17 June 2024

Preparing two classic Stormbringer RPG modules for Longcon

A spiral bound printout of two Stormbringer scenarios. The cover is an amalgam of the two original books. The top says “Stealer of Souls” and has a pale rider on a horse in a forest with a frightened looking person to the right. The lower says “Black Sword” and shows an armoured woman fighting the pale figure who bears a scimitar. It’s night time and towers with lights are in the background with a starry night.
Spiral bound Stormbringer...

In my early days in gaming, my favourite SF roleplaying game was Traveller, and my favourite fantasy roleplaying game was Stormbringer, which rapidly displaced D&D (after some flirtation with Pendragon and to a lesser extent, RuneQuest). My first edition was the 1987 Games Workshop 3rd Edition hardcover which fell apart, but my favourite editions for play was Elric! & Stormbringer 5th Edition (which were functionally pretty much identical). That said, the gonzo power levels and chaotic fun of the first three editions still excite me.

I played it a lot pre-University and once again when I moved to Yorkshire post-2002, when I mixed up the early adventures with the Elric! and Stormbringer rules. It was the game that broke my love of simulationist engines (ie BRP); the final game of our campaign was an epic battle, but it took us nearly six hours of play (attack-parry-riposte-parry-counter riposte etc...) and broke me as a GM. I'd recently been introduced to Hero Wars (aka HeroQuest and now QuestWorlds) and I loved the narrative flow and speed of resolution along with the ability to zoom in or out on detail. I wrote a detailed (20,500 word!) conversion of the Elric! / Stormbringer rules to HQ (titled 'StormQuest') for Continuum 2006 to go in the Con Book which was to be published after the convention, only to see the agreement for the rights move agreed at the con, killing the work dead.

I was gutted and stepped away. But it was like catnip for me and I came back again, converting StormQuest to Wordplay (now Tripod) and running The Song of Loeul (from Adventurer Magazine) at Furnace 2014, followed by the three-part The Madcap Laughs (from White Dwarf) along with Graham the next year. And now I'm doing it again. I'm running the two part The Stealer of Souls and The Black Sword at Longcon at the end of June.

I've run these before at a charity 24h event, but that was many years ago, perhaps at sixth form, and with the original game. The modules are superbly structured to follow straight after the events of the story  'The Stealer of Souls' (originally published in The Bane of the Black Sword). They give the players the chance to interact with Elric, Moonglum and Zarozinia and feel like they matter.

The first step was putting them together in a single spiral bound book for the con. I sold the originals a long time ago (yeah, some regret on that) but I do have the PDFs. I also added material from the Atlas of the Young Kingdoms related to Ilmoria, Org & the Forest of Troos, and Karlaak so all the reference material is together. I ordered the print from DoxDirect.

The next step was to pull together the Wordplay conversion and the more detailed StormQuest conversion to use as reference when converting. Broadly, Tripod and Wordplay are close enough to be the same, so I don't expect too much complication when working through.

This weekend, I've re-read all the material in the spiral bound, so have an outline of the campaign flow in my head; the next thing is to actually sketch that flow out, after which conversion can happen. Broadly, there's a somewhat sandbox-like start of murder & revenge followed by an epic chase and then the denouement when a mortal woman challenges the albino former Emperor with a soul-sucking rune blade to mortal combat.

When I converted The Madcap Laughs back in 2015, I needed to be very structured and wrote a detailed conversion, as I was running with another GM so we needed to be aligned. I can afford to be a bit more loose with this as I'm the only one running, but it still needs a proper dose of looking at. The flow of that was pretty linear, but I found that chunking it out helped in thinking about how it should work. 

It looks like the players prefer the idea of pre-generated characters so I will be prepping those up, probably referencing the characters I last used in my campaign.  Conversion with the Tripod rules should be pretty quick as they are very flexible. 

I'll share more as this develops (although some may be post convention because of the risk of spoilers for the players).

17 June 2024

16 June 2024

Shadows of Atlantis - as Chapter 3 comes to a close (minor spoilers)

 An image of the city of Atlantis, gold against blues and greens of canals and land. A central temple is surrounded by concentric city sections, alternating between canals and buildings. The Achtung! Cthulhu logo is shown at the lower part of the image, right justified but filling most of the length of the image.

