Wednesday, January 15, 2014

Blue Rose


Another game that I’ve played recently is the tabletop roleplaying game “Blue Rose”. This game was fairly unique when compared to the other RPGs out there. There are some excellent qualities about the gameplay and the rules, but there are also a few things that I don’t like. Altogether, it’s an interesting game to play and I’ll definitely play it again.
This game describes itself in the rulebook as being of the “Romantic Fantasy” genre. There are several paragraphs that explains what this means, stating that it is derived from literature from the mid-1980s. One of the qualities of this genre is a universal acceptance of other beings, without any biases. The game incorporates this into the setting by making the main country, Aldis, where no one is judged on their race, sexuality, gender, etc. The makers of the game didn’t make the entire game like that though (a little hatred does good to add conflict and plot to a game) and there are other countries and a small portion of the Aldean population that have biases. Jarzon, for example, is another country set in the same would. The people there remind me of Menoth (a faction of Warmachine) – except they don’t like magic. They’re more conservative in thinking and their entire society is based upon a theocracy. There are also underground criminal organizations, such as any good civilization has, and other villains and scum.
As far as races go, Blue Rose isn’t lacking anything. You can be a human, like in most games, but there are other not-so-common options available to players. One such race is the “Sea Folk” who can hold their breath for a long time under water and have a knack for swimming. They aren’t mermaids but they do need to be immersed in water at least once a day. Another cool race is the Rhydan which are basically intelligent animals. There are dolphins, wolves, large cats, and a few other playable Rhydan. The equivalent of an elvish race is the “Vata” and there are also “Night People” which are like ogres.
There is a well thought out history located in the rule book as well as some other neat rules and topics. For one, they mention how to play the game with romance. The rulebook covers suggestions on how to do romance between heroes, NCs, and heroes and NCs.
This brings me to another cool thing about the game – you can play it without much (or any) fighting. Don’t get me wrong, I like a good brawl with a dragon, but every once in a while I find it fun to just go investigate a mysterious crime. In the introduction game, the characters go on a mission from the Crown to figure out if a town has been cursed by Roamers (like gypsies). It’s really neat, and the majority of the mission is about talking to people and seeing what is going on with them.
On the whole, this game was great, but I did have some frustrations with it. When I was creating my character, I found that it was difficult to sort out how to do different things and where to put the information on the character sheet. Eventually, I got it all sorted out, but the rules could be a little more structured in that part of the book. Another thing I noticed is that you do your ability scores first, when I think you should do it later because later choices greatly affect your decisions.
I recommend checking this game out, as it’s really cool. Aside from needing a more organized character formation section, the rulebook was really thorough and even included short stories relating to the chapters. There were some pretty unique ideas found in the book, especially regarding the society of the Aldeans. If you’re interested in a fun RPG with less fighting than normal, I’d take a look at Blue Rose.

Tuesday, January 14, 2014

Iron Kingdoms: Full Metal Fantasy



Recently, I played the RPG Iron Kingdoms: Full Metal Fantasy. It was a lot of fun to play and many of the mechanics were similar to the game Warmachine. The reason for this? Both games were created by Privateer Press and are even set in the same universe as each other. This means that Iron Kingdoms is in a steampunk-like setting that features magic, beasts, and (of course) machines. As a whole, game was well put together and my party of spies, alchemists, and nobility (and one BIG troll) had a blast.
To start off into the world of the Iron Kingdoms, we created some pretty unique characters. The process wasn't too complicated, but it did take a while with all the going back and forth between ideas. The process starts with choosing a race and then an archetype (of which there are four). Some races have all the archetypes available to them while others have only two or three as options. After that, you choose your two careers. Now, these careers don’t have to be what your character’s job is, it’s just a way to label what things they can (or have the potential to) do. My team ended up with several interesting mixtures including an Aristocrat/Duelist (who is amazing at using a bow), a Fell Caller/Pirate (guess who’s a Trollkin?), an Investigator/Spy (who had Photographic Memory), and a Alchemist/Thief (but none of the other characters know, so shhhhh….). Each of our characters had a different race but we made sure that everyone spoke a common language.

With our characters created, we went right to playing a game. Ten minutes in and the game was off to a great start. The investigator and the pirate had already almost lost us our job, the jack was standing around useless (he came as part of the setting), and we were really annoying some guards. As far as mechanics go, the game went really smoothly. Any questions we had were answered by a quick search in the rulebook.

Some of the unique features in the game included how combat was done and the use of only d6s. Being related to Warmachine/Hordes, the combat was more intricate than some other RPGs that I’ve played. Just like the table-top games, you can run, charge, or move and attack. Unlike the other games, you can make “quick actions” during a battle. You either make two quick actions or you can make a quick action and an attack. Quick actions include drawing your weapon, putting away a weapon, throwing something, etc. They also have what’s called “full actions”. These are things like skill checks and if you use one then you forfeit other actions that round.

Another interesting component of the game was that you can actually build steamjacks. You can buy the parts and customize it yourself so that it will fit all your needs. My son really liked this idea, but we looked at the prices for the parts and they’re pretty costly. In order to afford it, it seems like you have to slowly build it over time.

The use of only d6s was a major difference between Iron Kingdoms and other games. That mechanic was also very similar to the way Warmachine/Hordes works. Most of the time, we rolled 2d6 and added the modifiers to the outcome. Occasionally, we used “Feats” (each character starts the game with 3 feat points and regenerates them each day) to boost the die rolls for both attack and damage. Feats can also be used to boost non-attack rolls, to re-roll, and a variety of other things. The concept is like using focus or fury, except there are more options to use them for.

Overall, Iron Kingdoms: Full Metal Fantasy was a great game. The rulebook was well organized and put together, complete with excellent graphics. It was well worth the buy and I’d recommend it to anyone who loves a good RPG.