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Spiteski
Aug 27, 2013



Thanks to Madcat for doing the legwork on a lot of this OP.

Fria Ligan/Free League are a Swedish RPG company who publish games in both Swedish and English. Their English language games have been picked up by Modiphius, one of the big three UK game companies.
Production values on their books are generally amazing, and most of the games have optional feelies – dice, maps, cards, and so on, to streamline play.

Fria Ligan's website

This thread will only be looking at their RPGs, but they also publish a board game based on the computer game Crusader Kings II.
Games
Free league publish several RPGs, most of which share the same basic system – roll a bucket of D6 split between your attribute, skill, and gear, and then count sixes. Points of difference can include how you get re-rolls, the consequences of being Broken – e.g. a Forbidden Lands character will suffer potentially fatal injuries, whereas a Tales from the Loop character will just fail all dice rolls until they can spend some with their Anchor – an NPC who they trust and who provides them with comfort and care.
Some parts of the Fria Ligan games seems inspired by PbtA games, notably character creation, which has you picking out a playbook, then making choices of Talents and other abilities based on that initial choice, and that some of the settings list Principles of the setting to guide the GM.
Quick overview

Tales from the Loop (TFTL) – Kids having adventure in an off-kilter version of the 80s where technology has advanced down some odd paths. Based off of, and featuring, the art of Simon Stålenhag.


Things from the flood (TFTF) – Like tales, but the kids are teenagers and stakes are higher. Also based on, and featuring, more art of Simon Stålenhag.


Coriolis: The Third Horizon (CTH) – Arabian nights in Space!


Mutant: Year Zero(MYZ) – post apocalyptic survival games. Has four(five?) different games with a another still to come.

- Year Zero: Mutants surviving, building up their home, and exploring the area in which they live.
- Genlab Alpha (GLA): Uplifted animals rebel against their makers and caretakers.
- Mechatron (MYM): Robots do things?
- Elysium (MYE): Bunker based society collapses. Potentially delicate because you are playing agents of the bunker’s rulers, which is interesting, but could Go Places™ with the wrong group.
- Hindenburg: Swedish only, references Elysium, but art looks like a pre-WW1 london with a mix of animal people and humans. Not really sure what’s going on here. Maybe a nostalgia fest for Swedish gamers as they also reference some other games which I don’t think have ever had an English translation?
- Ad Astra (MAA): An announced but un-launched final expansion that very little is known about other than that it ties the other metaplots together, and pushes beyond the planet and out into space.


Forbidden Lands (FBL) - Adventurers explore a ruined land, discover its secrets, build their own stronghold.


ALIEN - A scifi exploration and space-horror RPG based in the universe of the same name. Two game modes, cinematic and campaign and claims to support both.


Vaesen- A game about Scandinavian mythical beasts the “Vaesan” and those lucky/cursed few who are able to see and hunt them.


Twilight 2000 - The 4th edition of Twilight 2000 that Fria Ligan have gotten the license to do. Based on the YZ-engine and due for Kickstarter August 12. now released officially. Kickstarter copies have been shipped around the world, and full release purchase is available now.


Symbaroum (F&F Link) - Dark fantasy set in and around a weird forest. Uses a different system than the other games. As this thread will mainly focus on Year-Zero Engine games, the better place to read about this is the linked F&F.

Spiteski fucked around with this message at 00:37 on Nov 9, 2021

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Spiteski
Aug 27, 2013




Mutant Year Zero
Provides the base setting and rules for Mutant Year Zero. An apocalyptic wasteland where the players create one of the People - a population where none are older then 30 years except the Elder - a wise leader who is nearing the end of life. The Ark, where the People reside, is slowly fading away. No one is able to have children - a fact that has always been so - which puts an end date on the People. Sent by the Elder to search for a solution, and find a more permanent home, it falls to the group to venture into the wasteland to uncover the secrets therein.
The Core rulebook contains a "campaign" - written in plot point style wherein you can take and leave aspects for your own game, this is intended to be run as an introduction to the universe and its secrets.

Mechanics
Mutant Year Zero was the first official iteration of the Year-Zero Engine, and works by giving players a pool of dice for task resolution. This pool is made up of 3 different colors of dice representing your Attribute, Skill, and Gear bonuses. For example, an attack might use your Strength of 5, Skill in Fighting of 2, and a Weapon Gear bonus of 2, for a dice pool of 9 dice. These would be colored by (if using official dice) 5 green, 2 yellow, and 2 black dice respectively.
When rolling those dice, if any show a success icon (or a 6) then you have succeeded the task. Further successes can be spent to do additional things such as increased damage, disarm, knockdown etc. For other skills there are similar bonuses to apply success to.
After making the roll, success or fail, you can either "Push" the roll, where you roll the entire pool again sans any already-rolled 6s OR any Green or Black dice that have rolled a 1 (indicated on the official dice with an icon). If any dice after the reroll show an icon (or a 1 on Green/black) then you suffer adverse consequences. For attribute dice, this means you take damage to that attribute (which lowers the dice pool as long as the damage remains) and gives you a point that you can use to power mutations. For item dice that damages the item, reducing it's bonus by 1 for each failure. If the bonus is reduced to 0, the item is destroyed.
There are also rules for building up "Rot" which represents the exposure to radiation/plague/magical bad stuff (whatever you want it to be) that is the cause of mutations and can increase the number of mutations you have, empower your existing ones, all the while bringing you one step closer to death. It is VERY easy to die from Rot exposure in MYZ.
The game itself also has robust rules for running, maintaining, and developing your Ark community. Including events, population levels that ebb and flow with the success or failure you encounter in the wasteland, and bonuses to your characters based on certain achievements in culture, technology, resource development, and warfare.
Expansions

Mutant Year Zero: Genlab Alpha contains the rules for creating your own animal character and group tribe that is based in the area of Paradise Valley - an isolated zone in the wasteland of MYZ kept that way by high fences and mysterious Watchers.
Genlab Alpha is a self-contained expansion that is compatible with all other Mutant: rules, or it can be run by itself.
It iterates on the Ark community rules by providing rules for your tribe and habitat-specific to the Genlab Alpha setting and creatures you can play/be pitted up against.
Like MYZ, it contains a "campaign" within the core rulebook - Escape from Paradise - that's intended to be played through before introducing the content contained within to your "vanilla" MYZ setting. You can ignore this or use it at your leisure. It's quite fun and written in a plot-point fashion so easy to drop into an existing campaign or to build off of for your own.

Mutant Year Zero: Mechatron is "the Robbit one". Players play robots, with character creation taking a more modular approach with mixing and matching parts to "build" your character literally. Lots of fun. This time, you are members of the Collective in the city of Mechatron-7 who are starting their journey to self-awareness! Keep the Collective afloat by bringing back resources and materials, trying to keep running the city that was once clean, shiny, and maintained but is now crumbling and collapsing. Somewhere in the Zone lies Mechatron-7, no one really knows where, not even the robots. One thing is for certain though, it's submerged underwater and this poses a constant threat as the decay may soon reach a point where the dome protecting it from the Outside may be irreparably breached - destroying the Collective for good.
Like Genlab Alpha and the base game, Mechatron contains a campaign - Ghost in the Machine - designed as a standalone introduction to the characters within Mechatron, before introducing them to the base Zone setting. This is by far my favourite of the campaigns but YMMV.