We're coming towards the end of the third chapter of Shadows of Atlantis, as the plot-line in Egypt winds down. There's been some interesting developments along the way. There are some minor spoilers below, so if you don't want to have hints of what happens in the campaign, don't read on.

The move to Roll20 has mostly been fine; the sheets are a bit clunky but they work. The AV has mostly been okay, but it's very bandwidth dependent and I've had to cut back any use of music because that seems to finish off one of the player's connections. I've also noticed that lag has been variable at times for different people and that has had the odd moment when people talk over each other.

I'm loving the way that the desktop in the VTT looks; I've made a collage of maps and key images from each chapter as we play them and it works as a great aide memoire for me and the players. The Role VTT does have AV back now (6 months or so on) but I'm not moving back as I've spent too much time putting assets into Roll20.

We've had some player changes; Duncan has joined with a British Indian Army officer who has instantly changed the party dynamic, but, unfortunately, Guvnor has decided to leave the game as he's not feeling it and doesn't like the Cthulhu aspects. That did give me a moment of self-doubt about how I was running the game, but the others all want to go on, so a trip to Persia beckons for the next chapter. The dynamic is interesting, as we have some very dynamic, engaged players and some who are quieter and more reflective, which means I need to keep an eye on who gets the spotlight.

The Cthulhu aspect has been very low-key; they've encountered reanimated corpses courtesy of Nachtwölfe, including a villain they originally killed in Vienna which gave them quite a shock. They've also met serpent-people (and machine-gunned them to death). I loved that Simon held back and didn't use a spell until we reached Egypt, when he summoned the shadows from around and terrified a local gang that was trying to steal the car. We had a dream sequence in the Egyptian underworld which had me mentally envisaging Moonknight (Disney+), and then the horrifying death of a private soldier who was guarding the artefact which they'd retrieved. This resulted in the first mention of a mythos entity, because the party's sorcerer wanted to know what kind of spell had been used. The roll made for information was sufficient to establish a link to Yog-Sothoth.

I've just built up the next chapter into VTT. This mainly involves either screenshots for handouts, or extracting images from the book having loaded it into Affinity Publisher, pasting them into Acornand exporting as PNG files. I've also done the cut and paste for some of the reference material.

Shadows of Atlantis is a great campaign, but it isn't well written for use at the table. Having tracked down the original version for Call of Cthulhu and Savage Worlds, there's a lot of material which has been omitted in the new edition, including a number of key maps and references. I've ended up extracting text and the maps to use as handouts. Unfortunately, I'd already googled and found references and images on the web, so I'm tending to blend both sources together.

I'm pretty comfortable with 2d20 now, but I am suffering from some bleed from different edition's variations. Fortunately the players don't mind me checking a reference every now and again (and Duncan is quickly falling into the space that Alex occupied in my Curse of Strahd D&D 5e campaign, retaining references to the rules much better than I do). I enjoy the 2d20 engine, but sometimes I wonder if the players feel that their characters are really threatened. Certainly, they've dealt with everyone that I have thrown at them.

I must give a shout out to Dr Wynand De Beer's "Parallel Chronology of the Second World War"; this has been invaluable as a source of what is happening when across the politics and theatres in the war. It's structured really clearly and easy to reference.

Perhaps the biggest frustration is that we remain fortnightly; this brings the usual challenges of remembering what happened previously, and it can mean we miss a month if something comes up. Originally, one of the players had a game that was alternating; by the time this finished, the others had got a game going in the gap between so it remains fortnightly. We've had eight sessions this year, and four last year. Sometimes the pace can drop a little, but that's naturally in a game with investigation; also we're only getting 2-3 hours in each session.

Overall, I'm enjoying this, but I'd like to get something else up and running too. Hat tip to my players (Simon, Duncan, Paul, Graham and Tom) for being great sports.

