Showing posts with label Sword's Edge Publishing. Show all posts
Showing posts with label Sword's Edge Publishing. Show all posts

Monday, July 2, 2012

The Michael Rohan Memorial Bundle



From Fabled Environments:


Fabled Environments is proud to announce a Charity Bundle to benefit the Michael Rohan Memorial Fund. This bundle, slated to be released July 2nd through OneBookshelf (DrivethruRPG/RPGNow.com) contains great submissions from Pinnacle Entertainment Group(the folks that brought us Savage Worlds), Fat Goblin Games, Reality Blurs and others. There is even amazing original artwork from Aaron Acevedo.

The Michael Rohan Memorial Fund

On June 10th of this year, the Creative Director of Silver Gryphon Games, Kevin Rohan, lost his 6-year-old son in the aftermath of a tragic accident while swimming at a local water park. This loss has deeply affected the Rohan family as well as the friends of the Rohans and hundreds of families that they are close to and through out the community.

Seeking to turn this tragedy into community outreach, the Rohan family has decided to start the Michael Rohan Memorial Fund which will be used to help pay for swimming lessons for local families, assistance for CPR and lifeguard training, as well as help with grief counseling in the wake of a tragic loss. There are plans for more and bigger things as well, and with the appropriate funding we will be able to achieve some great things and extend our assistance beyond just our local communities. 100% of the money raised through this bundle will go to the fund and will allow us to begin helping other families almost immediately.

My thoughts:

The Rohans have been truly inspirational with how they have worked to make a horrible tragedy into a positive for the world. Support this bundle, please...not because it's $176 worth of amazing products for only $12, but because it's a good thing to do...the rest is just icing on the cake.

Thursday, February 2, 2012

Tommy's Take on Kiss My Axe



Sword's Edge Publishing released Sword Noir last year, a new fantasy game inspired by a lot of older elements (FATE and Savage Worlds being among them). This is their follow-up game: Kiss My Axe, taking similar elements but placing them in a viking centric game.

WHAT YOU SHOULD KNOW: Kiss My Axe uses the same basic system as Sword Noir, which I reviewed here. You can get the PDF for $3.99, or the PDF and the softcover for $10.12, both at RPGNow. Like Sword Noir, it is not a large book, only about 70 pages. It is in black and white, with a stylized look that isn't too flashy.

The opening of the book talks about how Kiss My Axe was inspired by the 13th Warrior, which was a very good film with an epic ending, and gets into the Viking Ethos (which can be summarized into Glory, Loyalty, Generosity, Hospitality, Fearless and Cunning).

Character creation is largely the same as Sword Noir, with a few changes: Each character has a Concept, a Faculty, Seafaring, Prowess (which is divided into Fighting, Style and Protection), Traits (Physique, Charisma and Cunning), other Qualities (player defined) and Pivots. Note that, should you not play a Viking, Seafaring is replaced with something else that is culturally appropriate. These are ranked from Weak (-6) on through to Legendary (+8).

As you could probably tell, the game takes a more focused approach towards combat with the Fighting traits, and the rulebook breaks down character creation for three different characters (a Heroic character, a regular character and a minion) at once. The Vikings also gain Fame and Reputation, as well as Weaknesses and Luck.

As with Sword Noir, Critical Failures can allow you to pick up Advancements, which was one of my favorite mechanics from that game. Combat is pretty close to Sword Noir's though Style can be used to influence combat, and can score you Stunts on Critical Successes.

Magic, as befitting the Norse roots of the game, uses Runes as the basis of magic, and spellcasters assemble their spells from a table of effects. Extra levels of success on the die rolls (every 6 points above the target number) grants the spellcaster an increase on the components of the spell, but failing to properly cast the spells can wear you out.

A small bestiary (heavy on the giants) is provided, though a few other entries are present. If, like me, you wanted monsters in your Sword Noir, this isn't going to scratch that itch, exactly, but it's a welcome addition.

The settings chapter provides information on three historical eras (The Scandinavian Bronze Age, the Time of Celts and the Romans and The Age of Migrations) before providing a very nice overview of the world as it was in The Viking Age (as it appeared in Viking songs, legends and tales).

We get a two-page treatment of the Norse Religion, the Nine Realms and the major Gods and Goddesses and their spheres of influence.

