of WFRP; tidying up some of the loose ends and clarifying bits here and there, but overall not changing much. To a gamer like myself (who hadn't sojourned across the Old World in over four years) this was perfect. Now more people could experience what I and my three friends did back in high school. The big campaign was called Paths of the Damned, and was a three-part series that advanced the WFRP timeline to the current events of the Warhammer World: The Storm of Chaos.
In 2008/2009 the reigns of board and role-playing game publishing went to another American outfit called Fantasy Flight Games (FFG), a company who had made other forays into role-playing but was most famous for its boardgames. Fantasy Flight soon announced another edition of WFRP, and this time it would be different again from other role-playing systems. This time it was to have board game components. This news shocked the role-play community (gamers are a fairly conservative group), and I must admit even shocked myself.
As a clerk at a games shop I got a complimentary copy from FFG and I ran the intro adventure in it for a group of gamers. While skeptical at first, it quickly grew on me. I realized that what I loved about WFRP wasn't the percentile dice, or the critical hit charts, or the miniatures (though all those things were great), but that I loved the grittiness, the danger, and the insanity. The third edition (though adding cards, symboled instead of numbered dice, and counters) was exactly what the other editions were, but more innovative.
So how do the games work then? Well, the first two editions are similar, but the third isn't really, so I'll do them in two groups.
1st/2nd Editions
To begin you'd roll d10s and add a modifier for each statistic, which were similar to the Warhammer Fantasy Battle statistics: Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Leadership, Intelligence, Willpower, and Dexterity. Then you'd choose a race and a class (Elf, Human, Dwarf, or Halfling; Warrior, Academic, Priest, Rogue (classes were gotten rid of in 2nd edition)). Then you'd roll a d100 on a career chart (or a specific career chart as determined by your class in 1st edition), and cross-reference your roll with your race and get your career. This would describe what you did before you became an adventurer.
The game was d100 based with low-rolls being better than higher ones. You'd want to roll under your characteristic to succeed, then for damage you'd roll a d6 (in 1st edition) or a d10 (in 2nd) and add the first digit of your strength (or the Strength Bonus in 2nd edition, which was the same thing as in 1st, it just got its own entry on the stat line), subtract the Toughness and armor of the opponent and that's how many wounds you'd do. If your opponent's wounds got to below 0, you'd roll a d100 on a chart, cross-reference the amount that the damage brought the opponent below 0 by, and get a result which you'd look up on a chart. Also, the game was location-based, so you could hit someone in the arm, head, whatever.
The magic systems were the most different in the two editions: In 1st it was more like Warhammer Fantasy Battle 3rd edition where your character would have a certain number of magic points that would decrease with spell use and increase with rest. Almost like a currency. In 2nd edition, you had a magic number which would be the number of d10s you had to roll. If any of them turned up a 9 (Tzeentch's favorite number) you'd roll on a specific chart depending on how many 9s you rolled and see what your penalty is. Magic in 2nd edition was more in line with Warhammer Fantasy Battle 6th edition, and was, thus, more dangerous. I liked the 2nd edition way of magic better.
3rd Edition
3rd Edition still has the careers, still has the critical hits, and still has the insanity, but they all work a little differently. The characteristics are point-buy instead of rolling (because in this edition there are no numbered dice, only ones with symbols). Then you'd choose your career card, and choose your talent, and action cards. Talent cards fit into your career sheet like slots, with each sheet having space for a certain number of talent cards, and the action cards are ones you're trained in, or have the requirements for. The dice mechanic is much better than in the first two editions, and it goes like this.
Take the number of blue d8s based on your characteristic, and add any white d6s if you have a bonus to your characteristics. Then add a number of purple d8s equal to the difficulty. Then you must convert a number of blue d8s into either red d10s if you're reckless, or green d10s if you're conservative (as determined by choice, and career). If you have any pertinent skills, add a yellow d6, and then add white d6s for favorable environments/situations and/or black d6s for unfavorable ones.