Mutant Year Zero: Elysium diverges from the existing settings in that it is not set in the apocalyptic wasteland, but in an underground sheltered city - the Enclave Elysium I. Like Fallout only on a much grander scale, Elysium has the players create non-mutant humans in the city, taking on the role of judicators - problem solvers that respond to and investigate when law and order are threatened in the enclave. Each player also belongs to and represents a House - a grand family and bloodline that seeks to further its own interests within Elysium I.
Like the previous two expansions, Elysium has a "campaign" - Guardians of the Fall - that can serve as a starting-off point for its type of character (non-mutant humans) before joining the base setting. Its focus is more on political intrigue and infighting, with a healthy dash of combat and mystery-solving and is strong enough to stand on its own as a game and setting. Alternatively, you can lift and drop aspects of the campaign or characters straight into your game of MYZ.




Forbidden Lands - Placeholder


Tales from the Loop

Store link

These two games are set in the Electric State universe created by Simon Stålenhag’s art books of the same name. I’ll start with Tales of the Loop for the majority of this blurb, and only briefly touch on where Things from the Flood diverges. The general gist is that in the 1960s, two particle accelerators or “Loops” were built, one in Sweden and a sister site in Nevada the USA. This led to “The 1980s that never was” where the party takes on the role of a group of Kids (aged 10-15) that exist in a town nearby to one of the Loops. They need to contend with strange machines, creatures that exist, and mysteries and problems that exist as a result of the Loop itself. In this world, Robots, or “Self-Balancing Machines”, that exist thanks to the accelerated technological advancement, are becoming more and more a population that is beginning to co-exist with Humans, rather than just a subservient tool.

Mechanics

This system uses a variation of MYZ’s dice system as well, the main difference being there is only one type of dice in the pool. The pool is made up of D6s to the total of attribute+skill+situational/gear bonuses.
Attributes are Body, Tech, Heart and Mind, and skills are things like Sneak, Force, Tinker, Charm, Lead, Comprehend and Empathise. There is also a luck value that increases as your age is lower (younger kids are luckier than older). Luck provides you with extra re-rolls beyond standard Pushing. When rolling for a test, you roll the dice, and any 6 indicates a success at what you want, and anything past the 1 success can provide you with bonuses/extras based on what you were doing. As with the other games, you can Push, however the cost for doing so is having to Check a Condition. Conditions includes Upset, Scared, Exhausted, Injured, Broken. These have impacts on further rolls, or even your kids ability to keep going forward, and serves as the games “Damage track”.
This brings us to an important section, the core tenets of the game. Tales explicitly outlines six principles that the group is intended to know about and play within. I’ll cover these briefly, but the Core Rulebook goes into detail and examples for each.
1. Your hometown is full of strange and fantastic things
2. Everyday life is dull and unforgiving
3. Adults are out of reach and out of touch
4. The land of the loop is dangerous, but kids will not die
5. The game is played scene by scene
6. The world is described collaboratively

Character creation follows much of the same process as other Year Zero engine games, with archetypes of kids including Bookworm, Computer Geek, Jock, Popular Kid, Weirdo, and Troublemaker. Players also choose RP aspects for their characters such as their Iconic Item, Problem, Drive, Relationship to other Kids, and their Anchor. The Anchor plays an important part as scenes with the Kids RPing with their Anchors are one of the few ways to remove Conditions that the kids have gained. As the book describes “You can spend a scene with your Anchor and heal all Conditions. You must allow the Anchor to take care of you, and there must be a physical or mental closeness between you. The Gamemaster is not allowed to put you in Trouble in this scene.”
The core rulebook also includes a huge amount of setting information, introducing the technology and setting conceits in a well laid-out manner.


Things from the Flood

Things from the Flood differs in some key ways, but otherwise follows much of the same. The Kids from Tales have started to grow up and the setting moves from the 80s that never was, to the 90s that never was. Technology that accelerated quickly from the 60s has lead to Robots taking over many areas of society; heavy industry, warfare, mining, and handling of dangerous goods and chemicals. Other aspects of our own 90s are still present however, Spice Girls and Pauly Shore movies still exist, High waist jeans, Dial-Up modems, and Sony Discmans exist in almost every home.
The setting isn’t just shifted to a new time either, the metaplot advances with a number of disasters in the mid 90s. The Hoover Dam collapses, flooding the Loop in the USA. At the same time, the Swedish Loop begins to leak and flood with the same brownish gray water. This leads to conjecture that the two Loops are connected by some sort of portal and leads to the people’s trust in particle accelerators going on the decline. The area around Lake Mead also becomes a huge swamp, leaving a lot of it uninhabitable, and the areas that are still standing suffer local economic collapse with the Loop and Dam’s employees losing jobs and stalling the influx of money into the local community. This is mirrored in Sweden, with the rising flood water causing similar damage around the Swedish Loop.
After these events, a so-called “Machine Cancer” begins to spread. Robots become unreliable, getting stuck in repetitive series of actions, deviating from their original programming. Meaty lumps and tentacles form on their bodies, organic in nature. This cancer soon spreads from the areas surrounding the Loops, eventually affecting self-balancing machines worldwide. Industries that once relied on robots struggle to return to mechanical machines operated by humans and computers, and people stop believing in a future shared with Humans and Robots alike.

Mechanics

Things from the Flood follows the same general rules as Tales, however the principles are slightly adjusted. They are now as follows:
1. Everything changes, everything falls apart
2. Everyday Life is full of demands, boredom, and conflict
3. The mysteries are exciting but dangerous, and only you can stop them (note, the proviso that kids can never die is no longer present)
4. You are neither kids nor adults
5. The game is played scene by scene
6. The world is described collaboratively.

The character creation also adjusts itself appropriately, with archetypes now including, among others; Hacker, Lone Wolf, Motorhead, Party Animal, Rocker, Snob, and Street Kid.
You still choose an Anchor, Drive, Problem and Iconic Item, however you also choose as a group a Friction for your team. While you are all friends and stick together to resolve the new Mysteries, Things introduces a Friction that helps create and drive conflict, drama, and secrets within the group. The examples given are Love, Sexuality, Rivalry, Unfair Behaviour, Malice, Misunderstandings, Theft, Weakness, Fear, and Crime.

Materials

For both of these games the Core Rulebook has a heap of fluff and lore to flesh out the two main locations. They also each contain 1-2 adventures to introduce players to the universe and develop the metaplot as is the theme with the other Fria Ligan games.

There is also two standalone adventure hardcovers - Our Friends the Machines & Other Mysteries, and Out of Time.
Out of time contains a three-part adventure trilogy involving time and space travel mysteries that the kids find themselves embroiled with.
Our Friends the Machines & Other Mysteries is a 6-part collection of different Mysteries to put into your own games, or to start a game off with. From escaped AI and human possession, to mixtapes of Mysteries, and horror movies at the local video store that are more than they seem. This book also serves as a supplement book, offering some guidelines on creating a Loop and metaplot in your own town, and a look at a new setting; The Norfolk Broads in England.
There’s also dice, not entirely necessary as they’re a single color that forms your dice pool (unlike MYZ and FBL).



