RPGNow

Showing posts with label QUERP. Show all posts
Showing posts with label QUERP. Show all posts

Thursday, March 8, 2012

Mini Review - Hammerax: The Ancient World

Hammerax: The Ancient World is a RPG setting that is powered by QUERP.  You don't need to pick up Querp to run it, as everything you need is self contained.  So in a sense, it is both a setting and an RPG.

This is a world where pretty much every fantasy race you can think of has been killed off.  No halflings, dwarves or elves - but their ruins remain, as do their artifacts.  It's an interesting twist on a humo-centric setting while still keeping (distant) roots to the usual fantasy tropes.

For me, I could have done with less space used on world history and more on the current timeframe, but I understand why it was done.  The intention is to allow the GM to tweak the current setting to his needs.  I do, however, have "lazy GM tendencies", and would have preferred a bit more in depth for the current timeframe.

The new classes added to the QUERP lineup are decent, and certainly fit the setting.  I would suggest using the core classes from Querp (if you have it) for the majority of the NPC, as I suspect not every skilled character will be as specialized as the classes in Hammerax.

I do have issues, one minor, the other less so.

The minor issue is the warding of expo in half points and points, but spending it in whole numbers.  This is a carry over from QUERP.  You can easily fix the half point problem by doubling improvement costs, and awarding expo in whole numbers.  The human mind does not like fractions.

The other issue isn't so minor.  For me, it's damn annoying.  I've bitched about this before, but presentation goes a long way, and artsy for the sake of artsy is not a selling point, and it pleases no one but the person who is being artsy.

What am I talking about this time?  Not the style of writing, which is fine.  It's how some of that writing is presented.  The damn Title Font that was used should be taken out and shot.  I shouldn't have to decipher each section title as I come to it simply because someone thought it would look cool.  It might look cool, but it's damn near impossible to read and its everywhere in this book, often multiple times per page.  Enough.  Please.  Reading should not be turned into a chore.  (edit: I'm going from the dead tree version - I see based on a review over at RPGNow that the issue has been corrected in the PDF version.  So, I'm going to suggest you pass on the dead tree version and stick with PDF in this case, even for you print -grognards out there)

So, overall Hammerax is a nice self contained setting for someone that wants to give QUERP a look, as everything you need to run a campaign is here - system, setting, a solo adventure and a group adventure.


Saturday, February 25, 2012

Game Plan in Action - Prepping My Campaign Stewpot

Alright, I think I know what I plan on running in 4 to 6 weeks time via Google+ Hangout (possibly a VTT will be attached to that for whiteboard and dice rolling - I should have that all covered so players won't need to purchase a VTT license if I go that route).  QUERP seems to hit all the right spots of what I am looking for.  Level-less game design with a simple resolution system yet deep enough for campaign play (especially with the GM's Companion adding depth - I assume the Player's Companion and the Bestiary will only add more).  Going to aim for a fairly standard fantasy setting - with possible tweaks.

I plan on using the following source material:

QUERP (obviously) and the Companion books - the rules the players need can be explained in 10 minutes or less.  If they wanted to pick the core rules up they could, but I doubt it would be necessary.

The excellent Tome of Adventure Design from Frog God Games to assist in designing the adventures.  Gotta love the flavor.

The Toys For the Sandbox Series - But I'll need to twist these a bit, as the writer may be one of the players ;)

Christian's Loviatar Zine - in particular the Hex 000 series, which will be hitting 004 with the latest issue.

Barrowmaze - either in whole or in part.  The conversion should be easy as pie.

Always open for suggestions :)

Picking a System For Online Play

I've been playing online table top gaming for a few years now.  I started with Warhammer 40k: Dark Heresy, moved on to Castles & Crusades, did a single Savage Worlds session (all via Fantasy Grounds 2) and I'm currently playing in a slightly stripped down D20 game using Google+ Hangout.  All the previous, I was a player.

