It is the Space Year 1987. Long before his adventures in the wilder regions of space, Fateweaver Duu'ey of the Ad Hoc Craftworld, fresh out of Farseer Academy, is sent on his first mission: to investigate a strange monolith on the jungle planet Brytonn IV. An easy job, the space elf wizard thinks, until he detects an alien psychic presence on the planet...
We're playing Rogue Trader! The first proper edition of Warhammer 40,000! Neither Stuart or I have played it before! What could go wrong?!
Rogue Trader is a chaotic -- small c -- mess so at least three Eldar army lists and three different Genestealer Cult lists were published during its lifespan. I picked my Eldar from the list in White Dwarf #127 while Stuart's cult was from the Tyranids-but-not-really list in WD #145, so we're not quite authentic to 1987, but close enough.
The book does have quite an extensive section on generating scenarios but we decided to use one from Sci-fi Skirmish Scenarios by John Lambshead; after five to seven turns, whichever side was in control of the monolith -- not that one -- in the centre of the table would win. Nice and simple.
I was worried from the off as I got out my 13 miniatures and Stuart just. Kept. Deploying. Troops. We both had 1000 point armies but I was hugely outnumbered and we hadn't even started!
I expected a cagey, tentative start as no one would want to go for the central objective, and so it proved. The two forces inched -- ha ha -- forward but no one put their heads out. The Avatar, the bloody-handed god of war, must have been fuming at all this weak posturing.
Stuart sent some Genestealers around to his right and I, being well familiar with how deadly Genies can be, sent the Howling Banshees and the dreadnought over to stop them. I was concerned that sending the dread over too was a bit overkill, but as it turned out the Banshees, despite being close combat specialists, had a very difficult time dealing with their opponents and it took the big war machine to break the deadlock.
The first major turning point came when the Genestealer Magus used his space magic to switch the allegiance of my Guardians overlooking the central square. Suddenly Fateweaver Duu'ey found himself surrounded by hostile enemies!
I had sent the Avatar on a speculative foray over to my right to perhaps assassinate the Magus but with Duu'ey surrounded and with more Genestealers on the way, I brought the war god back and charged the Guardians. While the Genestealers were immune to fear, the Guardians weren't, and they broke and fled, giving Duu'ey a chance to get to safety.
At the rough halfway point I had two units tied up with one enemy unit over on my left, and the Guardians gone over to the other side, so only the Avatar and Fateweaver Duu'ey were available to contest the objective. With the entire Genestealer army in front of them. Oh dear.
I decided to switch tactics and take advantage of the erratic jumble of rulesets that make up Rogue Trader. Eldar have a bespoke magic system that is nothing like that used by everyone else, so I used Duu'ey's Mind War power against the Patriarch. It cost me nothing to cast, so at best I could take control of the cult leader, and at worst I would chip away at the monster's power points, until it could no longer resist. All I needed was time.
The scenario has a variable length, between five and seven turns. The Genestealer Cult had the advantage in numbers and position, but if I could turn the Patriarch I could cause some trouble in the middle.
On this day, fate smiled on the Fateweaver.
The Patriarch turned, then literally turned, and charged into the back of his own cultists. This was a win-win for me; either Big Daddy would die, or his cultists would die, but either way that was two units tied up unable to claim the objective. I was still outnumbered, but there was a chance.
The Genestealers in the middle had been engaged in an inconclusive mêlée with the Avatar but withdrew -- Attack of Opportunity! -- to fall back and claim the monolith. Meanwhile the "combat specialist" Banshees finished off the Genestealers on my left with the help of the dreadnought, and moved into the middle. The dreadnought used its JUMP PACK -- because dreadnoughts in RT have jump packs, because this game is ridiculous -- to get there quicker.
At last, Duu'ey broke down the Magus' psychic defences and took control of the opposing space wizard. We ruled that although the Patriarch and Magus were not dead, the Eldar mind control meant that the psychic link between the leaders and the rest of the cult was severed, and so the cult turned feral. The Genestealers in the middle were confused and could not contest the Monolith, and everyone else was either engaged with the Patriarch or was stumbling around in a daze, so the only "Genestealer" forces that were in contact with the Monolith at game end were... two alignment-switched Eldar Guardians.
So the game ended as a draw by the scenario rules, but Stuart did also have a single confused Genestealer in contact with the monolith, so there's an argument that he may have had a slight edge, or maybe not, because the Genestealer was confused and not really in control of anything. I don't know. You decide!
