Friday, October 9, 2015

Playtest Report: Fantasy Age

Fantasy Age is an interesting game. It is sort of a spiritual successor to True 20, minus the d20 and many of the fiddly d20-ish based rules. We sat down and playtested the game the other night, and these are our first impressions.

3d6 Fantasy is Fun!

It has been a while since we used a 3d6 system for fantasy (since SBRPG 1.0), and it was cool. I loved the break from a d20, and getting a bell-curve back made modifiers meaningful again. There is a big difference between a +1 and a +3 with 3d6 versus 1d20, and it felt good.

v1.0 Skills

Why are separate "search" and "sight" skills needed? Where is the survival skill? We ran into a bunch of problems with skills, and players started attempting actions the skill system was unclear about or did not have the skills to cover.

Also, the regularity with with stunt rolls came up forced us to the stunt tables with a pretty regular frequency, and players started dreading rolls with stunts because nobody wanted to reference the book. We adopted a system where if you rolled doubles "something good happened as determined by the referee" and we ignored the stunt die's magnitude. It was a patch and ignored one of the game's key mechanics, but it sped up play and kept players from searching the tables and trying to invent something cool happening after the fact.

Three Main Classes

We didn't mind having three main classes that could specialize into different areas. It felt like a good balance or fighter, mage, and rogue with mages being able to fill in for a dedicated priest class with a healing specialization. I don't mind this sort of structure in a world where this is the norm, and it worked for us.

We wanted some sort of official world (other than Dragon Age) that supported this three class structure. It is different enough from Dragon Age to support a unique world, though making one wasn't a part of our playtest (nor did we want to check out the worldbook mentioned in the rulebook).

Four Spells per School?

While I like magic to be meaningful and not take over the game, only having three mastery levels and four spells per school felt really thin. Mages get two schools (start with four) and they can get new schools and spells as they level, but four spells under fire and the other various masteries felt like mages couldn't really do too much with spells and magic. We want more spells, deeper schools, and more stuff for mages to do.

It hurts, because this is one of the big things we felt would hurt the long-term interest in the game for us. A game like Pathfinder gives you a reason to stick around and play with spells and magic until you just don't want to read anymore. This is admittedly a more simple game, but we felt the lack of the high end magic options and selection would keep us interested at the lower levels and not the higher ones. yes, the classes have build options and choices at every level ,but there is something to be said for a great spell selection as well.

Action!

The game worked well in play, although 3d6 per combatant initiative dragged down the start of combat. There is something to be said for one-die-per-combatant initiative, because before you know it, with just 10 people in the battle, you are rolling 30d6 just to figure out who goes first.

Stunting dragged combat down, but other than that, the system worked. We enjoyed some of the options that classes gave at level one, but we didn't get a chance to level up before the night ended, so we need to keep testing to get a feel for levels and powers as you advance.

We liked the simple combats, but we felt the gravitic and realistic pull of Legend hovering over us. The games are enough alike. Once you experience Legend in its brutal and visceral glory, it is hard to want to play a simple game with stunts like this and not compare the two. This is more lighthearted, fast and easy adventure more aimed at a audience looking for a simple and quick game. We also thought of Savage Worlds when we played, and how that game has the same sort of adventure and simple system feel.

It is faster and easier to learn than D&D 5 or Pathfinder however, and it does get the job done for fantasy roleplaying.

What Would Hurt This?

For us, what would hurt this becoming a go-to game for us is the lack of character options, spells, and magic items. It is a simple-enough system, but the game feels like a really basic fantasy game that doesn't have a really great depth of options for supporting long term play. As a pick-up-and-play game, it is great and good for groups new to roleplaying and fantasy gaming. It does share some of the 'shallow class options' problems that D&D 5 has, but this is a lot more straightforward that D&D 5, so it feels like a better fit for new gamers or those looking to simplify.

This was a game I wanted to like and had higher hopes for, especially since it will be used for the Blue Rose reboot coming next year. I have a slight bit of remorse, but I am hoping to houserule that away and then convince others the changes are needed. With roleplaying, anything can be fixed, the work comes when you try to convince others that these things need fixing. Some games are more difficult than others to houserule, since there is a lot of 'by the book' play and fandom out there in tabletop gaming. Stunting would be one I house-rule, as we shall see.

Stunted Post-Roll Stunting

I like Legend's take on post roll stunting, but Fantasy Age's implementation leaves something to be desired. Let's begin by describing post-roll stunting.

With post-roll stunting, after you roll if you roll good enough, you get to perform a special stunt based on the roll's result. This is something like do extra damage, push an opponent, stun them, or do some other cool extra special effect.

In Fantasy Age, stunting is done through rolling doubles on any of the dice, and the magnitude is determined by the random result of the "stunt die." You don't really announce your cool stunt before you roll, you announce an attack, roll, and then if the dice come up doubles, you then describe your stunt.

With Legend, it works like this, at least for us. With Legend you start with a base percentage to-hit. You describe your stunt to the referee before you roll, and the referee modifies your chance to-hit. You roll the dice, and your opponent may make a defensive roll. The difference in success level of the roll (success vs. success, success vs. failure, crits vs. failure) determines the power of the stunt. Now, if you are being really cool and swing across the pirate ship on a rope to deliver a kick to the Pirate King, the referee will likely reward you with a +10 or +20% chance to-hit, which will raise the chance to stunt and likely the level of stunting success. If you just succeed normally, no stunt happens, but you still connect and do some damage. Otherwise, it is obvious what happens, and the Pirate King goes flying.