The GMing chapter (really the "gameplay" chapter) goes out of its way to stress the major thing that separates this game from Sword Noir: While Sword Noir is a hardboiled fantasy trek, Kiss My Axe is very much about the PCs being bad ass at what they do.

The book concludes with a list of sample characters (including an expy of Antonio Banderas' character from 13 Warriors) and a some sample Viking Pivots, based off of their Ethos', to help your players on their way.

WHAT WORKS: Kiss My Axe, while largely using the same system as Sword Noir, does a nice job of differentiating itself, especially in feel with predefined Qualities like Ethos and Seafaring. The alternate magic system is also a nice touch, as is getting a small selection of beasties to use with the game system.

WHAT DOESN'T WORK: The lack of a character sheet is disappointing, and I did catch the odd editing error (the sample character from the character creation chapter is missing his Physique rank, for instance.

CONCLUSION: A very cool follow-up to Sword Noir, though I'm not sure it quite reached the lofty heights of its sister game. By necessity, it is more limited than Sword Noir (though a wide range of vikings are presented...you are not shoe-horned into a burly brawler by any stretch). Even though the two games do depart in certain ways mechanically, KMA is inexpensive enough to mine for material for Sword Noir, taking the magic system as an alternative, for instance, or seeing monster write-ups in play. All in all, a fine product...I just personally prefer Sword Noir to Kiss My Axe.

Sunday, January 1, 2012

Tommy's Top Six of 2011 and Birthday Blog Giveaway

Last year's Tommy's Top Six and Birthday Blog Giveaway was a pretty good idea and a pretty big success, so I decided pretty early on to revisit it again this year. I am keeping the same criteria this year for last year's selections, which are as follows: 1) Only one title from each company could be eligible. Spread the love around and all that. This year, it was much easier to do that than last year. 2) I'm not concerned with when the book was released, only when I reviewed it, which had to be between December 17th last year to December 17th this year.

Also, like last year, I have some "runner-ups" or "honorable mentions"...a seperate blog post will detail those.

Oh, hey...and this is my 300th blog post! Yay!