Coriolis – The third horizon


Quickstart
Store page
A mostly-sci-fi setting inspired by Middle Eastern rather than Western culture, Coriolis (named after a space station that’s the hub of the Third Horizon, the game’s setting), sees the PCs carry out usual sci-fi RPG adventures – travelling, trading, getting involved in planetary politics, and otherwise getting into trouble, but in a distinctly middle-eastern cultural future. The players decide during character creation whether they’re Free Traders, Mercenaries, Explorers, Agents, or Pilgrims, which sets the tone of the campaign and gives them a group Talent.

The setting is one of civilization returning to its glory days only to have everything upset by the arrival of mysterious Emissaries, the awakening of Mystic powers, and the closing of two systems – one by its inhabitants, one by a mysterious hostile force.
Coriolis’s GM section lists the following six principles.
1. Culture is everything; it is different from the standard generic sci-fi setting, don’t let the players forget it
2. The missions fuel the story; let the group’s focus and goals drive your campaign, give them missions that change them and potentially the setting
3. Their spaceship is their heart; spaceship should be treated as a character, not just a vehicle
4. Factions rule the Horizon; Use them to drive adventures and work the PCs into their plans or them into the PC’s plans
5. Space is full of mysteries; let the PCs investigate and discover them
6. The supernatural is real; there are things that are called Djinn, people fear the Dark between the Stars (the GM gets darkness points to spend on making your life harder when you go for re-rolls and do some space things), praying to the Icons often has real effects (your character calls on the Icons to get a reroll on a failed roll)

Mechanics

The mechanical differences in Coriolis are that your HP are equal to your Strength + Agility, and you have a mental damage track which is your Wits + Empathy. In other games damage goes straight to Strength and reduces the number of dice you roll.
Critical injuries aren’t automatic when someone has run out of HP, they require you to spend extra successes from your attack roll – most weapons needing two – however, nor do they require the target to be at zero HP before they take a critical injury.
Re-rolls are gained by having your character pray to the Icons; doing so grants the GM a darkness point that can be used to make the PCs lives difficult or allow GM characters to do things they can’t normally. This can include things such as Reactions in combat or Reloading after using automatic fire or using all three of their actions in a turn to fire their weapon. (otherwise weapons are assumed to have enough ammo for the fight).

Materials

Coriolis has, like most Fria Ligan games, a metaplot included in the core rulebook that provides a good leaping off point for starting a campaign in the sandbox-like universe. It also has 3 small adventures available that serve as Quickstarts, or inserts into a larger campaign.
Also available is the Atlas Compendium, an amazing tool that is ultimately system-agnostic and has myriad backgrounds and story hooks as well as an indepth Solar System generator, as well as a societal generator that allows you to make a huge amount of varied systems for your players to explore. I highly recommend this if you like tables, and also want some more background and an expanded universe booklet.
As the other games, there are dice (unlike other games, entirely unnecessary as you only need one color of D6 for your pools), Icon Card Set which has an initiative deck, quick references for icons, items, and space combat roles as well as a handful of NPCs. There are also a few maps which are take-or-leave.






ALIEN

Quickstart: Currently no free quickstart available, however preorders get you a Cinematic Campaign quickstart module now. Preorder https://alien-rpg.com/ or on store page.
Store page

A sci-fi setting based on the ALIEN, Aliens, Alien3, Prometheus, and Covenant cinematic universe. The core book will support two modes of play, Cinematic and Campaign play, with different rules for the two of them.
An example of Cinematic play has been released, and as such most of the information will be based on that. As more details of Campaign play and how it differs is released, this can be updated.
Cinematic focuses on emulating dramatic arcs inspired by, or directly taken from, the ALIEN films. Designed to be played in 1 session, the emphasis is on high stakes, fast and brutal action, and a high likelihood of inter-party conflict. This is facilitated by breaking the session into “Acts”, with each player using a premade character with a specific goal for each Act, some of which may require them to take actions that have them acting against other players, or at least against the others interests. Often, scenarios have a secret identity for one of the characters, such as the secret Android trope, or a secret Company agent. This too can cause conflict as they are revealed. In reality, once the secret identity is revealed, rather than play a split group, the rules state that the GM takes control over the new adversary, and the player takes over another NPC, or (the more lovely option) sits out the remainder if there are no NPCs to take over. The secret roles are often random, meaning replayability of these scenarios is somewhat increased.
According to the released information, campaign play will be focused on longer continuous campaigns with characters made by the players. The Core rulebook will provide support for three different campaign “frames”: Space Truckers, Colonial Marines, and Frontier Colonists.
It’s also acknowledged that Cinematic play is more controlling of player actions and outcomes in the mechanics, and they state that Campaign play will be a lot freer in this regard. It’s unclear exactly what this means until it’s released fully.

Mechanics

Aliens uses a variation of the Year Zero engine, with some major differences that change how it plays. Instead of 3 dice pools, you now have 2. The base dice pool is made up by combining your Attribute dice, your Skill dice, and any Gear or Bonus dice specific to the situation. You roll these when performing an action that would have a chance for an interesting outcome for failure. Any 6 rolled on this pool means you succeed at the task, and like all Year Zero games, further 6s allow you to “stunt”, or do something extra or improve your success in some way. If you want to, you can “push” this roll, regardless of how many 6s you have rolled already. Like the other games, you reroll any dice that doesn’t show a 6. Where this varies, however, is that pushing increases your stress pool which I’ll discuss next.
The other dice pool is your “stress” pool, and you roll a number of “stress” dice equal to your stress value. When you push, your stress value is immediately increased by 1, therefore your reroll will include the newly acquired stress dice. These can provide extra successes as per normal, but the trade off is if any of these roll a 1, you Panic! If you panic, you roll a D6 and add your stress value and compare it to a table. This generally starts of minor, where you get the shakes for a moment, or feel a chill down your spine, but as it gets higher and higher, you risk freezing, losing the action you were trying to perform, or even fleeing a situation and abandoning your friends. Some talents and traits also cause more drastic things, the most pertinent example being “Overkill” that can cause Marines to go kill-crazy and not calm down until something, or someone is dead (yes, this can mean friendly fire in extreme circumstances).
Stress dice can also roll a 1 on the first roll, and doing so prevents any pushing of the roll. A trade off for having extra chances at success from an increased dice pool.
The stress pool increases as things get worse and recovers when you can have a moment in (perceived) safety, or through some talents and interactions that can lower your stress. This is important to avoid getting into a “stress spiral” causing yourself or even other players to break in stressful situations.
For this reason, it’s stressed (geddit) that unnecessary rolls are not forced by the GM, to avoid situations in which basic tasks, where failure isn’t really appropriate, aren’t simply chances for players to break down.

Materials

This line currently has available:
Core Rulebook - includes cinematic scenario Hadley's Hope.
Starter Set - includes premade cinematic scenario Chariot of the Gods, dice, slimmed down rules, and various handouts. I have a play report posted below.
Destroyer of Worlds - cinematic campaign (suitable for 2-6 sessions YMMV) focusing on a team of marines. Comes as a boxed set.
Colonial Marines - Campaign Sourcebook for Marines in the Aliens universe.