16 June 2024


15 June 2024

WOTB - Rhm. -B. WT - Mastery - Ghost Factory - 6 kills

https://youtu.be/Sh5GeWcg8sI

A surprise mastery in the Borsig after a run of annoying games. Missed the 7th kill by ~1 second. 1,259XP, 2,281 damage, 6 kills 

#wotb #wotblitz

15 June 2024
 

13 June 2024

Some additional thoughts on Broken Compass

A picture of the whole Broken Compass RPG line stacked on the table looking like a pile of journals. The spines read (from top down) 'Adventure Journal', 'Golden Age', 'What if', 'Voyages Extraordinaires'. 'Jolly Roger' and 'Accessory Kit'. All of them have 'Broken Compass' preceding the name and the associated logo after it. The Accessory kit is a box twice as thick as the books and the bottom two books are a green colour not brown.
A stack of journals - or rather the Broken Compass RPG line.

While I was writing the review of Broken Compass, I went down the rabbit-hole of getting some of the supplements in PDF and I liked what I saw. I found the books in hard copy reasonably cheap, so I picked them all up. I did this knowing that I was backing Outgunned Adventure which is playing in the same space, but I was happy that this wasn't an issue.

This was for a number of reasons. First of all, Outgunned Adventure isn't due to arrive for a year, and I'd like to look at using the game engine (either version) with some of the IP that I already own (for example Space 1889) in the mean time. Secondly, the current crowdfunding effectively covers the Golden Age material as well as the core 1999 pulp setting in the Adventure Journal. It doesn't provide the in-depth setting and campaigns that the additional books provide.

Voyages Extraordinaire covers Jules Verne, Arthur Conan-Doyle, Rider-Haggard and others with the exploratory fiction which was so popular with the Victorians. Jolly Roger covers Caribbean pirate fiction. I've high hopes I can mash these together to build a fun engine for Space 1889.

What If plays in the same space as the Action Flicks books for Outgunned, providing a bunch of settings and game ideas, and guidance on creating your own. On an initial look, it will still have some unique parts and the guidance is decent.

The Accessory Kit was underwhelming. The screen is nicely done, and the world and Caribbean maps are nice; however, some of the dice are over-inked so harder to read and the passport style character sheets aren't really my thing (though they look lovely). However, I wanted the screen, and the dice are okay.

I do need to get this to the table to justify the spend though!

13 June 2024

Related posts:

First Impressions - Broken Compass

First Impressions - Golden Age

12 June 2024

WOTB - AMX 13 90 - Mastery - Fort Despair

 

One of the weekly missions involved playing French Light Tanks. I decided to return to the AMX 13 90 for a set of games and ended up with a Mastery. 

3,376 damage, 1,261 XP, 4 kills, 263 assistance, 225 blocked 
... and some dodgy lag in the middle which I thought would cost me the game.

#wotb #wotblitz


https://youtu.be/DfowZbVXZLE?si=NGw7bngPve0dtay1

08 June 2024

First Impressions - Broken Compass RPG (vs Outgunned RPG)

A photograph of the Broken Compass RPG lying on a light coloured desk over a black keyboard. The book is brown, with a mock leather seam near the spine, and a book ribbon and elasticated fastener. The Broken Compass name is at the top, and 'adventure journal' at the bottom of the cover. In the middle is a split compass rose, looking like it is sewn on.
Broken Compass - looking like a Moleskine Notebook

I was intrigued by one of my friends mentioning the Broken Compass roleplaying game when I was talking about Outgunned and saying how much they'd liked it. I'd been vaguely aware of the game on crowdfunding some time ago, but I'd never looking at it. It turned out that the PDF was available on offer on DriveThruRPG so I picked it up. On a quick skim, I realised that this was very much a variant on the system that Two Little Mice have had so much success with as Outgunned. It's the same design team and artist, and the mechanics are very similar but with some subtle variance. 

Broken Compass takes aim at the pulp movie space, referencing The Mummy, Indiana Jones, Jumanjii, Romancing the Stone, Tomb Raider, Uncharted and Assassin's Creed as inspiration. The default setting is a 1999 pulp adventure setting. I liked what I read enough to track down a physical copy of the core book; it's not widely available but it is out there, along with the various supplements. The game was published by CMON and Guillotine Press, but I'm not certain if it is still officially in print physically. The PDFs are all still available.