The was my only gaming for years until recently, as I've been going to the Games That Can Not Be Named sessions on Wednesday nites as time permits, and time has permitted.  I've played numerous different systems over the last few weeks.  It's all gotten me thinking.  Dangerous, I know.

Level based systems are easy to get a session up and running.  As are very simple, relatively abstract systems.  Skill based, such as Dark Heresy, Savage Worlds, BRP and the like can take a full session to get characters up and running.  They also can require the GM to do some heavy lifting do to the sometimes overly comprehensive rules during game sessions, and generating NPCs can be a major PITA.

The thing is, skill based doesn't have the same inherent breakdown at higher levels as level based games (your mileage may vary).  Maybe skill based is too specific a term.  Non-level based RPGs - that works.

For a pick up game, whether in person or via a VTT or hangout, you want easy character generation.  Even D20 based games can chew up time, and in your 40s, time is a precious commodity.  Additionally, game play itself eats up time.  What I mean by that is that combat, or any kind of rolled resolution, can take up much of the gameplay time at the table depending on the amount of charts and tables that need to be referenced.  4e may be an extreme example of this, but it is a feature / fault of many systems.

Which is why I'm looking for something that's easy yet with some depth.  Something that a group can pick up easily, run with fairly instinctively, with no fear of the leveling tree moving the game to more tedious realms of play while still allowing for character advancement.  The closest thing I've found so far is QUERP.  That wouldn't have been my choice going into this search, and it may not be the final answer I find, but at the moment it seems like a good option.

Online play in general slows things down, and you generally want to keep a faster pace to keep your players engages.  That is what I'm looking for.  The search continues, but I have definitely found a possible answer already.

Taking a Peek at QUERP - Quick Easy Role Playing

I picked up QUERP years ago on a whim about the same time I was grabbing all the PDQ system driven games I could find.  The price was right (5 bucks) but I think it got lost in all that PDQ noise at the time.  Now, as I look for a game system to run on a fairly regular basis,i find myself expanding my world view past the OSR.  I jokingly brought up QUERP in last night's blog post, but after giving it a read through (straight through on the Player's section, haphazard on the GM section and poking about on the adventure - skipped the included solo) it's actually a pretty tight and rules light game (Quick Easy Role Playing)

The player's section is about a dozen pages in length.  It includes six character classes, a small amount of spells, a weapon list, item list, armor, rules for melee, casting spells, character advancement - it's all here.  In twelve pages.  About the only thing missing is a skill list, which I think could be grafted on fairly easily.  Heck, it might be in one of the other books for this system.  I'll have to do some research.

The default character generation method isn't really a generation method - starting stats for all members of a certain class is the same for everyone.  So, all Priests start with the following Characteristics: Fighting 1, Magic 5, Strength 3, Charisma 6, Stealth 2 and Knowledge 4.  If you notice the spread, it's 1-6 inclusive.  There are rules in the GM section to allow players to play around with this.

Pretty much everything is resolved with a "characteristic roll".  Roll 2d6 and add your stat.  Equal or exceed your  target number and you succeed.  Lower and you fail.  It's actually a pretty elegant system.

Interestingly, the rules cover "bribery" situations.  Too bad "interrogation" and / or "torture" aren't ;)

Only humans are covered in the core rule book.  Other races are added in later books it seems.

The monster section covers many of the usual fantasy tropes, including the missing demihumans (but without enough info to run them as PCs).  I do like the minimalistic stats for adversaries.  Just what you need and little more.  Descriptions are a paragraph or two, perfect for flavor without going overboard.

Overall, I'm very impressed.  Impressed enough that I ordered the core rule book, the players expansion and the monster book in dead tree format.  You can find them at Lulu and surprisingly at Amazon.  At Amazon they ship free with Prime and are discounted.  With Lulu, you can snag a 25% off coupon (RETAILMENOT25) but shipping ain't free.  You might want to do the math to see what works out better for you.  Oh, and of course you can find them at RPGNow. (maybe they should add this to the list of dead tree books available at RPGNow)
Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

Blogs of Inspiration & Erudition