Spiteski fucked around with this message at 23:05 on Nov 7, 2021

Spiteski
Aug 27, 2013



Wrestlepig posted:

Mutant Year Zero does some neat stuff, although they committed to a Death Spiral for some reason and it really detracts. Hopefully thats not going to be in their other games. Bullets as currency is always going to work for me though.


Yea, that's definitely been a factor in the games of MYZ I've run, Rot especially is unforgiving as heck and feels a bit unmanageable at high levels of permanent rot. If you introduce a good supply of medicines from before the fall that can clear their rot up it's much easier to get a full-length campaign going without meat-grinder-esque character rotation.

Spiteski
Aug 27, 2013



Tales and Alien dont. Alien follows the same route of separating hp from attributes as coriolis. A massive improvement that can easily be ported to the other games if you wanted to improve them in that regard

Spiteski
Aug 27, 2013



It has permanent rot, which is in effect a permanent potential source of damage and can basically debilitate you if it gets above probably 3 or 4.

Spiteski
Aug 27, 2013



I mean, rolling 12 dice is like, 87% chance of success before a reroll, so at that point I imagine this particular scenario is going to occur not-too-often.
is a pretty good table, but it really should say that the Pushed Roll % is also the chance of a 1 as well.
As I said before though, you could steal Coriolis'breakdown into Hit Points and Mind Points which I'd personally find better for more character longevity. You have a number of HP equal to your Strength + Agility scores. You have a number of MP equal to your Wits + Empathy scores. MP are degraded by stress, HP are degraded by damage.
Looking through the Alien book, they seperate Health from Strength so your strength score doesnt drop when you take health damage, which is a minor improvement but still leaves you at low value HP. Makes sense in a lethal game like Alien is meant to be though.

Spiteski
Aug 27, 2013



The Gate posted:

Yeah, I imagine completely changing how HP works in the game would make you tougher.

Well yea, but I'm not suggesting it as some sort of personally designed homebrew, but as a Fria-Ligan designed alternative that they use in other forms of the same game.

quote:

And my point is that while you won't get a bad roll often, one single bad roll can easily kill your character. There's no abilities that can fix a bad dice roll after the fact in combat, and as you point out, the pushed roll gives you the same odds to roll 1's (though skill dice don't care about 1's, only stat and gear dice do).

It's very thematic, but it really does not lend itself to having characters that live and retire after a long career. Which is, I suppose, the goal. But it was jarring in just how easily you can get wrecked by most things.

Yea absolutely. I think they're always pretty upfront about the expectations in the games though. They start each book off with a blurb, and then reiterate that in the rules. At least it's not a surprise even if not what you're going for.
For example with ALIEN, which I'm currently still going through "A Cinematic scenario emulates the dramatic arc of an ALIEN film. Designed to be played in a single session, this game mode emphasizes high stakes and fast and brutal play. Conflict between player characters is likely, and you are not all expected to survive. In fact, most of your PCs probably won’t live to see the end of the scenario."
For Campaign play "Campaign play is designed for longer continuous play with the same cast of player characters over several game sessions, perhaps even dozens of sessions. In Campaign play, you create your own PCs, using the rules in Chapter 2. Campaign play can also be brutal and deadly, but the chances for your PCs to survive a night of play are generally higher than in Cinematic play. In Campaign play, the narrative of the game is to a higher degree controlled by the GM and the players themselves. You decide where to go and what to do, based on who your PCs are and what they want. This core book of the ALIEN roleplaying game supports three different campaign frameworks: Space Truckers, Colonial Marines, and Frontier Colonists"

From just those two things that preface any of the rules, you're alerted to the type of game that you can expect the rules to support. Even Forbidden Lands, which we're sort of addressing the most for this other than MYZ, has 6 tenets and the 6th is "6. DEATH IS PART OF THE STORY
The life of an adventurer in the Forbidden Lands is hard, and often short. The rules are written so that it’s relatively easy to become Broken, but rather difficult for a player character to die. As GM, you should basically never kill a defenseless player character – there are always ore interesting ways to use the situation. Yet, sooner orlater, player characters will still die"


It's entirely 100% A-OK to not want to play that, or find it lovely but there are other ways to play. Combine the tools and mashup the Year-Zero games until you have one that fits what you're wanting more closely.

Spiteski
Aug 27, 2013



Yea I got it as part of the Elysium kickstarter. I have not had a chance to run it yet, but have read through and intend to take my MYZ campaign through it.
It is technically "standalone" but pretty directly follows on from Mutant Elysium's in-book metaplot campaign. It also includes Animals and Robots, and the blurb recommends that you buy those (of course it does) but from what I've read, unless you want them to make characters, their metaplots are not directly related to this campaign.

In overall layout, it's more like a tied-together series of zone sectors a la Hotel Compendium, Lair of the Saurians etc. It ties them together with a metaplot, and towards the end it introduces :siren: sweeping changes to the world in terms of technology advancements and re-civilisation :siren: that can drastically change an existing campaign.

The new sectors are pretty fun. About half of them (1-4) could be pulled out wholesale and used entirely alone in your own campaign, and the latter two are sort of tied together and serve as the big finale. You could just use them, but you'd need them both for it to flow properly or expect some big work.

Also, as the best selling point (and a minor spoiler) one of the new zones has a thunderdome, so :getin:.

Well worth picking up if you like the sector compendiums just for that alone, and a really exciting campaign capstone that I look forward to running.

Also the hardback is really nice, and at 100 pages I can justify having the physical unlike the compendiums that are 30-50 pages and softcover.

Spiteski
Aug 27, 2013



It absolutely needs the players to be invested to make it really shine. It definitely doesn't feel like one of those games where the GM needs to handhold the group through some big pre-planned adventure.

Talking of Mutant Year Zero, however, I will hopefully have their blurb written this week and update the OP accordingly. It is the biggest by far due to being the namesake of the system, and there being a whole crapload of expansions for it.

Spiteski
Aug 27, 2013



Owlbear Camus posted:

Has anyone homebrewed up predator stats for the Aliens RPG?

I personally haven't, but I've seen a few people on various places (Facebook, and Discord) talking about it. I'll have a scout around and see if there's anything worth looking at if you aren't already in those places.

Spiteski
Aug 27, 2013



I like the signature attacks. I'd definitely be keen to try those out you've done. Maybe a sort of Predator 1 esque jungle scenario. I think it'd be a rad Cinematic scenario

Spiteski
Aug 27, 2013




Seconding that definitely!

Spiteski
Aug 27, 2013



I've not listened to that let's play, but I ran Chariot of the Gods back when it was the pre-order bonus.
This write up was from Tricky who was one of the players in the game and they've nicely allowed me to share it here.

Chariot of the Gods

Act I

Cpt. Miller and the crew of the USCSS Montero are pulled out of cold sleep two months early on a routine long-haul to drop off Helium-3 at Sutter's World. It's quickly revealed that the star charts are off, with MOTHER providing cryptic feedback until a mysterious blip is confirmed on sensors. Directives are updated: The crew of the Montero is tasked to search and recover scientific data/samples, the entire ship, and the crew (in that order of importance) of the USCSS Cronus. The Cronus is a fellow W-Y ship, a larger science and exploration vessel, but it's been lost for over 70 years under mysterious circumstances.

