Showing posts with label preview. Show all posts
Showing posts with label preview. Show all posts

Thursday, May 31, 2018

Sale: GM Forge

Check this out:

https://store.steampowered.com/app/842250/

This is one I spotted on Steam today, the Roll20 and Fantasy Grounds alternative GM Forge is on sale today - and it has a couple pretty good reviews. This is a good link as well in the discussion forum on the differences between this and other software:

https://steamcommunity.com/app/842250/discussions/0/1697174779847584384/

https://steamcommunity.com/app/842250/discussions/0/1697174779847825799/

What I like about this one is if the GM owns the software players can join your game for free, without owning the software. No subscriptions either, and your content is stored on your machine. The software also supports Steam Workshop content, so there is the possibility of new games and adventures being modded in and packaged up for download. There is also talk of a stand-alone server coming soon, so you will be able to run this on another machine and log in to manage the game.

Cons?

There are a couple complaints about the UI and also a learning curve, and I have got in and messed around and I can confirm that. It does feel (at the moment) just a little bit on the beta/early side of polish but I am sure that will get better as time goes on. The app also maximized on my large monitor and it was a huge space to manage, so I am hoping for a windowed mode (or a way to resize the app). It doesn't feel slick, but it does the job.

There are also some users making note of having to port-forward and expose IPs, but I am sure someone will write a FAQ on how to sort all that out and use a VPN service if you don't want your IP out there. Then again if you are running Internet/open games like that those are issues you should probably be thinking about all this before you start a game. Maybe someone (or the developer) will create a matchmaking service and we won't need to worry about this, so you never know.

This is also Windows only software at the moment on the GM side, but players can join anywhere they have a browser.

Promising...

That said I like this one and it offers me a good alternative to other systems, especially for game designers who don't want to require potential new players to have to buy a virtual tabletop client (or sign up for a service) to try out a new game with the designers, or OSR referees looking for a group without too much commitment. To be fair, I believe Fantasy Grounds also has that join for free option, but it is in one of the more costly packages. This is cheap, functional, people with just a browser can join a game for free (like on a tablet), and it works well enough for me to dive in and support the project and keep tracking it.

Thursday, July 16, 2015

Dragon Age RPG Preorder

This is one I am excited about. Green Ronin is releasing a combined book for their Dragon Age RPG this month, and it looks like a fun one. I like the crossover products from video games to the RPG world, since it is an inviting path for new players into the hobby, and it leverages an existing world and lore that many are immediately familiar with.

If you pre-order now, you get the PDF for $5, and that is a great deal for a full-color PDF and what looks like an incredible book. Best of both worlds, PDF and a hardcover, good stuff.

The mechanics of this game look super easy as well, a straight 3d6 roll (2 normal dice, one dragon die) and an addition/beat a number mechanic with special rules for doubles. Something not d20 for a change? Count me in.

And we get Youtube videos previewing play?


There is a sequel to this video as well, and it looks like a fun beer-and-pretzels RPG with simple "on the dice" mechanics. I know I shouldn't be this excited about a game, but it looks fun and the production values are out of the roof, on par or better than even 5th Edition D&D.

We live in an interesting time where non-d20 games are more and more compelling to me. I mean, we've been with 3rd Edition in one way or another for 15 years, D&D for over twice that, and the competing market is getting interesting. And yes, the retro-clones are always cool and go-to options. Mind you, this still isn't an open game with an OGL license, but if I am going to play and enjoy a closed-source system, it might as well offer something new and interesting to grab my attention.

I think this is as close as we are going to get to a Skyrim style dark fantasy pen-and-paper RPG, so I'm in.

Also, if you are interested, the Blue Rose Romantic Fantasy RPG 2.0 is in its last days of it's Kickstarter campaign. This game uses the same rules as the above Dragon Age RPG and there is only three days left to get in on the fun. I am a proud backer, because I like the concept of a relationship-based and less hack-and-slash game with interpersonal mechanics.

They both are the same system after all, and maybe the two worlds shall meet for a strange dark fantasy versus romance world? Sounds fun, I'm in.

Friday, January 11, 2013

Preview: 13th Age

13th Age is a d20 based RPG put out by Pelgrane Press, due to be released in March 2013. It has a fascinating linage of designers, primarily Rob Hiensoo and Jonathan Tweet.  For those in the know, these are the lead designers of D&D's 4th and 3rd editions, respectively. This is like Prince and Jimi Hendrix coming together to do an album, so I was surprised to just discover this myself. Why this isn't getting more press, I don't know; since based on the preview PDF (pre order), this is a solid design and take on a d20 game, with a lot of what we liked about 3rd and 4th editions all in one game.

This is a d20 based game, maxing out at 10 levels. This is an interesting choice, but understandable. It seems that one level in TA equals about three in D&D, at least in character power. For those of you coming from D&D4, all the parts that require a computer are gone, which I thank the gods for! It is a simpler game, stripped down to the bare essence of a d20 based game, with the powers, magic, and monsters you would come to expect. The differences lie in character creation (backgrounds), and the way the characters interact with the world (icons and the relationship system).

There are a significant amount of differences here to set it apart form the sea of d20 clones, George doesn't agree, but I see quite a few evolutionary steps, along with a couple revolutionary ones. One of the most interesting is your base damage is equal to your weapon damage per level of character. A fifth level fighter using a longsword does 5d8 + stat mods. Spells can be upgraded with upgrade slots every level, which is another cool thing (a max-ed out magic missile does 10d6 - yowza). There are a bunch of things that scale like that, from spell damage to hit points, so it does definitely feel different. The difference in power between levels is dramatic, which is nice.

If I had to pin it down, I would say it feels like if someone took 3rd Ed D&D and made a scaling MMO system out of it - but retained the 3rd Ed feel. Where 4th Ed went off the rails with it's thousands of powers and computer required system, this is closer to the book, and keeps everything simple, while still allowing for the MMO power scale curve to take place. It does not feel like the MMO-ish 4th Ed, but rather a like a cool version of the Final Fantasy SNES game's power curve applied to a 3rd Ed ruleset.

The world is great, if you likes the whole 'points of light' world crafting of 4th Ed, you are in for a treat. Here we have 'points of light 2.0' with epic (godlike) beings that live on the world, a faction and relationship system, a destiny thing going on, unique backgrounds, and an avoidance of infinite planes of existence. The world is split into three parts, the normal world, an underworld, and a plane-of-air style place up above.  Ad nauseam wheels, parallel worlds, infinite earths, and other tropes are not mentioned here - you can safely assume heaven, hell, the realms of the gods, and everything else can be reached in the normal world by foot, hoof, boat, or wing.

The world also has normal area, champion areas, and 'even the thorns on the rose bush will kill you' epic areas - really cool. I like this feel, where places in the world are catastrophically dangerous - you don't get that in Pathfinder or other games. Even D&D4 reduced that dynamic in later books, so it is fun to see it come back. It allows for interesting world setups, such as, "The entryway to Hell is on the map, over there, knock yourself out." If you are looking for a spiritual successor to D&D4's fascinating world setup, you will find it here. George is pumped about this setup as well, and we both agree, it is one of the best parts about this game.

We will be play testing this more as we read through things, and eagerly await our pre-order book. Until now, the quest for "What comes after 4th Ed?" seemed to be a two-way race between Pathfinder and D&D5. Now, the best of both of those games comes together and throws a hat into the ring. 13th Age is an underdog in this race, but it is an important game - both in design, creativity, and history. Watch for this, it is not just another D&D clone, it is actually exciting and dare I say it (for a d20 game), cool.

Releases March 2013, pre-order on the publisher's site, and receive the preview PDF for free.