RPG design innovation is a slow, deliberate affair. For all the games which push the envelope, there are an equal number that go back over existing designs to tweak and adjust them. Even Fate, which represented a significant push on traditional mechanics when it first appeared 15 years ago, isn’t immune from this phenomena. Strands of Fate appeared on the market between when Spirit of the Century came out in 2006 and when Fate’s role as Evil Hat’s flagship was cemented with Fate Core in 2013. At the time, there wasn’t a generic version of Fate, and Strands of Fate sought to do that by expanding the mechanics and options available in existing Fate games like Spirit of the Century and Starblazer Adventures. When Fate Core did appear, not only were there now two generic versions of Fate, there were two vastly different versions of Fate.
There’s always been a bit of mystique and fascination with fighter pilots from the days of the Red Baron, so it should be no surprise that there has been a fascination with those same tight dogfights IN SPAAAAAAAACE!!! Space fighters have been a big part of the Space Opera for decades, popping up in places as varied as the venerable Mobile Suit Gundam and Macross franchises (as forerunners to the famous mecha), to harder sci-fi novels such as the LAC’s in Honor Harrington, but probably the biggest exposure has come through Star Wars, with starfighter v. starfighter combat being staples of the movies, the well loved X-wing and TIE Fighter franchises, and a long stretch of novels in the Expanded Universe that brought fans fleshed out and loved characters in the form of Wedge Antilles and Corran Horn. And so the concept of these awesome space fights has been brought to us in tabletop form by our good friends over at Evil Hat with their new installment, Tachyon Squadron!
A Purifier of the Crab, dedicated to hunting down Mahō-tsukai and forcing others to give his clan the respect they are due. A Shrine Keeper of the Phoenix, a perfectionist who strives to both prove herself to her clan and show them what true loyalty means. A Wardmaster of the Scorpion tasked with keeping dark artifacts safe who scoffs at the curse of the Yogo. An Investigator of the Dragon, unwilling to remain isolated in the mountains, looking for justice and a home in the wider Empire. A Smuggler of the Tortoise, tracking illicit goods of a particularly dire nature, longing for the respect of others. Meet the Party returns to a now-finished land where honor is stronger than steel, with ready-to-play characters for Legend of the Five Rings Roleplaying from Fantasy Flight Games!
Have you been reading the High Impact Heroics Adventure Log? Wonder what got the team together, or why their secret base is under a game store? Well, this story won’t actually answer either of those questions. However, you can get an in-depth look into how Gilbert Philips became CryptoHertz, the Beacon and erstwhile team leader. Confused? So am I, and I wrote the thing! The High Impact Heroics Prologue should give you some background, or if you’re already familiar you can jog your memory with the most recent edition!
Andrzej Sapkowski’s The Witcher series was thrust into the spotlight through the work of CD Projekt Red, a Polish game development studio now best known for its games based on the fantasy series. The Witcher RPG, new this year, was the result of an intriguing IP flowchart that connects it to some of the biggest hype in both the video gaming and tabletop gaming space. R. Talsorian Games, publisher of The Witcher RPG, is the company founded by Mike Pondsmith, designer of Cyberpunk 2020. When CD Projekt Red optioned Cyberpunk 2020 for a video game (Cyberpunk 2077), another Talsorian developer, Mike’s son Cody, built out a proposal for a tabletop version of The Witcher and presented it to CD Projekt Red leadership. They accepted, and the resulting game is the one I read and review for you here.
The Witcher RPG is exciting not only because it brings a popular fantasy property onto the gaming table, but also because it is the first original publication out of R. Talsorian in 13 years. As a result, The Witcher RPG is important both because it tells us if the design chops in R. Talsorian are as vital as they were in the 80s and 90s, and it tells us what future games are going to look like. While The Witcher RPG is using the venerable Fuzion ruleset which traces its lineage all the way back to Cyberpunk 2020 itself, a number of updates and design considerations make it clear that even if R. Talsorian and the Pondsmiths like their old-school, they know how to make a game flow and play well.
The Witcher RPG is a lore-heavy, setting-heavy book on gaming in the world of The Witcher. Fortunately for everyone involved, this doesn’t make it a game about Geralt of Rivia, the Witcher from the books and games, nor does this make it a game where everyone plays Witchers. A number of classes are provided which give a fair breadth of different play styles, including mages and men-at-arms as well as merchants and craftsmen. Witchers are a playable option, but as the NPC stat cards toward the beginning of the book show, not all Witchers are as potent as Geralt. Every race represented in the games and novels are present here, and as befits the culture implied therein, there is a nice expansion of Cyberpunk’s reputation mechanic to include the generally racist attitudes towards elves, dwarves, and witchers.
After race and class there is a lifepath system which at a high level is similar to the one in Cyberpunk. The options have been beefed up quite a bit, though, and also include a lot of neat upbringing detail appropriate to The Continent. If you can’t decide whether your merchant is from Novigrad or Velen, that is baked into the lifepath quite nicely.
