It’s a staple mechanic of so many games, a simple metric for measuring advancement, a point of comparison to where you were compared to where you are, and where other people are around you. Levelling up unlocks new skills and powers, grants access to new gear, and ultimately makes the whole process of murder-hoboing through life a far flashier affair.
But here’s the thing… (more…)
One of the more common genres on phones, at least from what I’ve encountered, are these hero collection/Gacha games. You can call them an RPG if you want, but the main premise is to collect heroes, upgrade them and work through the campaign. This is another one of those games, where you are presented with a series of campaign stories, as well as dungeons and PvP content, all so you can get the best heroes and gear, upgrade them all and make the best team possible. Whilst the premise isn’t unique, the way the game presented itself looked great, so I gave it whirl.
A mad month of events is almost over for me, so this should be the last late article for a little while… should be.
Within every nation, powerful factions rise to serve a singular purpose. Military, academic, economic, and philosophical affiliations cause people to draw together, to organise, and to work together in pursuit of a common goal. Where adventurers are concerned, a faction can be a powerful ally, or a dangerous enemy, and the line between the two can be a delicate one, and each step in favour of one can lead powerful individuals away from another. (more…)
This article has a weird back story so bear with me! I was just relaxing one evening and looking through my notifications and noticed I had a new follower on Twitter. Now I usually am quite curious about people who follow me on Twitter. I wonder if they don’t know me personally then I wonder which bit of random content bought them to me. So I begin to head down the so-called rabbit hole which led me to somewhere rather interesting.
Ever gotten back from a night on the town and completely forgotten everything? Well, you’re not the only one, as in today’s review, we follow the adventures of a Knight who cannot remember what happened in the past 24 hours. In a tale of hearty antics and drinks galore, Good Knight Story takes us through a puzzle story featuring a knight, a Leprechaun and lots of really angry innkeepers, kings and monsters. Who ever would have put those lot together? But how well does this Android and iOS title play? What does it do different to similar games in the genre? Read on for our full review.
When I go looking for a new game, I am often on the lookout for new and novel ideas. Perhaps a rarely- or never-seen-before mechanic; or how about something which captivates on an already engaging mechanic and makes it truly spectacular? That’s my usual tastes, so it was my surprise when I found my thumb itching to press the “Download” button for Looney Tunes World of Mayhem, of which there is very little of new, or never seen before, or even improvement on mechanics. However, if there’s one thing that definitely made me click onto it, it was the Looney Tunes brand itself. Sometimes, brand awareness really is best – And here is what I think about World of Mayhem.
As you might have been able to tell, (due to me actually writing some articles,) I’ve had a bit of time on my hands recently. It’s allowed me the time to catch up with loads of the RPG systems on my to-do list which have included Sins and FAITH. One other on my to-read list was a quick start guide of an RPG published by Burning Games, the same publisher as FAITH. Again this particular PDF was given to us by Burning Games but was available via DriveThruRPG as part of their Kickstarter. Sadly we missed their actual Kickstarter launch but we are happy to say that it was successful at being funded and you can late pledge if this is something that you’re interested in.
This overview is based on this preview version of the game and so the final version is obviously subject to change.
- Funding required: €30,000
- Funding achieved: €54,078
- Publisher: Burning Games
- Core book length: 320+ pages
- Number of backers: 703
- Core book price: €49 (includes PDF version)
- RPG Geek link
- Kickstarter link
- Burning Games shop link
Dragons Conquer America (DCA) originates from a place of history, and is set in Meso-America, around the 1500’s. Although its origins is based in history, it does include fantasy elements. The explorer Christopher Columbus died years ago, after discovering the West Indies, or what most people then called the “New World”. The first settlers came to the “New World” armed with guns, whilst dragons conquered the easternmost islands. They lived with knowledge that there was a larger continent to the West and although their coasts had been sailed no major mainland exploration has overcome the war like tribes.
