I am rather taken with the FUDGE system. It is a long way removed from my usual mainstay of Rolemaster but reading the Ghost Ops quickstart and Early Access booklets was a real eye opener.
So I set out to try and find a ‘pre configured’ FUDGE fantasy game. I liked the sense of realism that GO provided but so far I am not finding what I am looking for.
A search of RPGNow produced only slim pickings, the closest thing to a fantasy game is Gatecrasher Science Fantasy Adventure which is not what I am looking for. I want something more like Game of Thrones and don’t really need the SciFi elements.
So am I looking in the wrong places?
Am I really meant to build it myself from the FUDGE rulebook?
Of all the FUDGE systems on offer, that I have seen so far, they all seem to lack that compelling setting and slick implementation that I found in Ghost Ops.
I have found in the past that there are so many RPGs available that if you cannot find what you are looking for it is quite likely to be because you don’t actually know what you are looking for. A year ago I was in exactly that place. I knew I would recognise it when I saw it but I didn’t really know what I was looking for.
I want a system where combat is truly dangerous, where characters are defined through their skills and are capable right from the start. I want a setting where magic is rare and more ritualistic than fireballs and lightning bolts. I want monsters to be rare but horrifying. Think along the lines of a FUDGE implementation of Call of Cthulhu in Hârn.
So any suggestions because I am not finding anything? Is this something I am going have to build myself? Is this something that others would want to play?
It is a long time since I have posted anything here or even commented for that matter. I have not abandoned Stargazer’s World, I have just been exceptionally busy.
Several weeks ago I was given a selection of books by Columbia Games Inc from their Hârn setting. Previously I had heard of Hârn but had never looked at the books. Most of my gaming had been done in either Middle Earth (MERP and Rolemaster), Shadow World, Forgotten Realms (Rolemaster) or in Sci Fi settings.
When Hârn landed on my desk I was really interested in it from a developers point of view. I like writing and sharing adventures but you cannot publish material for Shadow World as Iron Crown are fairly hostile to indie developers and WotC are not really interested in letting you use their setting for different games.
Hârn on the other hand is a stand alone setting. I have never looked at HârnMaster but I am not in the market for different set of rules (actually that is not true but HârnMaster is not what I am looking for).
I have reviewed the core Hârn booklet over on my own blog but here I wanted to look at HârnManor.
One of the things l like about the HârnWorld materials is that they are fairly ‘bitesize’. Most that I have looked at have been in the 60 to 70 pages. That is manageable and I can read them in an evening.
HârnManor is 88 pages but the second half of the book is five manors fully detailed and ready to use. The first half of the book is all about manor life and how to generate a detailed manor.
Manors are where 90% of the HârnWorld population live and work and is most likely where your players are likely to start their life. The rules presented in HârnManor allow you to create a detailed manor to use as a backdrop for your setting right now to random events. The medieval manor glossary was genuinely interesting and educational!
HârnManor costs $29.99. So would I buy it? I am not entirely sure I would. When I am GMing I may well just tell you that there are fields of crops and there are peasants working the fields. I don’t need to know what the crops are and the exact yield per acre. I just don’t need to know that level of detail. For lots of GMs they love that level of detail. If you are of of those GMs then you will love this book.
If you are into HârnWorld then I suspect you will already have this. It feels like one of the core works and it was published back in 2009. As a standalone setting it is a useful addition I think to most GMs libraries.
I heard there is is to be a third Bill & Ted movie this week so I just had to use the ‘Most Excellent’ phrase 🙂
I have been quiet for nearly a month but it is not because I am shirking. I have been busily reading rulebooks and play testing games.
I have finally finished the 7th Sea 2nd Edition Core rulebook. I started looking at this in my last post Reading Up On 7th Sea. I love this game and although I have not been able to play it yet parts of it has already sneaked its way into other games I am running, more of that later.
What I am finding frustrating is that 7th Sea has really grabbed my imagination but I have no one to run it for or for me. You all must know that I am a fan of solo rpg but this is one game that completely defeats my efforts to solo play. The demands to be creative on both sides of the screen do not fit with a single person playing both sides and all the NPCs.
I have both the original and 2nd edition of 7th Sea and I do think the new version is an improvement. I absolutely love the hero creation rules.
Over in Rolemaster land we have an unusual situation of a supposedly public beta version of the rules being available for play test but the changes to those beta rules generated by testing are a secret. There is not going to be a third play test version and no one is going to see the modified rules or should that be finalised rules before it hits the shelves.
So the problem this causes me is that we know the beta rules have problems and parts are broken but we don’t know what fix the writers have decided upon. I have a play test game running but there is no point in calling it a play test at all as I am having to house rule around things. So in effect I am not play testing at all, I am playing a home brew version. So this is where 7th Sea has ‘infected’ my gaming. There is an element of the hero creation, hero stories, that I think is brilliant. It also makes sense of the experience rules in the new version of Rolemaster. So I have now woven hero stories into my new game.
Of all the parts that make up an RPG I think character creation is probably the most important. If you don’t want to play the character you get at the end of it then there is no fun in playing the game. This is something that 7th Sea 2nd Ed. does supremely well. It is just a pity that my players cannot see past hack and slash. 7th is definitely not a game for murder hobos!