We had a lot of fun playing the original 1987 Rogue Trader. We were expecting it to be baroque and difficult but there is enough shared DNA with later versions of 40K that it was familiar to us and it played quite well. There is a lot of randomness but for the most part it added to the fun; Stuart's Magus and Patriarch had some funky space magic, some useful, some not -- you can teleport a mile! -- and my Avatar and Farseer had random statistics, which resulted in a god of war that was more or less invulnerable but also comically unable to hit anything.
The rules are weirdly granular at some points but handwavery and vague in others. You have to take into account encumbrance, and miniatures can't turn during their move without giving up distance in half-inch increments, but there's nothing in the book about climbing or falling off buildings, not even in the detailed section on... combat in buildings. The game is designed to be run by a referee and I imagine a lot of the edge cases would be ruled on the spot by them, but it's odd looking back from the future, where this sort of thing is covered in the rules. There's a definite loose OSR type feel to the game.
So yes, good fun! It's basically a skirmish wargame and there are more recent skirmish wargames that I prefer overall, but it's clear why this game took over the world.
Arbitrary score: 1987 out of 40,000.
Next up in the 40K Project: 1993's second edition, the best edition!
Edit: Stuart's summary of the game is here.
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Sunday, May 26, 2024
The Battle For the Monolith
Labels:
40K,
40K Project,
40K01,
Rogue Trader
Wednesday, May 22, 2024
The Last Straw
As I may have mentioned before, Shadow of the Colossus is one of my favourite computer games ever. When the team behind that announced a follow-up, The Last Guardian, in which the giant-thing-on-which-you-can-climb is a friend rather than a foe -- although the Colossi aren't enemies as such, but that's a bit of a spoiler -- I knew I had to have it.
I waited, and then it was announced it would not be coming out on PlayStation 2, but rather the upcoming PlayStation 3.
I bought a PS3 for the sole purpose of playing TLG. I waited.
It was delayed so long that the PS3 release was cancelled and it would instead be released on PS4. In the mean time I had found other games to play, so purchasing a PS3 wasn't a total waste.
I was lucky enough to win a PS4 in a competition, and so I waited.
The game was released! I got it! I... got busy and distracted and didn't play it.
I got a PS5. Just last week a gap appeared in my life and I, at long last, booted up The Last Guardian.
I didn't like it much.
Oh dear.
It's not bad. It's fine. It looks amazing, most of the time, the music is beautiful, and the central gameplay idea is very clever; your big furry buddy Trico does feel like a real creature and the way you interact with it in order to progress through the game is for the most part well-implemented. I also have to give the designers considerable credit for basing a game around collaboration rather than combat; it reminds me of the sort of quasi-puzzle games you'd get in the Amiga days, and in fact I'm sure there was a game of that era which had a similar pet-and-puzzles premise, but I am old and fuzzy now and I don't remember.
But.
The controls are borderline terrible. There's an attempt to go minimalist and simple, and the controls are context sensitive to an extent, but recognition of the context is a bit wonky, so you may be trying to walk along a platform but instead find yourself bouncing off a wall. The camera automatically rotates to point at Trico, which is a lovely touch except if you're trying to line up a precise jump. Basic movement seems to go from a single tentative step to a flat out sprint, with nothing in between, which again is not much good when you're hopping about hundreds of metres from the ground. Trico doesn't always do what you want it to do, which is fine because it's part of the central concept of working with a wild beast, but you'd expect your actual playing piece to respond to the buttons you're pushing, given that precise movement is such a big part of the gameplay.
The game also has a habit of taking control away to show off the more dramatic jumps, which I suppose on the plus side means you're not wrestling with the controls. In fairness these cut scenes are impressive, but would probably have been more fun if I'd been allowed to be involved.
I finished the game but I didn't complete it -- there are secrets to unlock -- and long before the end I knew I would probably never play it again. It would make a wonderful animated film but as a game it's a huge disappointment. I wonder if I just waited too long. Maybe it could never live up to my expectations.
Arbitrary score: PS3 out of PS5
Here you go, you can watch the beautiful production and my less beautiful struggles with the wonky gameplay:
I waited, and then it was announced it would not be coming out on PlayStation 2, but rather the upcoming PlayStation 3.
I bought a PS3 for the sole purpose of playing TLG. I waited.
It was delayed so long that the PS3 release was cancelled and it would instead be released on PS4. In the mean time I had found other games to play, so purchasing a PS3 wasn't a total waste.