Then roll. Certain symbols cancel out others, and others just stay there. You're able to succeed, and still have bad things happen, as well as fail, and have good things come out of it. Personally, I believe this mechanic helps role-playing as opposed to hindering it. In games with numbers, it's easy to just say "I hit" and move on. This way, you're forced to describe the scene to make sense out of why you can succeed but still have bad luck. "As you stab into the beastman, he slips on the blood of his comrades, wrenching the sword out from your hand and falling to the ground just as the minotaur bounds towards you."
The game also takes miniatures and battle mats out of the equation. Weird, especially with the fantastic range of figures Citadel Miniatures has. However, this makes the role-playing the center of the action and the exact placement and fiddly details of maps gets pushed aside. Criticize the game all you want, but you can't say that role-playing is limited in favor of a 'board game aesthetic.'
Overall, I love the new edition (possibly the best). It definitely adds more to the game table (which isn't always good), but the to-hit ratio is greater, and it still retains all the bits of the last editions that I loved. That being said, I wouldn't have played the last editions for nine years if they weren't brilliant either, and so I shouldn't say that the new edition blows the others out of the water, but that it adds to them to help make WFRP the best roleplaying series I've ever played.
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Friday, October 1, 2010
Top 5 Roleplaying Games: Warhammer 40,000 Roleplay
Beginning the list off is the trilogy of roleplaying games that take place in the 41st millennium: Dark Heresy, Rogue Trader, and Deathwatch by Games Workshop and Fantasy Flight Games.
To say that Dark Heresy was one of the most anticipated roleplaying games is putting it lightly. The collector's edition sold out within minutes, and I'm happy to say that one sits atop my gaming shelf like a terrible, black, monolith, lording over the other roleplaying games as if to dare them to match the deadliness and grit that this book eats for breakfast. Utilizing the Warhammer Fantasy Roleplay 1st/2nd edition system, this game allows you to take on the role of an Inquisitor's acolyte, a member of the bridge crew on a Rogue Trader's vessel, or even one of the superhuman space-knights known as Space Marines as you explore a brutal, and horrifying future 38,000 years from now.
The system uses a d100 mechanic where you roll under a given statistic in order to succeed at various tasks. When it comes time to dish out damage, a damage is rolled (1 or more d10s with additional valued depending on the strength of the user or the viciousness of the weapon), and from it is subtracted a toughness value and an armor value, the sum of which determines the wounds inflicted. When your wound limit is reduced to below 0 you begin to take critical damage as determined by how below 0 you are as well as the type of weapon just used upon you. No critical hit is good, but many are better than others. These are truly vicious, however, resulting in loss of limb, organ failure, or death. The game is also location-based, allowing you to target arms, legs, bodies, or heads. Far from slowing down the game, this system allows for a detail often absent from many RPGs.
The universe, itself, is possibly one of the most characterful elements of the game. It's the 41st millennium, and 10,000 years ago a living God referred to only as The Emperor fell victim to the betrayal of his "son" Horus. While Horus succumbed to his injuries in the final battle, The Emperor was left in a death-like state. To preserve him, humanity stuck him in The Golden Throne: a city-sized life support system, that sustains his deathlike state. The Emperor is revered as a god by most of humanity, yet he does not interact physically with anyone. His will creates a psychic barrier that exists between reality and an alternate dimension known as The Warp. The Warp is filled with echos of every living thing, thought and emotion. It's also filled with hellish creatures known as Daemons and their foul gods (Slaanesh, Nurgle, Khorne, and Tzeentch) who try to destroy humanity.
Humanity, itself, is a medieval hierarchy of bureaucrats, governors, and aristocracy. At times it mimics the middle ages, while at others it appears to be an enlightenment-type society, though with none of the enlightenment's optimism or mistrust of religion. To add to the mix, a plethora of aliens exist to torment humanity. The majority of humanity mistrusts aliens and the government of the Imperium treats them with a genocidal rage and xenophobia that rivals any such feelings in our present era history. The most common aliens are the barbaric Space Orks, the enigmatic Eldar, their psychopathic cousins the Dark Eldar, the imperialistic Tau, and the infinite hordes of the Tyranids.