Mechanically, the system will be familiar to anyone who’s played Cyberpunk or Mekton: all rolls are a d10 plus stat plus skill. There are still nine stats like in Cyberpunk, though they’ve been changed a bit (Movement Allowance, Attractiveness, Cool, and Tech are gone, replaced by Dexterity, Speed, Will, and Craft). The skill list, in contrast, has contracted dramatically from the Cyberpunk days, which is a good thing. The most significant way that skills have changed is a revision to special abilities. In Cyberpunk 2020, special abilities were skills that only certain classes could get, and generally conferred the equivalent of unique class features. That is still true in The Witcher, but special abilities are no longer mere skills. Now, each class has a special ability which, when advanced, opens up additional abilities which either enhance the core special ability or are new abilities unto themselves. This ends up making the classes feel more like D&D classes in terms of how they’re written, but because of how much disparity there is compared to D&D, I think it works nicely here.
Magic is a broadly spell-based system, with a number of differing types of magical abilities. Mages can cast spells, Witchers can use the relatively simple Signs, and craftsmen can create magical potions. The alchemy system is interesting, using a number of Essences which can be extracted from different items. The crafting system broadly is built up the same way, using a number of ingredients which can be purchased or looted.
Combat is once again lifted from Cyberpunk, with a couple key differences. First, the wound track is gone, replaced with a more basic HP system (though with both wounds and stun damage). Second, a critical wound system akin to that from Warhammer has been added; when you exceed your target’s defense roll by more than 7, you deal a critical wound which confers an extra effect and is more difficult to heal. Beyond those two details, the mechanics will be familiar: opposed rolls for melee, target numbers for ranged, roll a d10. Even SP for armor is still there, and the infamous armor layering rules are still in effect.
The Witcher RPG is clearly an update of an existing system, though the update does many things well. There are also admittedly some missteps where either something really needed to be changed and wasn’t, or one of the new changes didn’t land quite right.
What I liked
To start, mechanically this game kept all the elements of the old system that I really liked. The combat is simple but wicked, lifepath is neat and evocative, and the classes are broad and not all combat-based. Certain design flaws in the Interlock/Fuzion system were addressed directly: advancement is significantly improved from Cyberpunk, both in terms of pace and options. Giving out improvement points isn’t particularly interesting, but that’s true for most games which aren’t called Burning Wheel. Additionally, the change in special abilities not only works better for making classes feel distinct but also moves away from some of the more broken special abilities in Cyberpunk. The addition of a social combat mechanic was needed and deserved. As one final mechanic worth recognition, the two-tiered difficulty system in the bestiary and complementary encounter building advice are excellent. The system is significantly less granular than challenge rating in D&D (nine categories rather than over twenty) but provides much more information thanks to the supporting material.
Beyond the rules, the lore in this book is excellent. Lots of information about the world, characters that people will likely know, and great adventure hooks which are much broader than what is brought to the table by Geralt and his friends. The GM’s section is very good, directly addressing topics like in-game romance and adversarial GMing in a blunt but helpful way. There’s also a section which has an overview of every important decision point in the Witcher video games, something which is invaluable if you or your group have played the games and have their own ‘headcanon’ to account for.
What I didn’t like
The book is not without its hiccups, both in design and formatting. The biggest issue, present throughout the book, is clarity. Every once in a while, this is from the writing…the new special ability tracks, which I greatly enjoy rules-wise, don’t have clear framing mechanics. I had to read the section four different times to figure out what it costs to advance these abilities, and I’m still unsure. More frequently, clarity issues are from implied omissions…things that the writer thought were obvious that the reader will not find obvious. An example of this is the bestiary. Each flavor section of the bestiary has a knowledge check DC in the title. This is a really neat flourish, but…two sentences at the beginning just saying why those DCs are there would have really helped. I did get it from context, but not immediately…and I’ve been gaming for nearly two decades. This also happened with item tables…many column headings needed more explanation as to what they were. The worst offenders, clarity-wise, are the sidebars. Do not put rules in the sidebars which aren’t mentioned elsewhere…just don’t do it. Finding that a rule I needed to know was stuck in a sidebar was profoundly annoying, because if I hadn’t been reading more carefully I would have missed it. And this occurred frequently throughout the book…after reading a section and feeling like I had missed something, I would find it in a sidebar. Leave the sidebars for flavor, suggestions, and tips and tricks…not core rules.