I was lucky enough to win a PS4 in a competition, and so I waited.
The game was released! I got it! I... got busy and distracted and didn't play it.
I got a PS5. Just last week a gap appeared in my life and I, at long last, booted up The Last Guardian.
I didn't like it much.
Oh dear.
It's not bad. It's fine. It looks amazing, most of the time, the music is beautiful, and the central gameplay idea is very clever; your big furry buddy Trico does feel like a real creature and the way you interact with it in order to progress through the game is for the most part well-implemented. I also have to give the designers considerable credit for basing a game around collaboration rather than combat; it reminds me of the sort of quasi-puzzle games you'd get in the Amiga days, and in fact I'm sure there was a game of that era which had a similar pet-and-puzzles premise, but I am old and fuzzy now and I don't remember.
But.
The controls are borderline terrible. There's an attempt to go minimalist and simple, and the controls are context sensitive to an extent, but recognition of the context is a bit wonky, so you may be trying to walk along a platform but instead find yourself bouncing off a wall. The camera automatically rotates to point at Trico, which is a lovely touch except if you're trying to line up a precise jump. Basic movement seems to go from a single tentative step to a flat out sprint, with nothing in between, which again is not much good when you're hopping about hundreds of metres from the ground. Trico doesn't always do what you want it to do, which is fine because it's part of the central concept of working with a wild beast, but you'd expect your actual playing piece to respond to the buttons you're pushing, given that precise movement is such a big part of the gameplay.
The game also has a habit of taking control away to show off the more dramatic jumps, which I suppose on the plus side means you're not wrestling with the controls. In fairness these cut scenes are impressive, but would probably have been more fun if I'd been allowed to be involved.
I finished the game but I didn't complete it -- there are secrets to unlock -- and long before the end I knew I would probably never play it again. It would make a wonderful animated film but as a game it's a huge disappointment. I wonder if I just waited too long. Maybe it could never live up to my expectations.
Arbitrary score: PS3 out of PS5
Here you go, you can watch the beautiful production and my less beautiful struggles with the wonky gameplay:
Monday, May 20, 2024
Golf Bag Syndrome III
Here's a piece for an upcoming issue of Fight On!; the magazine that refused to die.
I'm very rusty, but it's been fun to draw again.
I'm very rusty, but it's been fun to draw again.
Labels:
Fight On,
stuff that I drew
Monday, May 13, 2024
Yoo Hoo New Who
The BBC released the first two episodes of the new series of Doctor Who on Saturday and I very much enjoyed both, although I'm not blind to their faults. It's a bold and confident new start and the series seems to have regained some of its wild energy.
Ncuti Gatwa is great, but then all the best Doctors are Scottish. I'm much less convinced by Millie Gibson's Ruby, but it's clear that she's carrying the big mystery of this series, so let's see where the character goes.
Here are some disorganised thoughts. Not quite reviews, not quite analysis, and I don't know if I'll do more, but I'm enthused enough about the new series to write this, so we'll see.
There will be some SPOILERS, so beware.
In terms of recurring mysteries, why are the Doctor's memories of Ruby's "birth" changing? Who is the cloaked figure who was there that day? Why does Maestro recognise them? Is that the One Who Waits? Is the One Who Waits someone else? What's going on with the recurring appearances by the actor Susan Twist? Will the universe get fixed so it's no longer operating on fairy tale rules?
I'm looking forward to finding out.
Ncuti Gatwa is great, but then all the best Doctors are Scottish. I'm much less convinced by Millie Gibson's Ruby, but it's clear that she's carrying the big mystery of this series, so let's see where the character goes.
Here are some disorganised thoughts. Not quite reviews, not quite analysis, and I don't know if I'll do more, but I'm enthused enough about the new series to write this, so we'll see.
There will be some SPOILERS, so beware.
- "Space Babies" was a bit weird and a lot stupid, and a lot of fun, although it went a bit flat in the scenes without the babies.
- There's some crashingly unsubtle but glorious social commentary. Russell T Davies is angrier than he was in 2005.
- The Doctor was scared! This was explained with some technobabble, but it is still unusual to see the Doctor openly frightened.
- There's a fair bit of 2005's "The End of the World" in here. The viewing window scene. The converted mobile phone. I get it. It's a soft reboot, so we're going to get some repetition.
- There's a lovely Doctorish moment as he decides to save the Bogeyman from an Alien death.