In Dark Heresy, you take on the role of a servant of an Inquisitor (the Imperiums' equivalent of both the FBI and the CIA), investigating rumors of dissent, heresy, or contact with aliens. You are little more than a citizen, who has shown some prowess in one aspect of law enforcement, or bureaucratic life, which presents a challenge as you are not powerful, but you show some heroic aptitude, and you have the backing of a powerful patron whose credentials strike fear into the hearts of your average citizen or even royalty. Combat in this game is not favorable, and is highly dangerous. Unlike in many sci-fi/fantasy RPGs, you can't always shrug off a gunshot, and if you don't possess the Dodge skill, you'd better wear armor, or stay out of trouble.
I like this game because you are an average citizen of the Imperium (or a cop, or grunt soldier) who has been drafted to serve the Emperor, and it can be dangerous, and creepy, often leading to the madness of your character as you assail the lairs of cultists, heretics, or (Emperor help you) go up against daemons.
Rogue Trader takes the power level of the 40K roleplaying games up a notch, putting you in command of your own starship (and also letting you take on the roles of more powerful characters), as you explore the unknown parts of our galaxy. Unlike Dark Heresy, you don't have much authority, except that you're a Rogue Trader, who is a type of nobility. Granted you command your own starship and you have a warrant of trade (a license allowing you to trade with worlds within the Imperium), but you operate between the laws, often trading with aliens and heretics, just so that you can make a buck. This is probably my favorite of the three games, as it gives you more powerful equipment and characters as in Dark Heresy (though not as powerful as in Deathwatch), and still pits you up against some of the most terrible things that come from outside the boundaries of Imperial rule. I'm also an explorer at heart, and the ability to explore the fringes of the galaxy (albeit in a fictional world) is too much to resist.
Deathwatch is the latest in the 40K roleplay series and allows you to take on the role of a Space Marine, a knight and favored warrior of the Emperor. In fact, each Space Marine carries a bit of the Emperor's blood and genes within their DNA. Millennia ago, the Emperor created these warriors and crafted his "sons" known as the primarchs. To each primarch he gave a legion of marines encoded with their (and by extension, the Emperor's) DNA. Each space marine reflects the emotions of their primarch (most primarchs are now long dead), and is a genetically-enhanced human warrior. This is the ultimate power level in the 41st millennium. In Deathwatch you are a space marine who has been taken from his chapter (the designation for a space marine legion), and recruited into the Deathwatch, an alien-hunting organization who operates (as in Dark Heresy) under the command of an Inquisitor.
In this game you and your fellow players go on military missions that require surgical strikes as opposed to full on attacks. You're not running in guns blazing, but figuring out tactical ways to complete your missions. While this game doesn't lend itself to the roleplaying situations that many RPGs do (I can't see a space marine bartering for a gun at a market, or trying to impress a planetary governor), you have to work with your squad (who are taken from different chapters that are sometimes at odds with each other), and interact with other characters in the game (space marines can't shoot their way through every problem). It uses the same system as the previous two versions of the game, but takes you from the alleyways and shadows of Imperial society and into the battlefield and war rooms of the Imperial war machine.
That's all for today. Tomorrow you'll get another one. If you want me to elaborate on any aspect of any of the games I describe, just say so in the comments section and I'll do my best to edit, and/or respond to your query. These posts are often unplanned and emulate myself chatting, ad lib, with you about my favorite games.
+++END TRANSMISSION+++
P.S. My spellcheck is wonky right now, and my ferry ride is almost over. While I pride myself on my writing skills and grammatical accuracy, I do tend to think and type quickly. I'll try again later, but please excuse any problems your eyes encounter.
To say that Dark Heresy was one of the most anticipated roleplaying games is putting it lightly. The collector's edition sold out within minutes, and I'm happy to say that one sits atop my gaming shelf like a terrible, black, monolith, lording over the other roleplaying games as if to dare them to match the deadliness and grit that this book eats for breakfast. Utilizing the Warhammer Fantasy Roleplay 1st/2nd edition system, this game allows you to take on the role of an Inquisitor's acolyte, a member of the bridge crew on a Rogue Trader's vessel, or even one of the superhuman space-knights known as Space Marines as you explore a brutal, and horrifying future 38,000 years from now.