I generally had fewer problems with the actual rules of the game than with the layout, but there were a couple issues I saw. The crafting rules, which by and large are excellent, contain two issues. First, the price of items in the crafting rules and the price of the same item in the earlier inventory section were different. I don’t know if this was an error or if there’s a reason for it, but either way, clarity is needed. Second, and this is more philosophical, the crafting ingredients are lifted from the game very closely. Tracking half a dozen ingredients in a video game is trivial. In a tabletop game…less so. When you consider that every monster is supposed to drop something, it looks like engaging with the crafting system is going to require a lot of bookkeeping. It’s likely that having an ingredient-based treasure system solves more problems than it creates when it comes to power creep, so I will reserve judgment on how playable the crafting system is until I play it. As a final note, while I understand why The Witcher (and Fuzion in general, I believe) abandoned Cyberpunk’s wound track mechanic, I wish they didn’t. Characters are still pretty squishy with their static HP pools, but the stun/shock saves added to the danger of combat in a palpable way. If there was a way to keep that granularity without requiring five or six dice rolls to resolve each hit, I’m sure they would have done it.
The Witcher RPG is both a solid dark fantasy title and a return to form for R. Talsorian after a long hiatus. Grimmer than D&D but likely a bit more magical and fanciful than WFRP, The Witcher should attract fans of the genre, fans of the video games, and fans of R. Talsorian’s earlier work. If you’re looking to run from the Nilfgaardian army or just want to play fantasy Cyberpunk, The Witcher RPG should be where you look.
The Witcher RPG is available from DriveThruRPG. This review was written based on the print version of the game, and doesn’t take into account any errata from more recent PDF iterations.
A Captain who finds profit in intangible ways and sees everyone as a potential asset.. A helmsman who pilots a Miranda-class like an attack fighter, and who learned all the wrong lessons from human engineers. An Operations Manager determined to make her mark and willing to shred the manual to do so. A Security Chief with a mostly-repaired chip on her shoulder trying to adjust to peace. A Ship Counselor who helps his patients face their issues head on – sometimes with a well-placed strike of the head ridges. We’re boldly going where no Meet the Party has gone before, with the ready-to-play crew of the U.S.S. Crimea (along with the ship herself) for Star Trek Adventures from Modiphius Entertainment!
Now, safely back onboard the Albatross after the adventure with the Chimax, the crew was able to interrogate Krrsh. It didn’t take too much prompting to get him to spill the whole story: he had been the Captain of one of the ships that attacked Clarke, onboard an S-class Scout ship. He wasn’t part of the job on Toprol, so he had decided to stray off to make a bit of side money. On his trip he had stumbled across a merchant vessel, one that he thought would have been an easy kill. As it turned out, he was mistaken in his assumption: the trader held a set of concealed guns, and when Krrsh had ordered the ship to cut thrust and prepare for boarding, the merchant ship and opened up a broadside at almost point blank range. Krrsh had managed to get the ship out of the firefight and held it together long enough to make a jump to the next rendezvous point. However, the other two captains, Ferrik Redthane and Miria Silverhand were none to happy at his misadventure, which had rendered the Scout ship useless for pirating and as a punishment had marooned him on the ancient station as a warning to the others.
The elementals lay dead after a brutal fight that claimed the lives of half a dozen kobolds. Interpreter Ogro and Commander Snaks had regrouped, seeing who was left in their troop. But the fight was over. Ander and Elliot went over to the forge that the elementals were working, cooling but still hot with elemental fire. Not much of a smith, Ander plunged his sword directly into the hottest part of the fire…and had no sword left to speak of. Elliot, more accomplished at the forge and amused at his comrade’s fumbling, used the cooling embers to reforge the blade, more carefully this time. The new blade held an edge just as well as the old, and seemed to have a mild twinge of elemental magic.
It was time to take the training wheels off. My previous attempts at GMing have, up to this point, been drawn from modules and published campaigns, or had been drawn up using notes provided to me when I stepped in to guest GM. Now, there is nothing wrong with running from a module, and it is required for something like D&D’s Adventurers League. However, with an upcoming gaming marathon on the horizon (As Aaron, Seamus and were running the planned scenarios, it was dubbed CHGCon) I found myself preparing to run a session of Blades in the Dark, something I had been looking to do for a while. The problem, however, was that the first time everyone would be able to sit at the same table would be gametime. There wouldn’t be time to weave together the backstories of characters without making them myself. I would have zero idea of team dynamic, or what kind of gang they would be, and that would prevent them from having access to team benefits. While I could have made characters in advance, I didn’t want to take away from the character creation process for them, especially with a system with fairly streamlined and boilerplate mechanics for character creation.
Continue reading The Noob GM: My First Original Scenario
Welcome to Kickstarter Wonk for October! This month, as the leaves turn and the days grow shorter, many designers, from the US and Italy and Sweden and other far-off places, are all ready to bring you autumn light in the form of new RPGs! Like most months, there were far too many games to cover all sufficiently, so here is my top ten; nine games and one collection of indie gaming material that (in my opinion) is too good to pass up. Whether you’re looking for Autumn leaves in The Forest Hymn and Picnic or something spooky in Things from the Flood, this crop is a perfect harvest for October.