It has the same system to FAITH, in that it uses a standard set of poker cards to resolve actions. However, instead of requiring all 52 you only need numbers 1 (Ace) to 6 and one Joker. You can also use dice to play. If you’re using dice it is recommended that you have a pool of 25 D6 dice, consisting of four main colours (6 in each colour to represent the suits and one for the joker) per 3 players at the table. It’s advisable that dice be the same size, weight and feel because they will be drawn blind from a bag to simulate a hand of cards.
The Spirit in the sky
The game also contains a source of magic that revolves around religion, this is called Spirit. Players use Spirit to cast spells in aid to help dispatch their foes. To gain Spirit you must perform rituals and during these rituals you may choose to try and “transcend” which can then add to or remove spirit based on the success or failure of a check. Players keep a total of what spirit points they think they have and the GM keeps a true total, being the only person who knows the outcome of the transcendence check. The Rituals are aimed to work with all types of religion depending on the character. Some of the Rituals are on the passive path of praying all day, resisting temptation for the vows you have take, and endurance where you have forgone the comfort of food, water or rest to the more violent blood letting (cutting ones self), sacrifice and of course fighting and killing heretics. This sounds all like some excellent Role Play opportunities to me.
Since Spirit is an indeterminate resource the player can overspend on it and cause themselves to suffer some “Corruption” and only the GM knows just how much corruption a player has. A player can suspect if they have corruption but will never know for sure; they can undo the corruption but as far as I could see this is not detailed in the starter book. Corruption takes the form of curses which the GM should use against the player and their team based upon the players religion.
The starter scenario introduces the players to the existence of a gigantic precious stone, which is actually the egg of a dragon. However, it lies in a dangerous trap filled temple in the lands of an isolated tribe. A Spanish expedition has also heard about this treasure and on their way to recover it. The players must race against time, avoid all the traps and beat a Spanish force to get to the prize.
It’s split down into three main chapters. The first chapter has the players arriving and meeting the Atlaca tribe, the guardians of the temple. The second chapter aims to see the players enter the temple and facing an ancient spirit that protects the egg. The final chapter sees the arrival of the Spanish and finally will determine if the players will keep the egg or not.
The players play take on the roles of some mercenaries that have no allegiance to the Spanish or native tribe. This will have to be worked out during the adventure as to which side they choose to lean.
I don’t feel that I can pass a final verdict on a beta version of an RPG. I will say that the idea behind how Spirit works and the possibility of the consequences that might happen due to the curses make the evil GM in me rub my hands with glee. The amount of good RP that could come from that opens a world of great characters to play with. I’m equally excited to see as a player what afflictions I acquire by using too much Spirit, how that affects my party and how I feel about it.
If you really need a verdict on this, my personal verdict is count me interested. I think the scenario that comes with this beta gives you a great sense of what the game has the capacity to deliver. It’s all going to depend on the GM and the party because stories are only as good as the people creating them.
What do you think of the Spirit system in Dragons Conquer America? There is load more videos on the Burning Games YouTube channel. Would you like to see what the the final product has to offer? Have a look at the Kickstarter to late pledge or keep an eye on the social media for Burning Games. Give your feedback on this article via the comments section or over on Twitter and Facebook.
Sins takes place in our own world, a century or more from now, which is in a post-apocalyptic state. Civilisation as we know it no longer exists, areas of the world are now hideously scorched by nuclear attacks and others have returned to their natural state.
I met co-creator and development team lead Sam Sleney at the 2017 UKGE, where after the past 6 years or so he had been developing the game and was heading to Kickstarter. I caught up with him again at UKGE 2018 where the game was nominated (and won) for the People’s Choice Best RPG award. He very kindly gave me a copy of the prequel scenario, Dead City, which is basically a quick start. Before I dive into this article, I just need to quickly apologise to Sam, because I have taken so long to get this overview out.
FAITH is an RPG set in a futuristic universe based on the worship of five gods. The game consists of four main player character races which include Human, each with a deep law to read through. It was first published in the EU in 2017 by Burning Games and written by J. C. Alvarez and Carlos Gómez Quintana. Burning Games gave us a PDF copy after we spoke to them at UK Games Expo.