TL;DR: Broken Compass is wonderfully presented, with a simple, flexible game engine, capturing the pulp feel well. Although the core mechanics are very much like Outgunned, it is its own thing. It had me mentally mapping some of the pulp game settings I have with more crunchy games into it as I read it, and also pondering some of the movies it references. I've no regrets to having picked this up and recommend it. 
Health warning: you could just back Outgunned: Adventure which is going into the same space, but that isn't due to fulfil before May 2025 and you can get Broken Compass now.

Physically, the book is delightful. A 240-page hard back made up to look like a brown leather notebook like a Moleskine. It has a ribbon and an elastic binder to hold the book closed. The feel is lovely. The book is printed a more heavyweight paper than Outgunned, and feels quality. The pages have a slight parchment  back print showing a compass rose and navigation lines, which makes it feel like a darker layout than the whites of Outgunned. However, it doesn't detract from the legibility.

I'm not going to dive as deeply into the system here as I usually would; rather I will do a comparator to Outgunned as I have covered that in detail recently. It's worth reading that review first before you explore this one. 

Characters are Adventurers who are looking for a Treasure; this may be something as crass as gold or an ancient artefact, or it may be something else of incredible value - a person or even a lost truth. Characters start with a name and then give two reasons why others should call you. These take the form of two tags which define your character. These tags were replaced by role and trope in Outgunned. You also call out the places that your character feels at home; their heritage, homeland and workplace, and then close that out with a sentence that describes some words to live by. Outgunned is more structured about this and has the catchphrase and flaw instead.

There are 18 tags;

  • Action Hero
  • Cheater
  • Daredevil
  • Explorer
  • Gunslinger
  • Hunk
  • Hunter
  • Medic
  • Pilot
  • Playboy/Femme Fatale
  • Professor
  • Rebel
  • Reporter
  • Soldier
  • Spy
  • Techie
  • Thief
  • Wingman/woman
Tags give a Field, 8 skills and an expertise. The system doesn't use feats. Fields are the attributes; they are Action, Guts, Knowledge, Society, Wild and Crime; the only common name with its successor is Crime. Like Outgunned, each field can have up to three dice, and each starts with two dice. In Broken Compass, there are six fields with 3 skills each; Outgunned has five attributes with four skills each. Both games start a character with one dice with a maximum of three dice. Once you've assigned the skill points from Tags, you get two additional points to round out your character.

An Expertise in Broken Compass performs a similar function to a feat in Outgunned, providing a free re-roll. Typically, a field of expertise would be something like Medicine, Archaeology, Heroism or Lies. Outgunned feats can be more specific or add additional options compared to Expertises in Broken Compass. Players also get a free choice third expertise after they've assigned their tags.  

Luck is used in place of Grit, and Luck Coins replace Spotlights. I think that using 'Luck' twice like this does lead to a little confusion but nothing that would cause a real issue in play. The luck track has ten points, slightly less than the grit track in Outgunned. You lose luck when facing dangers; it's mechanically identical to Outgunned, you lose a set amount from each failed check, ranging from a single point to all your luck. Once you have lost all your luck, you become 'Out of Luck'. This means that you will need to need to spend a Luck Coin or face Certain Death if you fail against a danger. If you can't, or your companions can't, then your character reaches the end. There is no 'death roulette' as used in Outgunned, which makes it more brutal.

The GM ('Fortune Master') has enough Luck Coins so each player could have two. Once they're all in play, no more can be given out. Luck Coins fulfil the same mechanical role as Spotlight points; you can save yourself from Certain Death, achieve extreme successes and obtain Clues you didn't find. Like Outgunned, you have a fifty-fifty chance of retaining your Luck Coin when you use it. However, if you spend it to save someone else from Certain Death then you lose the coin to the Fortune Master.