Miller verbally spars with Wilson, picking up that he seems to have more insight into the situation than he's sharing, and eventually gets MOTHER to confirm that there was an intentional change in their course to respond to a theoretical sighting of the Cronus. Meanwhile, Davis does some hot maneuvering to avoid the Cronus when it suddenly appears on a collision course. I'd imagine this puts the crew of the Montero in a really bad spot if failed, possibly needing to bank on using the Cronus to get to the nearest transit hub. Cham, roughneck and EVA expert, spends this time checking in on the cargo and manages to patch a micro-leak in one of the Helium-3 tanks. Probably something that pays off in a later act?

After all that, Davis manages to maneuver the Montero alongside the Cronus and Miller orders a boarding of the other ship. One of the NPCs, Rae, gives her a lot of guff about it not being in their contract... though both Miller and Wilson are very much aware that it is. Everyone is offered a choice: chill out and refuse, sacrificing your share on the entire transit leg, or participate in salvage operations with a (roughly) 10% cut of the value of anything recovered. Rae is mollified by the thought of a payday, while the other PCs are fairly easily talked into things as well.

Cham does an EVA to set up an umbilical between the two ships, though it quickly becomes evident that the Cronus's main airlock is pretty hosed up and he'll need to test the inner lock's seal before establishing the umbilical connection so we don't, say, explosively vent all our atmosphere. It's mostly fine, he finds, though there is quite a lot of blood (or ketchup??) on the interior viewport. He ignores that, then finishes the job. The PCs suit up, figuring there's a real risk of atmosphere leaks given the damage, and take some gear from the Montero's stores. The plasma cutter and motion tracker seem fitting given the salvage focus, so Cham and Davis grab those respectively. Miller does not take anything. (Miller takes the service pistol, secretly.)

The PCs breach the Cronus midships, pretty close to their MOTHER womb. Miller attempts to order Wilson into sharing the W-Y overrides he certainly has so they can enter the womb and get a better idea of the situation, but the guy is slimy as hell and unwilling to cooperate. The only other option seems to be finding a card on a body or finding a survivor authorized to enter. Moving back towards the cryo chambers, there's a very definite ping on the motion tracker. There's something moving on the ship other than the PCs. It vanishes, though, and they continue to Cryo. Once there, they see that there are 9 filled pods... and the automated wake-up routine starts shortly afterward. Power is restored across the ship.

Miller pokes through the adjacent exam room, in hopes of finding something that'll help the survivors when they wake. Cryo units aren't rated for years of cold sleep, let alone 73. There are a few personal medkits, though things seem pretty well ransacked. Davis finds a strange black goo in one of the showers, accidentally stepping on it and releasing a cloud of spores. She's freaked out, but unharmed given that she's in a sealed environmental suit. The air supply is ticking down, though, and sooner or later the protection of the suits will no longer be available.

Given they have at least ten minutes before the first pods open, Miller and co head downstairs to the laboratory section. They split up into the three labs to cover ground more efficiently. Cham finds similar goo leaking from an urn and odd creatures preserved in glass bottles in the med lab, Davis finds a ton of urns, some broken, in the first science lab's storage, and Miller only looks in lab two: she sees some sort of misshapen and dead humanoid, the entire lab burned around it, and decides not to open the lab doors. Air supplies are starting to look rough for the team, though they've just received word that the pods are beginning to open up.

Act II

When we picked back up, Miller, Davis, and Cham met back up to discuss what they found in the labs... and then decided to check on the cryo pods, since the wake cycle should be starting to run. After a short jaunt upstairs, the team hears a pair of people talking. There's a brief discussion on how to handle breaking the news, but given that they're going to need to get patched up after 73 years in cryo... Miller pushes on in. Still in EVA suit, natch. The pair naturally freak out a bit, but calm down (or go into shock, whichever) once Miller lays down the situation.

Introductions are made all around. An older gentleman, Cooper, is the Cronus's chief scientist. The other guy, Johns, is the acting captain. They drop some hints that things were extremely hosed up before they went into cryo, but we'd pretty well figured that out by looking in the labs. There's a section where we did some medicine checks and got everyone back on their feet, but this ends up being where the stress spiral starts hitting us hard. Davis freezes while trying to doctor up Johns, though Miller manages to get Reid, the security officer, on her feet.

This just leaves Cooper. He'd shaken off offers to help him out prior, but Miller decided to push the issue now that the others were more or less taken care of. He gets irate, starting to spout off about how he just had a headache... but that's when Miller sees he's got a trickle of blood coming out of his nose. Cham catches a view from a different angle and sees that blood's coming out of his ears as well. This is concerning. Cooper continues ranting, then suddenly spews blood all over Miller's suit. He collapses, goes into a massive seizure, and everyone is freaking out. Miller demands to know why all the Cronus crew is backing off and not helping them, but doesn't actually try to hold him down either. poo poo was too weird to touch.

Cooper's fits intensify, then his eyeball erupts from his head and a small creature starts prying its way out of his skull. RIP Cooper. Everyone freaks out, the Cronus team telling us to kill it (not that we really needed the encouragement) and Miller whips out the service pistol that she'd hidden away... though Cham's quicker on the draw. He torches it with the plasma cutter, blowing it apart with the sheer heat. This is not the first time Cham loving wrecks something with that cutter, this will not be the last. The Cronus crew breathes easier, then asks to move somewhere less splattered with acid blood when Miller starts pressing for answers. End of Act 1.

Everyone relocates to the mess hall, Johns waving off concerns about the motion tracker readings by saying it was probably just their android. We run across a corpse in the stairwell, post-shotgun-facial, and Davis grabs the shotgun and some ammo off of it. With three weapons, we're starting to feel pretty good. Stressed as hell, but good. We make it to the mess hall and Johns finally starts laying down what happened. Basically your usual Nostromo setup, but with the Alien: Covenant spores. They started with 30, now they're down to four.

Miller asks about getting to MOTHER, mentioning that she can't afford to breach contract. Johns flips, admittedly pretty right that going broke was the least of their problems, eventually flipping out at Davis to turn off the motion tracker... which is definitely pinging hard. He charges out into the hallway, intent on proving it was just the android. And, well. The Neomorph says hi. All we see from inside the mess is an insanely long bladed tail cut a huge gash into his shoulder, then he stumbles back inside and collapses.

Everyone is absolutely freaking out at this point, stress climbing to 6 or 7 at this point. Miller thinks hard about leaving Johns down to distract whatever's out there, while escorting the rest to the umbilical back to the Montero. Eventually, though, she decides to help him out... but not before stealing his access keycard. Seeing the damage that thing did up close, though, gives her a wicked case of the shakes. After some more hashing out of things, Davis gets tasked to head to medbay to find the inoculation pens (apparently stops the spores from developing into Bloodbursters) and the Cronus crew strongly suggests to take it immediately since she'd taken off her helmet. Miller and Cham are still fully suited.

