Damage is equal to the total score of all of the attackers dice, and combat will bounce back and forth between both parties until somebody dies — hopefully not you. Your fitness score comes into play when attempting a rather strenuous activity, such as jumping over a rooftop or dodging an unexpected attack. Roll a number lower than your fitness score and you pass. Roll higher and you fail. Like decision-making, these results will impact the direction of the story. Everything ties together nicely in the end — the storytelling, the combat, the stat tracking — to provide an incredibly engaging experience.
Some might find that to be a tad frustrating, but the real fun in games like this is seeing all of the different places it can take you, so in my eyes this makes An Assassin in Orlandes a winner. Before you snag your next dime store paperback to pass time on your lunch break, be sure to take this one for a spin. Subscribe to GameZebo. The combat uses a ruleset that makes logical sense but that can be easily circumvented by turning quick dice mode on, plus there's plenty of ways to cheat around battles if the player so wishes.
Such a variety of difficulty modes is a particularly nice step, given it ensures that frustration is kept at a minimum regardless of the player's mindset. Curse of the Assassin is another great hit for Tin Man Games, ensuring that the adventure game book concept continues to flourish under the team's capable hands.
Gamebook Adventures 9: Sultans of Rema proves to be a simple recommendation to make to those who enjoy well-written interactive fiction.
With less of a focus on fighting than before, Sultans of Rema tells a gripping story of political intrigue. Review disclosure: note that the product reviewed on this page may have been provided to us by the developer for the purposes of this review.
Special qualities are often abilities that can be triggered with Light Fate spends, while benefits are usually ongoing bonuses to some ability or another. Requirements list what ability requirements the item may have, and value tells the sale price of the item. While some of these do what you would expect them to do extra damage, special defensive abilities, extra use of spells , there are a few that have some nice setting flavor built into them.
Because one of the potential rewards that a character can gain is a follower, in this game it can truly be said that the real treasures are the friends you made along the way.
The motivation of the villain is sympathetic, even if they have clearly crossed quite a few lines by the time the player characters catch up with them. In any adventure that is included with a game that has its own setting, I look for that adventure to not only showcase the rules of the game, but also to show what elements should appear in an adventure in the setting.
My biggest quibble is that there are sections of the adventure that will be easier for characters of some alignments over others, which feels like it could cause sections to stall out a little if characters are all on one side of the alignment axis.
Critical Failures just introduces the idea that matching numbers on the die when failing could be used to trigger critical failures, and the text gives some examples of what these might look like. I like the Aspirations, because these break down some simple goals based on Ancestry, Alignment, and Class, that trigger additional XP gains.
The goals are simple and focused on what they track. The XP triggers remind me of similar triggers in more story-based games like Dungeon World. My favorite part of the appendices is the Interesting Locations.
These are randomly found notable locations that might be found when traveling from one place to another, and include things like ancient altars, castle ruins, faery mounds, magical pools, or glades. Most of these involve mechanical interaction that may provide a benefit under the right circumstances. While this emulates some of the spots on the Talisman board where characters can pick up treasure or followers, I love the idea of some wondrous, interesting sites that can be happened upon while wandering.
I would love more products just detailing quick mini-location scenes in all kinds of fantasy roleplaying games. I love the fairy tale feel of the setting, which is well reinforced by the rules. The rules do a good job of making the game player-facing and addressing the various resolution situations that arise from that paradigm. The follower rules are simple and non-intrusive, and the details in various locations are both functional, table ready, and fun. While most of the book flows well and is a compelling read, a few places get a little tangled in their explanations for example, tracking armor damage.
Not only is there a lot to like in this game if you are looking for a fantasy game with a slightly more fairy tale feel, but this is a great game to look at when you want to see how it handles mechanizing procedures that have become staples of fantasy RPGs. This does an excellent job of modeling how to list useful locations and functional reasons for NPCs to exist in a setting, without getting bogged down with hyper-detailed sections that would work against the storybook reality of the setting.
Do you have a favorite RPG derived from an unlikely licensed source? What was it, and did it do a good job capturing the spirit of the original IP? What unlikely source would you like to see made into an RPG?
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