Why You Should Buy It: Ghostories is a really misleading title, as this is pretty much an all-purpose horror game. Using the genreDiversion system, Ghostories has everything you need to play, and is also compatible with other genreDiversion games (like Mean Streets), while including conversion charts for PIG acquisitions like Bloodshadows. That's a LOT of play that you can get out of this one book. As noted, it goes above and beyond just ghost stories, providing demons, liches, shapeshifters and trolls, and then some. In addition to being able to play normal humans, the book opens things up to a number of powers, like Sorcery, Revelations (visions), Binding Lore (binding spirits), Unholy Arts (which summons Phantoms, who are reallly demons, and that's Bad), and much, much more. In addition, the book crams in nine adventures and around twenty plot seeds, so there should be very little question as to what you "do" with it. On top of that, it includes 21 ready made characters. I'm a fan of games that are a little lite while still having crunch, and the cool, atmospheric modifiers for the supernatural powers in this game qualify (like casting spells on Samhain, for instance), and the powers in the game are a fun, unique mix that help characters stand out from each other without making the game about essentially horror superheroes. I had picked up the original version of Ghostories before but really kind of overlooked it, but a side by side comparison of that one and this are wildly different. Ghostories is a meaty, 128 book with a low-powered, horror feel, and I would gladly use it in place of games like, say WitchCraft. In fact, for my next pure horror game (not the ass-kicking, monster-hunting type ala Angel or Rippers), I would look to Ghostories first before I would anything else (even Savage Worlds), and that's about the best compliment I can give. And it is worth noting that Ghostories HAS rules mods that make it a little more cinematic, but there are other games that can do that better. Stick with the low-end, investigative horror and Ghostories should shine.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: The idea that Savage Worlds is only good for high-octane, pulp adventure got completely kicked in the teeth by Realms of Cthulhu. Filtering the Cthulhu Mythos through the Savage Worlds lens, Lovecraft's legendary mind-bending tales managed to impose their demented will on the Savage Worlds game system. Now, Realms of Cthulhu doesn't fundamentally alter Savage Worlds...it just provides you additional rules to fundamentally alter Savage Worlds with. For instance, Pulpy and Gritty damage as well as Physical and Mental damage. Setting rules that can make Savage Worlds MUCH harsher than most folks seem to think it is. It does up the complexity level of Savage Worlds, but only a bit, and it grows organically out of existing mechanics. The bestiary is an extensive one that covers most known Lovecraftian beasties, and it's full of random charts with which to generate random entities and corrupted people. It also has conversion notes for Call of Cthulhu by Chaosium, in case you want to use CoC materials with Realms. Magic gets twisted sideways and overhauled to fall in line with the Cthulhu mythos, and the production values are as good as any Savage Worlds book on the market. The options, setting rules and random generators in Realms of Cthulhu make this an amazing addition to any Savage Worlds library.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: Obviously, I'm a pretty big fan of Savage Worlds. Like Realms of Cthulhu, Savage Suzerain kind of plays with the way you look at Savage Worlds. Whereas RoC takes it to harder and grittier levels than the core, Savage Suzerain expands it far beyond what most people consider to be the "upper limits" of the system. Savage Suzerain is a world-hoppping Savage Setting that actually encompasses multiple Savage Settings and dials the awesome up to 11 by making the PCs capable of ascending into Demigods, a rank beyond Legendary. The settings thus far have included fantasy warfare (Caladon Falls), Space Empires (Dogs of Hades), cyberpunk vampire apocalypses (Shanghai Vampocalypse), pulpy Depression-era investigation (Noir Knights) and much more to come. Any of the above books (especially Caladon Falls, a thing of beauty and awesome) could have qualified, but I have a One Book Per Company rule, and this is the one that expands those options to begin with and makes the rest of them possible. This is the book that lays the groundwork, providing a slew of new Edges and explaining just how Pulse Paths (which replace Arcane Backgrounds) work. Pulse starts off with basic effects, mimicking the powers from the savage Worlds rules, but eventually scales up to reality-altering (at least temporarily) levels. The Savage Tales and Plot Point campaign in Savage Suzerain is also one of the most effective I've seen at hitting all the thematic bullet points while still leaving the setting wide open at the end. I love Savage Worlds just as it is, but I love those Savage Settings that blow the whole thing wide open, like Realms and Savage Suzerain. Oh, and it has my favorite Hindrance ever: Optimist.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: The Companion series is designed to help you expand Savage Worlds in your chosen genre. Similar to the old PDF-only Toolkits, the Companions provide new rules, Edges, Hindrances and so forth. Two of my favorite books from that line were the Horror GM's Toolkit and the Horror Bestiary....both of which did a LOT to inspire the material for this book. Obviously, horror is nothing new to Savage Worlds, what with one of the earliest settings being Rippers, to say nothing of the Deadlands connection. Even Necessary Evil had a bit of a horror element to it. The Horror Companion does a fantastic job of taking the earlier toolkit and bestiary and bringing them in line with Savage Worlds Deluxe edition. There are a number of horror specific tweaks, like Doubting Thomas becoming a Major Hindrance, but my single favorite part is the addition of Monster PCs, from vampires to werewolves to angels to demons. There are also great new powers and Arcane Items. If you're planning on running any sort of horror game for Savage Worlds, you would do well to pick this up...and even if you're not, and you like having monsters around, there are plenty of options to choose from. While I can't quite call it indespensible, I'd say it's pretty close, as a lot of this stuff is pretty easy to adapt to any Savage Worlds campaign that isn't "normal" (Deadlands Blessed totally need Consecrate Ground).

Buy the PDF at RPGNow.


Why You Should Buy It: This unassuming tome is a complete rulebook, drawing from multiple sources for inspiration, including Savage Worlds and FATE. The different pieces make the game feel familiar if you've played some of the games that inspire it, but it's very much it's own game and not just a bolted on mish-mash. The human-centric setting is a bit different for fantasy games, and magic is thematically perfect, inflicting higher penalties for your successes rather than your failures, corrupting you over time. Some of the neater aspects are how character advancement/development are tied directly to the game mechanics: Critical failures allowing you the option of improving Traits or Qualities while Critical Successes allow you to add Stunts tied to your Qualities. The Qualities are all of a "Player Defines Them" variety, which is nothing new, but Sword Noir does a very effective job of guiding the players through creation by tying Qualities to various aspects of character generation. Sword Noir is a very unique game, created from some very familiar parts, that works better than it probably should.