After some quick recon to see if the alien is still out there (in the time honored tradition of checking the tracker and then poking a head out), the crowd starts towards the lab section to head back up through the junction to cryo. Davis splits off and gets the injectors, but sees the telltale ping of the alien on the tracker. She radios that to Miller, who is so, so tired at this point. She makes an executive decision not to tell the Cronus team (to prevent a stampede at the ladder), but does also head up first. As one does.

Reid, the security guard, has the shotgun at this point and is playing rear guard. She somehow manages to spot the alien before it leaps at her, but her shot goes wide and it knocks the gun loose as it tackles her. Davis decides to hang tight in medlab and hope it goes away. Miller and Cham make it up the ladder to cryo with the other survivors, just in time to look back down and see the alien impale Reid through the heart. RIP Reid. It tosses her aside, then charges towards the ladder. Cham, glorious Cham, sets up in a hidden position ready to torch the thing's face off while Miller leads the others towards the umbilical.

The alien pops up, then immediately gets a faceful of plasma. It's tough as hell, though, and Cham is face to face with it. He tries to knock it back down the ladder, but breaks when he sees it face-to-maw. This causes Miller to freak out in turn, completely freezing. The alien slams Cham back down to the lower level, sending the plasma cutter spinning away. Davis comes up, makes a few shots, but the pistol does poo poo against the perfect predator. The alien attempts to take Cham's head right off with that tail... and misses, thanks to some quick reactions.

In an absolutely heroic effort, Cham grabs the plasma cutter and saws the thing's head clean off. He even manages to avoid getting splashed by the acid. Everyone gathers up the loose gear and heads topside, but that's when Montero's MOTHER broadcasts a warning that the reactor is going to go critical. Miller just sighs. It's one of those trips. After interrogating Wilson on what he did to her ship, it's revealed that MOTHER activated the self-destruct itself. Miller orders Rae and Wilson to get what gear they can manage and get over to the Cronus. Rae decides that means that sweet, sweet Helium-3. Wilson actually manages to pull through. Davis sets up on the bridge, ready to punch clear when she gets the signal.

After a few minutes, Wilson has most of the good stuff over. The incinerator, the harpoon gun, the bolt launcher... we're pretty well kitted out. No chance of fitting the power loader through the umbilical, though. Rae, at this point, has taken the shuttle and is trying to land in the Cronus's cargo bay with a few canisters of Helium-3. Miller tries to talk her in through the landing, but freezes as she thinks back to the monster... and the potential that there's more of them. Rae tries to push through for the landing, but scrapes the side. One of the tanks ruptures, sparking off the rest, and the entire cargo hold is consumed in a massive explosion. RIP Rae.

Miller just quietly swears, then tells Cham to pop the umbilical. The remote release fails, so he goes to work with the plasma cutter... and freezes. MOTHER's warnings keep coming over the radio, but he's just torching a hole in the same spot of bulkhead. Reluctantly, Miller tells Davis to punch it anyways. The umbilical ruins the rest of the outer airlock on the way off, but the Cronus gets free of the blast zone. End of Act 2.

Act III

The situation picks up after a bit of downtime, the crew of the Montero having had time to take a quick breather. Everyone is, understandably, pretty freaked out. Miller works up a patrol routine with Johns, Cham, and Davis, the quartet working to sweep the ship for any other signs of the alien creatures. They do a number of sweeps with the motion tracker, but all they find is what looks to be a corpse… until they notice the milky-white liquid where blood should be against the bulkhead.

Cham is sent back with the android to the cafeteria, since he’s the only one with a decent shot of actually fixing it. Miller, Davis, and Johns continue patrolling. Davis begins to feel pretty awful, but writes it off as withdrawal symptoms. Miller notices as well, drawing the same conclusion. She suggests that Davis and Johns head back to the cafeteria and rest, while she finishes up the last sweep.

Meanwhile, Cham has managed to repair the android, Ava. She quickly gets a handle on the situation and begins to fill him in on a terrible secret: the inoculation is bullshit. It’s literally just shooting up spores. Anyone who took it is a ticking time-bomb.

There’s a thunk that resounds throughout the ship. MOTHER warns that there is an unauthorized docking attempt in progress, but the crew know that there’s at least 30m before they can get through the ruins of the airlock and what’s left of the Montero’s umbilical.

Davis and Johns are walking back, maybe a corridor or two from the cafeteria, when she seemingly snaps. In short order, she manages to overpower him and snap his neck. Johns managed to get in a good shot before he went down, but he was still torn up from the earlier alien attack.

Ava, meanwhile, is urging the crew in the cafeteria to put any infected in quarantine. Flynn reacts strongly, particularly given the earlier revelations about the nature of the inoculation, and starts freaking out. Wilson and the Cronus’s company representative, Clayton, immediately start brainstorming how to make money off this.

Cham, voice of reason, suggests that they put Flynn in cryo and figure it out later. Eva is adamant that the infection not be transported to the Sol system, but does admit that cryo would satisfy the need for quarantine. He radios Miller and Davis to fill them in, but Davis doesn’t respond. Miller fills him in on having sent Davis back. The two contemplate what that means.

Moments later, MOTHER indicates that the reactor is starting to melt down. Cham heads on down to the reactor core to see what’s up. On the way, he sees Johns’s corpse. It’s pretty bad. Continuing on, he radios Miller to check in on what’s going on. She gives him the low-down: she activated the process and is, unfortunately, not going to turn it off… unless he kills every infected survivor. Tough poo poo. He tries to refuse, but Miller hits him where it hurts and forces the issue.

Miller is, at this point, securely posted up in the reactor core and has the incinerator leveled at the door for the entire five minute window where the meltdown can be reversed.

Davis wanders into the cafeteria, still all but feral, and happens upon Clayton, Wilson, and Flynn. She feels a deep urge to kill the former two, but the latter… not so much. In unison, Davis and Flynn murder the two company agents. At this point, Davis stops being a PC.

Cham goes looking for the infected survivors, the countdown echoing throughout the ship. He stumbles on Davis outside the cafeteria. He sees that she’s covered in blood, but it’s clear it’s not hers. She charges. He levels that trusty plasma cutter and, moments later, has sawed her in half. At this point Flynn hears noise and pokes his head out. Cham’s nerves fail him and he runs back towards the reactor. Radioing Miller along the way, he asks for help with Flynn. She just tells him to do his goddamn job.

There’s a scuffle that does get a little tense, but let’s be real: we all know how this ends. Cham adds to his body count. At this point, he tells Miller that everything’s clear. The two pick up some radio chatter from the docking ship. It’s an opportunist trader ship, the Sotillo, here for salvage and really the same sort of things the Montero wanted. Of course, given the fact that the reactor of the Cronus is about to go critical, they’re rapidly preparing to depart.

Cham manages to contact the Sotillo’s captain, who is surprised that anyone’s alive on the ship, but agrees to pick them up… particularly when it’s revealed they’re Weyland-Yutani personnel. That’s good money to be had ransoming them back, particularly given the lack of salvage to offset fuel costs.

Miller waits for the timer to tick over to where the process can’t be reversed, then moves to join Cham at the airlock. Along the way she runs into Ava, torching the medlab, but the android lets her pass without issue. The advantages of not having taken off the EVA suit. They manage to make the Sotillo, their suits somehow managing to still have air in the tank, and watch the Cronus go nuclear as the ship prepares to go FTL.