The system uses a d100 mechanic where you roll under a given statistic in order to succeed at various tasks. When it comes time to dish out damage, a damage is rolled (1 or more d10s with additional valued depending on the strength of the user or the viciousness of the weapon), and from it is subtracted a toughness value and an armor value, the sum of which determines the wounds inflicted. When your wound limit is reduced to below 0 you begin to take critical damage as determined by how below 0 you are as well as the type of weapon just used upon you. No critical hit is good, but many are better than others. These are truly vicious, however, resulting in loss of limb, organ failure, or death. The game is also location-based, allowing you to target arms, legs, bodies, or heads. Far from slowing down the game, this system allows for a detail often absent from many RPGs.
The universe, itself, is possibly one of the most characterful elements of the game. It's the 41st millennium, and 10,000 years ago a living God referred to only as The Emperor fell victim to the betrayal of his "son" Horus. While Horus succumbed to his injuries in the final battle, The Emperor was left in a death-like state. To preserve him, humanity stuck him in The Golden Throne: a city-sized life support system, that sustains his deathlike state. The Emperor is revered as a god by most of humanity, yet he does not interact physically with anyone. His will creates a psychic barrier that exists between reality and an alternate dimension known as The Warp. The Warp is filled with echos of every living thing, thought and emotion. It's also filled with hellish creatures known as Daemons and their foul gods (Slaanesh, Nurgle, Khorne, and Tzeentch) who try to destroy humanity.
Humanity, itself, is a medieval hierarchy of bureaucrats, governors, and aristocracy. At times it mimics the middle ages, while at others it appears to be an enlightenment-type society, though with none of the enlightenment's optimism or mistrust of religion. To add to the mix, a plethora of aliens exist to torment humanity. The majority of humanity mistrusts aliens and the government of the Imperium treats them with a genocidal rage and xenophobia that rivals any such feelings in our present era history. The most common aliens are the barbaric Space Orks, the enigmatic Eldar, their psychopathic cousins the Dark Eldar, the imperialistic Tau, and the infinite hordes of the Tyranids.
In Dark Heresy, you take on the role of a servant of an Inquisitor (the Imperiums' equivalent of both the FBI and the CIA), investigating rumors of dissent, heresy, or contact with aliens. You are little more than a citizen, who has shown some prowess in one aspect of law enforcement, or bureaucratic life, which presents a challenge as you are not powerful, but you show some heroic aptitude, and you have the backing of a powerful patron whose credentials strike fear into the hearts of your average citizen or even royalty. Combat in this game is not favorable, and is highly dangerous. Unlike in many sci-fi/fantasy RPGs, you can't always shrug off a gunshot, and if you don't possess the Dodge skill, you'd better wear armor, or stay out of trouble.
I like this game because you are an average citizen of the Imperium (or a cop, or grunt soldier) who has been drafted to serve the Emperor, and it can be dangerous, and creepy, often leading to the madness of your character as you assail the lairs of cultists, heretics, or (Emperor help you) go up against daemons.
Rogue Trader takes the power level of the 40K roleplaying games up a notch, putting you in command of your own starship (and also letting you take on the roles of more powerful characters), as you explore the unknown parts of our galaxy. Unlike Dark Heresy, you don't have much authority, except that you're a Rogue Trader, who is a type of nobility. Granted you command your own starship and you have a warrant of trade (a license allowing you to trade with worlds within the Imperium), but you operate between the laws, often trading with aliens and heretics, just so that you can make a buck. This is probably my favorite of the three games, as it gives you more powerful equipment and characters as in Dark Heresy (though not as powerful as in Deathwatch), and still pits you up against some of the most terrible things that come from outside the boundaries of Imperial rule. I'm also an explorer at heart, and the ability to explore the fringes of the galaxy (albeit in a fictional world) is too much to resist.