In short, what you do before you roll matters. Players push it and try crazy things to get roleplaying bonuses. Those bonuses matter and increase the chance for something cool to happen.

What you put in increases the chances for cool stuff to happen.

Fantasy Age takes the English out of the stunt attempt, and does not really allow a player to pre-declare a stunt. Sure, you could give the rope-swinging player a +3 to-hit in Fantasy Age, but that does not affect the chance for the stunt to happen, nor does it affect the magnitude. When it happens is random, and what happens is point-bought off a Chinese menu of effects, further slowing play down. With Legend, there is still a list of effects to choose from, but they are simple and what you want to do is usually one or two of the picks from the list. It is a simpler system, and it does not force you to the charts every time you stunt.

In short, roleplaying bonuses do not contribute to post-roll stunting. Stunting happens at random. You are not encouraged to do cool stuff before the roll (only to-hits), and the cool stuff happens at random.

What you put in only increases your success chance, and not the cool things.

The Sample Adventure

We didn't enjoy the sample adventure as much as we would have liked. It was a Hunger Games style sort of 'young adults on an isle of mystery' sort of thing, and it made some balance and motivational missteps that we struggled with. There didn't seem to be a great motivation other than 'sit out the night' and when the fun started, the fight was with a magic creature that couldn't be hit by normal weapons. Guess what most starting characters start with? You got it. There was a stunt (costing 3 stunt points) that allowed you to 'hit' this incorporeal shadow creature, but it took a lore roll (thank you, smart players) to figure out. I don't think an average group would have had an easy time with this, so it came off poorly for us.

There was no real motivation to get out and explore the island, so the NPCs went off like lemmings to explore while the PCs built camp for the night. Trouble happened, they handled it, and a ghost appeared with part two of the mission - kill five other spirits. Five is a lot, especially without magic weapons, but a quick temporary enchant by the ghost solved that in sort of a 'make things easy' way. It wasn't rewarding or really cool, so we have a group now with depleted resources and health going down to take out five other ghosts they really are going to have problems with. Three felt like a good number and would have been a great challenge without wearing out its welcome, but we are now stuck with taking out five ghosts by sun-up or it is the end of the world.

The sample adventure also had a lot of fluff text describing things that we would have never encountered, and lots of little irrelevant detail on the valley that we found a bit on the fluff side. Yes, this sort of detail is good to know if you are planning a campaign here, but the 'walled valley' wasn't interesting enough for us to want to, so we would have rather had more adventure and a little less background trivia.

We also wanted a more classic style of adventure, with some rescue the princess, swing from the chandelier, and smash the orcs stuff going on. You know, a basic game needs a good basic adventure with some meat-and-potatoes fun to it. We also compared this to the Star Wars Beginner Sets' adventures, and would have loved for a tutorial to have been written into the encounters.

Character Sheets Needed

We didn't find the printable character sheets all that useful, and we wanted dedicated places for all the different aspects to a character. This kinda got in the way as we designed characters, and we wanted a sample filled-out character sheet in the book to crib from on what goes where.

Immediately we wanted to make our own character sheets.

Other Bits

There are enough monsters to have fun with, and the equipment selection is good and fits the needs of characters. I wanted more in the way of magic and magic items, and we also wanted some great survival rules. A couple more level-up options would have been cool as well.

There are no paladin options, but you can buy an expansion PDF with these and other builds. My feeling? Make it all fit withing the three class system, and put those options in a basic fantasy style game at the start. There was a chance here to break from the traditional Dragon Age style of game, and it did not feel they went far enough to support some of the non-Dragon Age standards, such as paladins, druids, bards, warlocks, and others. These classes would have complicated the basic three classes in options and rules, but I feel they would have provided a great break from Dragon Age's feeling and catered more to the MMO and D&D crowds.

More to Come, I Hope

Fantasy Age is a fun game and we like it, it just has some v1.0 feeling issues and a lack of options to make this a go-to system for us. I am hoping we get to finish the adventure, perhaps I will level up the characters pretty quickly to keep things going and players coming back. The game needs a worldbook and an expansion to provide some better options, and the stunting needs to be rethought to provide more of an incentive to say what you are going to try first, and then roll. Stunting after the roll feels like an afterthought, and it plays like one too.

I want the players to be pushing me for bonuses, trying silly stunts, and taking chances and rolling the dice to see what happens after the dice are thrown. Getting a stunt when you didn't even want it feels very strange and backwards to us, and that forced to stop play and sift through charts asking, "Well, what can he or she do?"

I like the system though, it is 3d6 and simple. It gets play started quickly. It creates interesting characters. It levels up nicely. It is straightforward and focuses on action and story. It is a strong system, but we feel it has a couple issues that a second version needs to work out. Hopefully by the time Blue Rose rolls around, some of the depth and other sticky issues will be worked on and the game shines as much as it deserves to.

A great simple system, it is just a little sticky and underdeveloped in some areas. I have high hopes for this one, but I want to see more. I also want to see an open license so some of the rough spots could be filled in by the community and others. But overall, a great beer-and-pretzels RPG wthat is simple enough to grasp the basic concepts for quickly, and get you adventuring within 10 minutes of prep. Not bad, and a fun one I look forward to seeing more games from.

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