Broken Compass uses Feelings in place of Conditions. You can have up to three Feelings at any time, unless you feel like a Wreck. These can be good or bad. Good feelings give you an extra die in a Field. Bad Feelings give you one less die in a field generally, unless you have three Bad Feelings already. In that case, the next Bad Feeling means you 'feel like a Wreck', which gives you an additional die loss in every field. You can also get default feelings from being Young or Old. Feelings cancel out; if you gain one from the opposite side, instead of adding it you delete an existing feeling. So if you already have a bad feeling and gain a good one, you delete the bad feeling rather than gaining the new good one. You remove Bad Feelings with Luck Coins, getting to safe places and first aid. The Fortune Master can assign Good Feelings at well, typically for success or a great response at the table.

The game engine is the same Yahtzee style dice-matching system used in Outgunned although some of the terminology is different. You take a Risk to do an Outgunned Re-roll, and an Outgunned Free Re-Roll is just called a Re-Roll in Broken Compass. Likewise, in Broken Compass you go All or Nothing instead of All In. I do think that the terminology in the earlier book is clearer and wonder if the terminology changes are all about addressing IP concerns.  Failing a challenge is described as 'having an accident' and these don't always happen immediately; consequences may bite later on! You take luck point damage if you fail against a danger or enemy.

The section on Dangers has a good discussion on using traps; as well as causing damage, they can give you bad feelings or put other things at stake such as gear or things happening. You can never face more than three dangers at the same time; these are amalgamated to a higher level danger if so. If you don't get all the successes you need in a roll, your colleagues can help you with spare successes.

Combat with enemies has slightly different flows for brawls and shooting. The Fortune Master chooses which side goes first. To defeat an enemy, you need to score three hits on them by achieving successes at the same level as the enemy. This means that a higher level success is considered a 'headshot' and knocks an enemy out of a combat. If you score a success two levels higher, you take out all the opposition. Broken Compass is much more simple than Outgunned in this area - there are no grit tracks or hot boxes to consider. 

In Brawling, you make a single roll. If you succeed, then you cause damage. If you fail, you lose Luck as you take damage. If all characters are engaged in combat, they're all at risk of taking damage. With Shooting, you make a roll to attack. If you score successes, you cause damage. If you don't get any successes you lose a magazine as you run out of bullets. You can use extra successes to get to cover. There's also simple rules for going 'Guns Akimbo' with two guns, emptying your mag or providing covering fire for your colleagues. When the enemy fire back, you need to dodge bullets, get into cover (total or partial) or run away. This is all done with a player-facing roll vs the level of enemy. Whether shooting or brawling, in some cases you may get Bad Feelings on a failure.

There's a useful section of examples of enemies and dangers as a reference for the Fortune Master.

The final sections of the book provide some great guidance on how to construct Episodes and Seasons. There's an outline on how to create a pilot adventure. In addition, there's guidance on how to adjust the game for large or smaller numbers of players. Character advancement is covered, with three advancements before a season finale recommended. This part also covers adjusting characters, before moving on to scars and experiences. These work very similarly to Outgunned

Using Safe Places is also described, including what to do when a character does something foolish (like wander into the enemy camp on their own). A mechanism to track a campaign (a travel diary) is given. The book also explores treasures and how to develop keys and clues. There's guidance on creating supporting characters and the party's Rival. There are some useful random tables for developing this. You can use a Doomsday Clock in conjunction with the rival, tracking the race to find the treasure. The guidance section rounds out with how to manage wealth and guidance on vehicles.

The book rounds out with the 1999 setting, covering technology, the supernatural, a set of example treasures and a selection of fun supporting extras. The introductory adventure 'Into the Storm' is given in the form of a worked example of how to turn a framework adventure into a detailed adventure. There are four decent example characters and a set a blank sheets.

To conclude, Broken Compass is wonderfully presented, with a simple, flexible game engine, capturing the pulp feel well. Although the core mechanics are very much like Outgunned, it is its own thing. It had me mentally mapping some of the game settings I have with more crunchy games into it as I read it, and also pondering some of the movies it references. I've no regrets to having picked this up.

Recommended

8 June 2024

02 June 2024

First Impressions - Outgunned Cinematic Action Roleplaying Game

The Outgunned RPG held in my left hand. The book has a striking picture of a woman with broken sunglasses and a leather jacket surrounded by a huge number of guns pointing at her, yet she smiles like she knows something and really has the upper hand. The book has a red spine and ribbon. The title 'Outgunned' is at the top with an icon of someone shooting two pistols, and the tag line 'cinematic action roleplaying game' is at the bottom.
Outgunned - striking artwork, beautifully put together.