Everyone meets on the bridge to discuss things before heading to cryo, when there’s a terrible racket on the forward viewpanel. Davis’s bisected torso, mutated and terrible, bangs on the reinforced material.

Cut to black.



Secrets and Agendas

Cham, sweet Cham, is exactly what he seems to be: an upright dude just trying to do what’s best for his adopted family. His goals are about doing right by the crew and keeping the survivors safe.

Davis starts off wanting to spice up the trip, but quickly swaps into full hero mode… though getting infected changed her Act III agenda to be more out-and-out murderous.

Miller is all about making that skrilla in an attempt to escape W-Y’s boot, likely leading to a team-up with Wilson and Clayton, but in this game she had a double secret…

...she was actually Lucas, an undercover synthetic infiltrator from Bionational. Her Act I & II goals revolved around figuring out what the Cronus had found and getting data on it, but her endgame is ensuring that no trace of the infection can reach Earth.

Spiteski
Aug 27, 2013



Tekopo posted:

my character was killed in a single blow of the neomorph and Davis and the neomorph both died in a deadly embrace, falling off a walkway while the Montero exploded around us. I couldn't make it to the last session unfortunately.

That's a very fitting end. Very Alien haha.

I'm preparing to run a Hadley's Last Hope online in the coming week which looks like it'll be a similarly fun scenario. I'll try to do my own write up for that one too. I'm earmarking 2-3 sessions for it, as Chariots tentative "one session" was blown way out of proportion (we ended up playing over 3-4 differetn 2-4 hours session)

Spiteski
Aug 27, 2013



Finally had the chance to be a player in an ALIENS Cinematic game. I gotta say if there's one piece of advice to give to GMs for this, have back up characters available. It tells you this in the book, but for this one the GM didn't really take that to heart. I died in the first combat encounter after a lucky crit took my head off. Shame really, I was enjoying the game prior to that but it really highlights the need for a cast of NPCs to use as backup. It doesn't even need to be exhaustive, nor do you have to give them screen time for a huge portion before they're introduced, just have a pool of NPCs somewhere that you can just say "oh yup, you're now Hank the cleaner" when one of your meticulously designed PCs inevitably dies.

Spiteski
Aug 27, 2013



That sucks. My in person game is in hold as well. Were exploring online options for Forvidden lands and ALIENS. Still gotta roll diceeee

Spiteski
Aug 27, 2013



To add to their line up, Fria Ligan have just announced they are making a 4th edition of Twilight 2000 that is said to use yet another iteration of the YZ0 Engine. This is in collaboration with Amargosa Press and Game Designer's Workshop.

I've only played a brief PbP of Twilight2k (2nd edition) so can't really comment on how this is going to differ, but they've acknowledged it's going to have a focus on the same grittiness and gear focus as the originals, but using the YZ0 engine. They've proven pretty adaptable with the differences between their games so far so it'll be interesting at least.

Spiteski
Aug 27, 2013



Yea I expect it'll take a lot of the good learnings from their transition from MYZ to Forbidden Lands and apply those liberally. Things like the clearing up of how expeditions work, and introducing more than one way to gather and increase resources that you have no level in already.

Spiteski
Aug 27, 2013



Vaesan has just arrived for me as a Kickstarter, and the general release is now on the website as well. I'll chuck up some more detail into the OP around that game this weekend.
Also, Alien has a new Cinematic Campaign and a Starter Pack that are coming out this month with a focus on the Colonial Marines.

Also, Twilight 2k now has a Kickstarter release date of August 12th, so I'll put up a post when that goes up for if people are interested.

Spiteski
Aug 27, 2013



Arguably the only thing it would effect is being Broken by other effects.
You could try anything that is an "untyped" damage going to the new pool of Hit Points, and anything that is specifically "typed" damage (IE, despair, poison, starvation, fear, non-combat injury) going to the relevant attribute. It would make combat much less lethal, but leave the non-combat lethality as it stands, which is more controllable from a GM standpoint imho. Combat was always the most dangerous thing for my groups in FBL and MYZ (which are very very similar), and would often start off any sort of death spiral.

Spiteski
Aug 27, 2013



I've bought a bunch of stuff from them that ships from the Uk warehouse to New Zealand and never had any issues. Well packaged and timely. Ymmv but the one time they've missed something on the order the replacement was shipped quickly and for no cost.

Spiteski
Aug 27, 2013



EdsTeioh posted:

Alright guys, I picked up the Alien starter set and am running Chariot of the Gods this weekend. Any weirdness I should be aware of? It seems pretty straightforward but I'd like to know any weird pitfalls.

If I remember correctly Chariot didn't have this issue, but I know the latest cinematic has massive spoilers on the player handouts and even the character information given to the players that isn't supposed to be known by them until later. Just double check the information given in the handouts before giving them.

Also, read and re-read the panic rules. We had some jankiness and panic spirals before realising only rolls above 10+ on panic cause the player to ALSO lose their intended action.

Spiteski
Aug 27, 2013



Just 1d6 + current level.
And if something causes another roll, the result cannot be lower than the first roll - instead it's treated as one step higher than the previous roll at minimum.

Spiteski
Aug 27, 2013



EdsTeioh posted:

How do these work? I've never really used Discord for anything beyond simple chatting and don't like it for that, honestly. Is this graphical or does it just give results? (I'm working atm and can't test it out.)

I highly highly recommend this dice bot if you dont want to invest in, or don't need to invest in the other benefits of a VTT.

I use this dice bot for a few of my MYZ games that arent supported on Foundry or FG very well.
It's got a great range of commands, but this is what it looks like in use. Any roll that can be pushed you simply react to, and it pushes and spits out results from the game's tables i applicable.
Here are some examples from the rolla (for ALIEN RPG), and for MYZ with a pushed roll in the bottom


If you are in the market for a VTT, FG has a decent ALIEN ruleset and the campaigns are well created in FG. There is also Vaesan for Fantasy Grounds but I haven't got my hands on that yet to rate it.
Alternatively, I have recently started using Foundry more heavily, and the newly released ALIEN and Forbidden Lands ruleset and campaigns on there are very very good, and it's a lower pricepoint for the VTT than Fantasy Grounds. They also have community rulesets for TFTL, MYZ, Coriolis, Mork Borg, Vaesan, which don't have any of the official content loaded in, but are solid bases for you to bring your own in.
For both VTTs there is talk of further rulesets being added in as these initial ones are selling quite well.

I cannot comment on Roll20, though I believe they have a Tales from the Loop starter set you can purchase? I dislike Roll20 for my own reasons, so would be good if someone else can chime in.

Spiteski
Aug 27, 2013



Dr. Lunchables posted:

Which scenario has spoilers on the character sheets?

Destroyer of Worlds - mainly the synthetic's sheet, but also all of the "handouts" for the marines that the squad is supposed to find (the main starting point of the story) contain the current status/outcome of each of the marines. Basically, don't give them the handouts unless they're speedrunning the game.