- Nanny seems to suggest that she's never seen the Bogeyman before, but later on reports that it turned up six years ago. Is that a script error? Or something significant?
- "The Devil's Chord" was even more over the top and odd. Very bold and gutsy, although a little similar to "The Giggle", for perhaps obvious reasons.
- The Doctor is scared again. Again, there's an explanation, and this one's better -- the Toymaker did kill him, after all -- but it's still a bit weird twice in a row.
- Jinkx Monsoon is really good as the Maestro.There are some effective scenes in here, really leaning into the over-the-top campiness of the character, but there's also some successful horror too, like the hiding-in-the-cellar sequence.
- The fourth wall breaks were lovely. I'm intrigued by this idea that the Doctor has broken the universe and allowed fantasy and magic to creep in. It's a big idea and I hope RTD and crew can pull it off.
- There's not much of an actual plot, but it's done with such confidence and energy it almost doesn't matter.
- There are some odd performance choices. Why does the Doctor have a chuckle just after saying that his grand-daughter Susan may have been destroyed at a cellular level?
- The reference to Susan was itself a surprise. I'm pretty sure she's been referenced in the new series, but never by name. is that significant?
- This is the second episode in a row in which the resolution is revealed via voiceover flashback, which feels a bit lazy. I've never liked this device, so maybe I'm overly sensitive to it.
- Chris Waites and the Carrollers is an existing reference, but coming right after a line referring to "The One Who Waits" seems a bit suspicious.
- The Maestro has been killing/eating music since the 1920s, so does defeating them reset everything, going back 40 years? I assume the rules of magic and storytelling are in place and everything goes back in its box -- literally in this case -- otherwise the Doctor is being a bit negligent by going off on his next adventure and leaving behind four decades of the "wrong" timeline.
In terms of recurring mysteries, why are the Doctor's memories of Ruby's "birth" changing? Who is the cloaked figure who was there that day? Why does Maestro recognise them? Is that the One Who Waits? Is the One Who Waits someone else? What's going on with the recurring appearances by the actor Susan Twist? Will the universe get fixed so it's no longer operating on fairy tale rules?
I'm looking forward to finding out.
Labels:
Doctor Who,
I review telly
Friday, May 10, 2024
I Love You, Doctor Sessan!
My print copy of Ruination Pilgrimage arived today, so I tested it out by making a character!
Doctor Sessan, itinerant surgeon:
Character generation was quick and simple. The full instructions are split across multiple pages and chapters, but most of the process is covered on page 2 and it's intuitive enough that there's not a lot of page-flipping. The only murky area for me was the patron saint; you are directed to a table later in the book to determine your character's saint, and there's a lot of data on that table, but I think all you care about during character generation is the identity of the saint. The other stuff comes up when you pray and conduct rituals for your patron. I think. Maybe. Ish?
Doctor Sessan, itinerant surgeon:
- Strength: 30
- Agility: 37
- Intellect: 39
- Combat: 20
- Presence: 28 (I rolled 666, which seems like it should be significant in this game!)
- Body: 22
- Fear: 29
- Sanity: 37
- Resolve: 29
- Faith: 7
- Sorrow: 2
- Health: 17
- Skills: Literacy 10, Mathematics 10, Surgery 20, Pottery 10
- Vice: Wrath!
- Previous job: Potter
- Background: Caught thieving and pilloried. Has a thief tattoo on his ear.
- Kit: Nice clothing, spyglass, blank scrolls, candles, 20 coins (double 10!).
- Patron saint: Arevadah, Saint of Combat (which seems a bit optimistic given his combat score!)
- Hat: classic Roman-style helm. (From JB's excellent random hats tables.)
Character generation was quick and simple. The full instructions are split across multiple pages and chapters, but most of the process is covered on page 2 and it's intuitive enough that there's not a lot of page-flipping. The only murky area for me was the patron saint; you are directed to a table later in the book to determine your character's saint, and there's a lot of data on that table, but I think all you care about during character generation is the identity of the saint. The other stuff comes up when you pray and conduct rituals for your patron. I think. Maybe. Ish?
Labels:
character,
Ruination Pilgrimage
Saturday, May 04, 2024
#MayThe4thBeWithYou
Friday, May 03, 2024
Warty Thou
I may have a problem.
This doesn't even include the two copies I own of the best edition -- second, obviously -- nor the army books.
(In my defence I only have two army books for each edition. Sort of. Ish.)