Pick it up in PDF or in a print at RPGNow.


Why You Should Buy It: Easily the oddest selection on the list, Tough Justice is a historical farce RPG designed to emulate a very bloody period of England. Meant to be played as an adversarial RPG, it is one of my favorite approaches to PC vs PC games, because the PCs are on opposing legal teams, rather than actually having to do battle with each other (though that's not completely ruled out). I'm a sucker for courtrooom dramas, and that sort of thing is often abstracted down to a couple of die rolls...here, EVERYTHING impacts the outcome of the case, from pre-trial actions to witness tampering to closing statements to the jury. Most importantly, the game has an extensive list of examples to walk you through every step of the case, from arrest to execution (if applicable). You don't even have to worry about getting stumped with the creation of cases and defendants, as there are large, random charts for that. In fact, it is even possible for PCs to wind up standing trial, if you broke too many laws in their pursuit of justice. Easily the most unique game on this list, Tough Justice isn't just different to be different, it is a well-written game based off a tested system, providing one of the most unique experiences I can think of. You don't want another fantasy heartbreaker or Star Wars clone? Then pick up Tough Justice and support something truly different from the norm. Bonus points if you base characters off of the cast of Boston Legal.

Pick it up in PDF at RPGNow or in print at Lulu.

And with that out of the way, now let's get to what you really came for: Free stuff.

Today marks the second anniversary of The Most Unread Blog on the Internet. Ever...as well as my 300th blog post. Last year, we had a very successful Birthday Blog Giveaway, and this year, we will do the same!

Thanks to the generosity of the above publishers, I am pleased to announce the following prizes:

- A PDF copy of Ghostories Expanded.
- A PDF copy of Realms of Cthulhu.
- A PDF copy of Savage Suzerain.
- A PDF copy of the Savage Worlds Horror Companion.
- One (1) print copy of SWord Noir, and two (2) Complete Sword Noir PDF Bundles, including Sword Noir and two adventures. (Print copy and bundles awarded separately).
- A PDF copy of Tough Justice.

Eight great prizes, including a print copy!

To enter, simply send me an e-mail to tommyb(a)sstelco(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on January 15th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on).

Thank you once again for continuing to read the blog. Thank you to the publishers for their generous donations for the Blog's Birthday. As the New Year begins, I have made some tweaks to the blog, placing the Savage Worlds Characters Are All The Same articles linked off the front page, and I have also added an Amazon aStore as one more avenue with which you can support the blog if you so choose.

Up next, I'll discuss a handful of products that almost...but didn't quite...hit the Top Six mark and why.

Thank you, have a Happy New Year, and good luck in the contest!

Tommy

Thursday, June 2, 2011

Tommy's Take on Sword Noir


Depending on just how much of a FATE game you consider Sword Noir to be, it may be the smallest FATE rulebook that I have read (by a mile).

WHAT YOU NEED TO KNOW: Sword Noir is a standalone fantasy RPG claiming inspirations from a number of sources, from FATE to Savage Worlds to the PDQ system. RPGNow has the PDF available for $4.99 or a POD softcover for $10.73...and you can download the system itself (the Sword's Edge system) for free.

Despite only being 74 pages (RPGnow says the print version is 104 pages, but this seems to be due to the dimensions of the book), the PDF has all the major bells and whistles, including bookmarks and clickable table of contents for easy navigation. Sword Noir is designed to emulate "hard-boiled fantasy", specifically citing works like the Lankhmar series, as well as Conan.

Qualities are ranked on a scale, from -6 to +8, in increments of two. Characters are divided up into Heroes (important named characters), Regulars (less important named characters) and Minions (nameless mooks, typically). Heroes have a number of Qualities, named by the players. For instance, Concept is a Quality (such as Wily Ranger). After Concept, you create a Background Quality, like Criminal on the Run. Then Faculty, essentially an important skill...in this case, we're going with Deadshot (linked to Agility) for bow use. Now you need a Flaw, like Hot Temper.

Every character has five Traits: Physique, Agility, Wit, Charisma and Will, with all of them starting off Average. Here, the player gets 6 ranks to spread out among the five traits OR to buy more Qualities, or to raise other Qualities (which start off Good (+2)).