Outgunned, a cinematic action role playing game produced by Two Little Mice, was very much an impulse back for me on Kickstarter. It promised a fast, effective game engine for creating action movie style games ranging from heists to saving the day. In some ways, it reminds me of the pitch for the Savage Worlds RPG, but without all the cruft around the core game system. The question is whether it delivers?

TL;DR: Beautifully illustrated, cleanly laid out and typo free, Outgunned looks and feels like a fresh and fun game with simple and effective mechanics. It's giving me the GM-tingles, and that's always a good sign.

The game is presented as a very attractive 224-page red-coloured, digest-sized hardback book with a striking image of a woman in broken sunglasses surrounded by a huge number of guns. She's a slight smile, which gives you the impression that she has it all under control. That brings me to the art in the book. Pretty much all of it has been produced by a single artist, Daniela Giubellini, and it is absolutely gorgeous. The artwork and layout work together to deliver an extremely polished book which is a delight on the eyes. The editing is also tight, and despite being translated from Italian, the game reads very well and lacks typos. The book also has a red bookmark ribbon.

The game is pitched between the 1980s and early 2000s, "Where everything you remember is the same but way cooler". It does suggest ditching smartphones and social media but I'm pretty certain that you could make them work if you wanted to. It's more a stylistic thing than an absolute need. The game is designed for shot cinematic style campaigns (say five to eight sessions) but should also work well as a one-shot.

Core themes for Outgunned are: 

  • Doing the right thing
  • Alone against all
  • Spirit of sacrifice
  • Revenge and forgiveness
  • Friends as your real family
  • The broken system

The best practices advised for playing and directing (yes, you're a Director, not a GM, to stay with the cinematic vibe) are to share the responsibility for creation, live in the moment and improvise, and leave room for others (so you share the screen time). The advice for capturing the drama picks up on three key elements; the action must never stop, you don't know everything about what is happening and it should feel like you're at the movies. This isn't about gritty realism.

The game uses ordinary D6s (although there are special symbol versions you can buy) and you'll be looking to collect sets of the same number, a bit like Yahtzee. More on this later.

Character generation is pretty simple, built around chasing a role and a trope to go with it. Roles define the kind of character you want to play and how you will approach a mission. The roles included in the book are:
  • The Commando
  • The Fighter
  • The Ace (top pilot, driver etc)
  • The Agent
  • The Face
  • The Nobody (someone normal)
  • The Brain
  • The Sleuth
  • The Criminal
  • The Spy
Each role has an evocative image and a list of examples drawn from the movies. They have example job types described and give a choice of catchphrases and flaws. The job type can give you a benefit when looking for information or contacts. Catchphrases give an insight on how you want to play your hero; they also influence when the Director gives the character a 'Spotlight', a meta-currency that allows them to do cool things. If you bring your Flaw into play, you will get a -1 Dice on your roll but it's likely to  also gain you a point of Spotlight. 

Your role also raises one of your Attributes by a single point (they all start at a base of 2 dice) and gives you ten skill points in pre-selected skills.

Characters have five different attributes; Brawn, Nerves, Smooth, Focus and Crime. These act as domains that skills sit under. 
  • Brawn covers physical activities, kind of like Strength and Constitution in a traditional D&D-style game. 
  • Nerves picks up keeping your cool, shooting, driving and survival.
  • Smooth is the domain of flirting, leadership, style and speeches. 
  • Focus covers detecting and fixing things, including healing, and also covers general knowledge.
  • Crime brings awareness, dexterity, stealth and streetwise into the mix.
Skills all start by providing a single dice, which means you'll likely have 3 dice as your minimal pool for any roll as the pool is created from the sum of the attribute and skill at play. 

Your role also gives you two Feats, and some starting gear. Feats allow you to do cool things; as a minimum, they'll give you something like a free re-roll or extra resources, but they can also allow you to do extra cool things if you spend Adrenaline (an in-game currency). Some Feats require you to spend an action or take a full turn to activate them. 