There is a plan behind all this, it's not just nonsensical collecting; although it is that too. Stuart and I plan to play at least one game in each edition, for fits and shiggles.
This doesn't even include the two copies I own of the best edition -- second, obviously -- nor the army books.
(In my defence I only have two army books for each edition. Sort of. Ish.)
There is a plan behind all this, it's not just nonsensical collecting; although it is that too. Stuart and I plan to play at least one game in each edition, for fits and shiggles.
Monday, April 29, 2024
Carry On Carrying On
A very long time ago I played through the CARRION CROWN campaign for Pathfinder, and good fun it was too.
Also a long time ago but not quite as long ago a time as when I played Carrion Crown, I pondered rewriting the campaign. I never did get around to that rewrite, but when clearing up some old blog posts last week I uncovered my preliminary notes for what I was planning. I don't know if I'll go any further with it -- time has moved on, I have moved on -- but in the hope that it may be useful or at least interesting, here it is.
(Please bear in mind this is all based on decade-old memories and also that I was a player, so I didn't get to read the adventures. I also won't be going into rewrites of the individual adventures here, although most of them were fine. It's the campaign as a whole that needs work.)
Carrion Crown has a great central concept: each of the adventures is based on a classic horror monster, so there's a werewolf adventure, a Frankenstein adventure, a ghost adventure, and so on. It's a bit artificial but otherwise a very strong hook for the campaign, so we're absolutely keeping that.
The general plot is functional: a conspiracy of cultists wants to resurrect an ancient lich king, they need a bunch of items to do so; get the quest tokens before they do! A multi-part fetch quest isn't the most innovative setup but it is tried and tested, and anyway it's the classic monsters concept that's the selling point.
Except...
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| art by Kurt Jakobi |
(I don't know if, as written, there's any possibility for the original ritual to succeed, but I'm fairly confident in guessing that there is not.)
Carrion Crown gives the impression of flexibility and an open quest, but it's an illusion. At the beginning of the campaign, the players are given clues about the ritual and the items needed, but it's only possible to make sense of the clues -- and go to find the next piece -- when the campaign says so. The cultists are always already there waiting, so the race against time is just as illusory.
In short, despite appearances, there's no meaningful choice and no real control over the outcome. And that's terrible.
So, how would I fix Carrion Crown?
Well, as mentioned above I'd keep the classic monster theme, and the lich resurrection quest is acceptable and easy to comprehend. I would invert the ritual; rather than needing the items to complete the resurrection, I would say rather that the items can be used to weaken the lich if he does return. In fact, they were used to defeat him last time, which is why there is a legend/prophecy written about them. This may require some rejigging of the items; again it's been a long time since I played and I don't remember what all the quest tokens were.
I would give the players the full set of clues right at the beginning, and let them decide where to start. The clues can be partial and require visiting a person or location to fully understand, but in general the players will have all the information they need to find the items.
(I would also chuck some alternative "solutions" in there. One thing Eternal Lies did well was provide different options for resolving the campaign. From Eternal Lies I'd pinch the possibility of recruiting a Lesser of Two Evils type entity to deal with or distract the lich king. Enlisting allies to help out is another "item" the players could find.)
Right away, the players are faced with a choice: they can go straight to the ritual site right now to stop the cultists, or they can try to find some or all of the items to make it easier. It should be difficult for a bunch of level one characters to stop the ritual, but it also should be possible in theory. Think of Frodo and Sam in Mordor; it's a different sort of campaign, but the, er, path is there if the players want to, um, find it.
In my version of the campaign the cultists would not be everywhere, mere minutes from claiming the plot tokens just as the players arrive, because that's rank nonsense. Instead, the main bulk of the cultists will be where they should be, preparing the ritual, with a couple of "strike teams" out and about, searching for the prophesied items. I would probably also randomise their destinations, at least at the beginning, so maybe the cultists are where the player-characters are, or maybe they meet on the road as they head to different locations.
There's potential here for the players to lose quest items as the cultists get there first, but this is good and interesting as it creates tension, and as the items have gone from essential to useful, it doesn't tank the campaign. It also encourages recurring baddies, if the same cultists keep turning up.
![]() |
| art by Dave Rapoza |
One last, but important, thought. It's vital for me that the campaign feels like it is -- ironically -- alive. The cultist strike teams should be moving around, causing trouble. The ritual should be in progress from session one, and should complete at a certain time. The players should feel like they are not only racing against time, but literally racing against the cultists. If the players miss the ritual, the lich king returns and starts stomping about, and the players will have to decide what to do. One final big battle against the lich king and his followers, with whatever allies and items the players have managed to gather? Or do we finish and consider it a loss, because a bad ending is still an ending?