Deathwatch is the latest in the 40K roleplay series and allows you to take on the role of a Space Marine, a knight and favored warrior of the Emperor. In fact, each Space Marine carries a bit of the Emperor's blood and genes within their DNA. Millennia ago, the Emperor created these warriors and crafted his "sons" known as the primarchs. To each primarch he gave a legion of marines encoded with their (and by extension, the Emperor's) DNA. Each space marine reflects the emotions of their primarch (most primarchs are now long dead), and is a genetically-enhanced human warrior. This is the ultimate power level in the 41st millennium. In Deathwatch you are a space marine who has been taken from his chapter (the designation for a space marine legion), and recruited into the Deathwatch, an alien-hunting organization who operates (as in Dark Heresy) under the command of an Inquisitor.
In this game you and your fellow players go on military missions that require surgical strikes as opposed to full on attacks. You're not running in guns blazing, but figuring out tactical ways to complete your missions. While this game doesn't lend itself to the roleplaying situations that many RPGs do (I can't see a space marine bartering for a gun at a market, or trying to impress a planetary governor), you have to work with your squad (who are taken from different chapters that are sometimes at odds with each other), and interact with other characters in the game (space marines can't shoot their way through every problem). It uses the same system as the previous two versions of the game, but takes you from the alleyways and shadows of Imperial society and into the battlefield and war rooms of the Imperial war machine.
That's all for today. Tomorrow you'll get another one. If you want me to elaborate on any aspect of any of the games I describe, just say so in the comments section and I'll do my best to edit, and/or respond to your query. These posts are often unplanned and emulate myself chatting, ad lib, with you about my favorite games.
+++END TRANSMISSION+++
P.S. My spellcheck is wonky right now, and my ferry ride is almost over. While I pride myself on my writing skills and grammatical accuracy, I do tend to think and type quickly. I'll try again later, but please excuse any problems your eyes encounter.
Top 5 Roleplaying Games
So because I'm knee-deep in a Vampire: the Requiem campaign and loving every minute of it, I thought I'd begin the first part of a five part series on my favorite roleplaying games. I will publish one post a day detailing a favorite roleplaying game from my top 5 favorites.
Here's some caveats to the list: First, I will specify no editions of the roleplaying games. That is to say, I wont put D&D4 at one point in the list and AD&D in another. This is because I believe that any roleplaying edition has enough elements of any of its other editions so as to make this redundant. Also, a virtue of a game is its ability to withstand the test of time. For example, Monopoly (I know it's a boardgame) does not stand the test of time no matter which way you look at it, and is only playable during the Great Depression when people had nothing better to do.
Secondly, this list will suffer from the same deficiencies that other lists of its ilk do, and that is the fallacy of favoritism. While lists, by their very nature are a ranking of favorites in some regard, this list isn't to say that while I may place one RPG above another. I toyed with the idea of making a countdown list, but found that rankings present a plethora of problems that I just want to avoid. Also, it's like picking your favorite child. This is a list of my top 5 favorite roleplaying games of all time in no particular order. This is purely my choice, and preference, and in doing so I will present aspects of a roleplaying game I like and don't like. That will be this list's benefit to you, the reader, as opposed to being just a five-day rant about which games are cool.
So proceed to the next post to begin the list.
+++END TRANSMISSION+++
Here's some caveats to the list: First, I will specify no editions of the roleplaying games. That is to say, I wont put D&D4 at one point in the list and AD&D in another. This is because I believe that any roleplaying edition has enough elements of any of its other editions so as to make this redundant. Also, a virtue of a game is its ability to withstand the test of time. For example, Monopoly (I know it's a boardgame) does not stand the test of time no matter which way you look at it, and is only playable during the Great Depression when people had nothing better to do.
Secondly, this list will suffer from the same deficiencies that other lists of its ilk do, and that is the fallacy of favoritism. While lists, by their very nature are a ranking of favorites in some regard, this list isn't to say that while I may place one RPG above another. I toyed with the idea of making a countdown list, but found that rankings present a plethora of problems that I just want to avoid. Also, it's like picking your favorite child. This is a list of my top 5 favorite roleplaying games of all time in no particular order. This is purely my choice, and preference, and in doing so I will present aspects of a roleplaying game I like and don't like. That will be this list's benefit to you, the reader, as opposed to being just a five-day rant about which games are cool.
So proceed to the next post to begin the list.
+++END TRANSMISSION+++
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