Let's bump up Agility to Good (+2), as well as Wit and Will. Add a new Quality "Tracking His Prey" (linked to Wit) at Good for four Advances. With those two remaining advances, let's bump Agility and Will up to Great (+4).

Next the character gets assigned items, which includes anything reasonable, like bows, daggers, etc. Anything they need to fit the concept. Anything too special should be created with a Quality. Characters also need Pivots, which are important goals, such as "Bring My Former Partners Down". In play, you can also gain Weaknesses and Reputation (the latter of which can provide bonuses and penalties).

Fortune Points can be gained by generally attempting to be good and noble, and can allow for things like automatic successes.

The basic mechanic is rolling 2d10, adding them together, and adding any relevant Qualities. Rolling a natural 2 is a critical failure and a natural 20 is a critical success. Interestingly, a Critical Failure can allow you to attempt to increase the Quality or Trait applied to the roll as compensation for the failure, or you can also take a temporary Weakness to avoid the consequences of Failure. A Critical Success allows the character to gain a very limited, but permanent, Stunt tied to a relevant Quality.

Combat is pretty straightforward, comparing attack rolls with defense rolls, and if the attacker succeeds, the degree of success determines damage. If they get all the way up to a Legendary success, the defender gets a Doom, which means they either die, get a Weakness or lose a relevant Rank somewhere.

Similarly, each character can take three Damage ranks (each rank gives -2 to combat actions and -1 to non combat actions), at which point they fall unconscious. At four ranks, they gain a Doom as above.

The Magic system is interesting, as their is a penalty in place, but it is for SUCCESSFUL uses of magic and not failure. The more you successfully cast spells, the more it can make you insane over time, ultimately costing you your soul.

Wealth is abstracted into Lifestyle, which gives a baseline for your character's standard of living.

With mechanics out of the way, the author dives into the Sword Noir "setting" as it were, a flawed word of flawed heroes. The chapter hits on important bits like the corrupting influence of magic and the brutality of violence, both of which are supported by the mechanics, but also notes that the atmosphere is really a product of both GM and player buy-in to get that "life is cheap, crapsack world" feel, which is certainly true.

A section on Sword Noir adventures really only tackles the subject in the broadest sense, focusing more closely on bringing the group together and giving them a reason to stay together than anything. Personally, for a Noir feel, I would use the hook from the TV show Leverage for that first adventure: Benefactor hires them (or hires one of them to assemble the rest of them), and then royally screws them over, setting them up for a fall. From there, they can swear vengeance (at least as long as it takes to bring the benefactor down...bonus points if the screwing was so complete that they have nowhere safe to turn to outside of the team).

A sample city is also provided, complete with important residents like gang leaders, kingpins and even honest to goodness Good Cops.

Also included is an adventure in which an old acquaintance asks the PCs to find his lost love, who isn't what she seems...but with a uniquely fantasy twist.

The end of the book is a series of premade characters, a blank character sheet, a map of the city of Everthorn (the sample city mentioned above) and a character tracker for the GM to use.

WHAT WORKS: A very professional, yet low-key, presentation, especially for the price. The art and layout aren't fancy, but they both fit the feel of the product. The system is a nice little mish-mash of various systems, but thought has actually gone into how to make the pieces fit, rather than just jamming them together. I like the Critical Failure and Success bits, as well as the corrupting influence of magic.

WHAT DOESN'T WORK: I wasn't a huge fan of the city or adventure, just personal preference I guess...although I did like the cops being "incorruptible" for a change. I would probably have preferred a more generalized approach to building fantasy noir adventures instead. The author has explained the reasoning behind the lack of nonhumans on the company website, but I still would have preferred a treatment of them. There were a couple of spots where the writing could have been tighter, and frankly, calling NPCs "NCs" (Narrative characters) just bugged the crap out of me.

CONCLUSION: Minor quibbles aside, I really liked what I read. The Qualities/Aspects stuff is well defined, I dig the take on magic, there is no abstract "stress" in place of damage, and there are some cool bits like gaining advancements off of critical failures. Still, a great game packed into a small package. With a "monster" hack, it might even be a prime candidate for a worthwhile Ravenloft replacement. Highly recommended if you wanna get dirty with your next fantasy game.