Freedom Reborn Archive

Community Forums => Other Games Discussion => Topic started by: Sword on May 07, 2007, 01:17:20 PM

Title: Rollin' those bones- RPG Reviews
Post by: Sword on May 07, 2007, 01:17:20 PM
I have recently made quite a few RPG purchases as a method of inspiration for my own game. In this thread, I will define what I find brilliantand lacking in each book.

We'll start with Silverlion's own Hearts and Souls

The basics: Hearts and Souls allows players a fantastic mechanic: Motivation. If things don't go well for  the character, he can use a speech about the motivation to change the dice rolls. Character creation is also reasonably straightforward. There's very little math in character creation so players who just want to pull on the cape and tights can easily mingle with veteran players.

What's brilliant: The above motivation system. Also, Tim Kirk put a lot of care into the character area so that new "Editors" won't have to struggle to come up with scenarios.

What's lacking:Nothing that I can't forgive
Rating: :thumbup: Go buy it now.

Next we have HERO System FRED(Fifth Rules Edition)

The basics: Clocking at almost 600 pages, HERO system is the most complex system I have run across yet(And I do own two White Wolf Books. Only Exalted 2E comes close)
What's brillliant: Rules for buying and creating bases and vehicles. There's some gold in there. Also,the customization factor makes it easy enough to switch from superheroes to space opera to lovecraftian eldritch horror. I do also like the power modifiers.

What's lacking: Firstly, this is the only book I've seen where a  roll constitutes "Take 14D6" Certainly Shadowrun had problems similar to this. The mathematics in the book are enough to scare away new players(This has been proven. Both my brothers are interested in playing anything but HERO FRED.)
Secondly, Mace, Flash bombs, short distance sprint and basic swimming are considered "powers" with the modifiers to boost these abilities to mega or hyper level costing a lot more.

Rating: Meh. I'll certainly find some more gold in them thar hills, but It'll probably take a hydraulicker or jackhammer to get to it. Don't run this game unless your players are mathematically inclined and have three pounds of dice each.

Last one for NowSpirit of the Century

The basics: Before there were Supers, there were the pulps. Characters like Sherlock Holmes, The Shadow, The Rocketeer. Spirit of the Century captures that sense of boundless adventure and makes the past come alive.

What's Brilliant: The skill pyramid. There are over fifteen particular skill sets that the player can set from Superb to Mediocre with more as you go down. This saves the time normally taken by rolling stats.
The aspect system. Players can determine how cool their character is by a set of customized Aspects that have a direct bearing on the plotline. Aspects such as "Are you watching closely?" allow the GM to change the storyline on the fly by compelling those aspects.
Fudge Dice and Fate Points
I like the rolling system used in this game. The Fudge Dice are quite useful and easy to read by both players and GMs. The fate points are also clever, allowing characters to do fantastic things or activate their own Aspects.

What's Lacking: With how they set up their skill stunts, you can't be like Sherlock Holmes or The Shadow unless you've played a fair share of sessions.

Rating: :thumbup: As with Hearts and Souls, buy it ASAP.