Spiteski
Aug 27, 2013



poo poo, been sleeping on this one. About 2 days left on the kickstarter for the new Forbidden Lands expansion. Book of Beasts and Blood March double pack. A monster codex and a standalone adventure similar to bitter reach.
Pretty close to a free VTT module for each of them too.
The both in print bundle is very good value and much cheaper than the store version, as is the case with their kickstarters usually.
Also, you can add pretty much any of their existing core books as addons if you wanted to combine shipping and catch up on any you're missing.

Spiteski
Aug 27, 2013



I haven't gotten a chance to run BR so that's disappointing to find out. I tried googling if anyone else had brought it up with the writers, and only found your post elsewhere about it ha.
I didn't come across many issues on Raven's Purge when I played it though. However that doesn't necessarily mean it's not bad, as I tend to wing a lot of stuff even when using pre-written content anyway, so it's possible I glossed over any particularly bad issues.

I did notice some issues in the early MYZ though, that got better as the books went on - Elysium in particular was really good. Also the ALIENS core book was good, but the adventures have been a mixed bag.

Spiteski
Aug 27, 2013



That's a solid haul!

I also enjoy having the different options but in a similar enough format that I can easily get my group to pick up the next game with only a few minor rule changes to grok.
Twilight 2K seems to be the biggest divergence from the rest with a completely different dice pool though, so that'll be interesting in practice.

Once you've cracked open the Tales from the Loop starter set, I'd be interested to hear your thoughts on it. Particularly what the rulebook inside is like, as I am curious how much the full Core book is necessary beyond it.

Spiteski
Aug 27, 2013



Cautiously optimistic about that. Mainly because I don't like any of the other cyberpunk games but thoroughly love cyberpunk.
Might be fun to try.

Spiteski
Aug 27, 2013



dwarf74 posted:

So is this a good place for discussing The One Ring 2e?

I just got the PDFs from the kickstarter and I have math concerns.

So the basic dice are a special d12 with 1-10, a "success" side, and "failure (probably)" and a bunch of d6 with a few features.

It looks like most of the target numbers will be in the 15-18 range and, at least at first, you're rolling d12+2d6 for stuff you're decent at. That's got an average roll of 13.5, with a curve there clouding up some probabilities. So if you need a 16 that's a lot of good numbers on all the drive dice, no?

What's weird is they seem to know this - the pregens from the box set all have target numbers set 2 points lower. :v:

So yeah, it's weird. It seems very whiff-y in my head.

I haven't backed it myself so haven't had a chance to read it yet. Based on what you've said though, yea that's maybe a bit swingy. AnyDice puts it at a 33.5% chance of success at target of 16 which is uhh... concerning if that is meant to be something you're decent at. 19% for a target of 18 which is holy crap bad.
Do you have any more details on what the special features are of the D6? If there is some major stuff on there that swings things that'll change up just how bad it is, but just from raw numbers that's not great.

Spiteski
Aug 27, 2013



Basic Chunnel posted:

Also note that any panic roll incurred when firing an automatic weapon empties the entire clip

I'm pretty sure it's any firearm that has a magazine count? This is, however, ignored by Androids who never need to reload cause they're so onto it with their ammo conservation (read: never need to make panic checks).

Spiteski
Aug 27, 2013



My T2K stuff arrived today. Anyone interested in some pics and flick throughs? It's damned nice.

Spiteski
Aug 27, 2013



Aight sweet. I was finishing up the OP today after procrastinating long enough, so I figure this is a brand spankin new procrastination effort.
Will get something up shortly.

Spiteski
Aug 27, 2013



Yea it was a bizarre choice especially when the weapon deck comes with a proper tuckbox too.

Spiteski
Aug 27, 2013



Starting with what is OUTSIDE of the box.


The box. It's boxy.


The dice are very good. They seem to be more of the quality of the MYZ dice and Forbidden Lands dice that you can see pictured in the top right, and not like the crappy rounder-edged ones also in that box. Chonky and nicely detailed. Also a SHITLOAD of them. I'd need to check but I didn't think I ordered an extra set. There was a small set and then another baggy with a bunch more.


A 64 card deck of weapon cards and a tuckbox. This would not fit any sort of sleeving, but the cardstock is great - in keeping with previous games. Also pictured a reverse to see what sort of info you get on them.


The DM screen and it's interior - in keeping with Fria Ligan's track record, the art is gorgeous - even better in person. Shame about what looks like a production issue on the interior fold of my one.
The content of it is fairly useful stuff. No unncessary tables for how much a ration costs etc. It's all the base rules.


Just for reference, the screen is the same size as the majority of Fria Ligan's screens. Pictured is the tales one (orange one behind) and the only outlier - Forbidden lands (green one in front).


Now for what's INSIDE the box

Character sheets. Very average stuff. Printed on what feels like dimestore A4. Disappointed in this compared to the excellent Forbidden Lands sheet pad and other higher quality stuff. But it was free so eh.


The aforementioned extra deck inside the box. No tuckbox it just comes wrapped in plastic. Contains a full 54 card deck of events with corresponding trad cards suits. In the rulebook is this same list recreated so you can pull the events with a regular deck of cards. Nice to have these though. Pictured with one event close up. Also includes a set of initiative cards. Same 1-10 system as Alien and Coriolis.


Two handouts - one for Poland and one for Sweden but outlining the same events - Operation Reset - that sets the starting point for Twilight 2k.

and the reverse of both
Two maps - nice print job but not a fan of battlemaps that have folding creases personally. Great art though.

and the reverses
The far superior map cards. Reversible and reasonably good quality paperstock - almost card like. I can see these getting a lot of use with the mix-and-match ability.

and the reverse
Punch card of tokens. It's annoying to me the use of everything BUT hexes, when every map is filled with hexes and that is the default mapping mode.

and the reverse
Large foldout map of Sweden on one side, Poland on the other. Box for size reference

AND LAST BUT NOT LEAST

The main attractions. Boy how I love softcover rulebooks so goddamn much. These tomes are absolutely lovely to flick through. Print quality is top notch. Content is great and art is great. Player reference has all the possible gun cruft that anyone would want to sift through. GM reference has all the usual guidance for a Fria Ligan game, as well as a number of scenarios, and as mentioned earlier - a list of events corresponding to a deck of regular cards. This is in addition to a reasonable array of other content that I can see getting a great amount of use.

Overall, pretty darn stoked with the pack. I've also picked it up on Foundry, but this is far nice to have in hand, and with softbacks, I can imagine I'll still have this at my desk when running online as well as in person.


I'll do an actual content write up when I've finished reading the two books and maybe gotten it to the (digital most likely) tabletop.

Spiteski fucked around with this message at 22:15 on Nov 10, 2021

Spiteski
Aug 27, 2013



Do you mean the map art or the book art?
The map art is definitely more functional and I guess "brighter" style than I'd have guessed but for actual play it's going to be super helpful in terms of clarity of situation.

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Spiteski
Aug 27, 2013



I know we yarned in the T2k thread about playing that, but also consider me "signed the gently caress up" on any Fria Ligan games you play that I can make the time for. Can DM or play, or do some sort of rotation to give others a crack at each?

I also have the foundry licenses for everything FL that's on there so far except Symbaroum so same deal applies to not costing others/those who want to DM.

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