Of course if you're playing in a more old school style, or with an ongoing campaign, then a resurrected lich king is just a new element for your campaign setting. Enjoy!
That's about it for what I found in my ancient notes. Specifics are beyond me at this point, and I feel a bit of a fraud because it seems like anyone could have come up with these vague suggestions -- except for Paizo's editors, obviously, ha ha -- but I hope there's something useful in there.
Maybe I will find time to delve deeper and do a full rewrite at some point -- the vampire adventure is a complete mess -- but for now there is much to do.
Labels:
Carrion Crown,
remix,
stuff you can use
Sunday, April 28, 2024
Ed Balls
Ed Balls
#EdBallsDay
#EdBallsDay
Friday, April 19, 2024
Kangaroo Pills
RUINATION PILGRIMAGE is Donn Stroud's new role-playing game of wandering troubleshooters/troublemakers in a mediaeval setting a couple of steps sideways from ours, where angels and demons and saints are real and mostly deadly. It's a little bit like Pendragon and Warhammer Fantasy Roleplay had an unholy baby; regular readers -- or people that can click on links -- will know that I like both of those games, and I like this one too!
Before we get to the good bits let's look at some wonky bits, of which there aren't many. I'm reviewing a Kickstarter pdf, so some of these may be ironed out in the print release.
Arbitrary score: 3d10+10
Before we get to the good bits let's look at some wonky bits, of which there aren't many. I'm reviewing a Kickstarter pdf, so some of these may be ironed out in the print release.
- Ruination Pilgrimage uses a d5 now and then. That's just a d10 halved and is easy enough to work out, but I've never liked it. For no valid mechanical reason, I'm just not fond of halved die rolls in general, and there's no compelling reason for it here as far as I can see; the overall system is d10/d100 based, but it also uses d20s, so I don't think it's out of a desire to use only one die type. I would have just used d6s there.
- The organisation is a bit off. For example, combat ranges are not in the combat section, but next to the wilderness travel and survival section. Natural healing is explained in the chapter on downtime activities, which makes sense, but isn't mentioned at all in the part about healing, which makes less sense. It's not a massive problem; all the information is there, it's just sometimes in odd places.
- The rules on conditions and survival are rather more detailed and complicated than I would have expected. We're not talking Fantasy Games Unlimited levels of crunch here, but given that the rest of the game is simple and robust, the detail in this part seems excessive and in places redundant. It almost feels like it's from a different game.
- As mentioned above, the main mechanics are robust and simple -- which I like -- and are based on d100 -- which I also like -- so that's all good. RP is apparently based on the Mothership rpg, but I've not played that. If it's close to this I'd probably like it.
- The mechanics are explained well and while some rules may be unnecessarily complicated or in odd places, there's never any confusion about how they work.
- There are some great, evocative tables used for critical hits, diseases, and character backgrounds and histories. Randomness is used well, and the tables are full of flavour. Usually flavour that's inimical to the player-characters, but good flavour nonetheless.
- The despair and sorrow system adds a "lovely" doom-laden feel to the game, making every action risky. Not all the despair results are negative, which is a nice touch. Having played rpgs with despair systems before I am a tiny bit wary of how this will work in actual play -- as they can sometimes lead to un-fun doom spirals -- but I'll wait and see.
- There's a table of replacement body parts! Some have built-in weapons! Excellent!
- RP ties character progression to a formal downtime system, and offers a variety of activities to improve and restore characters. I'm quite fond of the Making Friends one, which is a warm bit of simple wholeseomness among all the gore and mud.
- The supernatural side of the game looks like it's got lots of toys with which to play. There are some fun-looking exorcism mechanics, and prayers and saint blessings also look like they will be interesting in play.
- Angels are all wings and eyes, and not only have specific abilities and roles -- they aren't just generic combat summons -- but also cause distress and terror when they appear. It's a bit Call of Cthulhu, another of my favourites. Demons are less interesting, but the angels more than make up for it.
- Adam B Forman's art is bold and evocative, and captures the mediaeval feel well. I would have liked more of it but what's there is excellent, and there are plenty of text sidebars to convey the mood of the setting.
Arbitrary score: 3d10+10
Labels:
I review rpgs,
Ruination Pilgrimage
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