Some examples; if you choose Archer, you always get a free re-roll when you do anything with a bow because you're a modern-day Robin Hood. The Cash Flow feat gives you 3 starting cash and an extra 1 cash every session, as money is no issue for you. A more focused feat would be something like Car Jump. That requires you to spend Adrenaline, but means you can jump your vehicle into the air to pass a barrier or gain an advantage in a chase, at the cost of some damage to your ride.

Once you've picked your role, you need to decide whether you're young, adult or old. Adult is the default, and doesn't change anything you do in character generation. Young characters get 1 normal Feat for their role but also the special Feat "Too young to Die". They also get 2 Adrenaline to represent their enthusiasm and energy. Old characters get an extra feat, but are more likely to fail a 'death roulette' roll as they have 2 lethal bullets rather than 1 at the start of the game. This means they're more likely to fail a death save and die. However, they also get one Experience. This is an achievement, scar or a bond or reputation. These can give you advantage or disadvantage in a situation, perhaps one more or less dice or even an automatic success.

The last step is to choose a Trope for their character. This is their archetype, a snapshot of their character and mannerisms. There are eighteen to choose from including 'Bad to the Bone", "Good Samaritan", "Last Boy/Girl Scout","Lone Wolf", "Party Killer" and "Trusty Sidekick". Tropes give an extra attribute point, a Feat and another 8 skill points More importantly, they're a signpost for how you want to play the character.
You round out the character with 2 skill points to assign to whichever skills you see fit. 

There are a few other things on the character sheet to keep track of:
  • Grit - this represents your ability to shake off damage. You get 12 points to start with. It is recorded on a track with two special boxes marked.
  • Conditions - There's a space to record conditions, which can affect you when bad things happen. 
  • AdrenalineYou also start with a single point of Adrenaline, but you can have as many as six points. They can be spent to activate feats or it can be spent to give +1 to a roll.
  • Spotlight -  Likewise, you start with one spotlight point, an even more powerful resource than Adrenaline, and harder to regenerate. You can have a maximum of 3 Spotlight points.

The core game mechanics are simple. You roll a pool of dice and try and get combinations of the same number or symbol, in a style similar to Yahtzee. The number of dice in a combination indicate the level of success that your character has achieved. The game is player-facing, so the Director doesn't roll. However, dice rolls should only be made when there's something at stake or something could go wrong. Otherwise, you're a hero, you're competent and you shouldn't need to make a roll.

You start your dice pool by pairing an attribute and a skill. Although skills are grouped under attributes, sometimes it can be appropriate to use them with a different attribute. Adrenaline, Gear and Conditions can adjust the number of dice that you have in the pool. The pool will range from two dice minimum to nine dice maximum.

Helping someone either gives them an extra dice, an automatic success or enables them to make a roll when it otherwise wouldn't be possible.

There are two types of roll; an Action roll or a Reaction roll. Action rolls give you the freedom to choose the skill and attribute involved for your character. Reaction rolls are dictated by the Director; they'll tell you which pair to use, and mean you're trying to avoid something bad. 

There are four levels of difficulty for rolls, each of which requires an increasingly large combination of dice. Usually, you will need to make a critical difficulty roll.
  • Basic - 2 dice combination needed
  • Critical - 3 dice combination needed 
  • Extreme- 4 dice combination needed
  • Impossible - 5 dice combination needed
If you get a 6 dice combination, you get a Jackpot and can become director for a turn. 

A combination is a set of identical results on the dice you've rolled. The game does have some pretty symbol dice available, but you can just use normal dice. For example, if you rolled 6D6 and got 2,2,2, 4,4,6 then you've a basic success (4,4) and a critical success (2,2,2). The actual numbers on the dice don't matter unless you're taking a gamble on a roll. 

Complex or dangerous rolls may have double difficulty. This means you need to get two combinations at  the required level of success. Typically, there will be two consequences to consider in such cases. Higher level successes usually mean you've excelled at the task and get something extra. Lower level successes mitigate your failure. Extra successes can be used to take extra actions, or to help a friend out. Three smaller successes can be traded for a greater success and vice versa.

If you've scored at least one base success, you can re-roll all the dice that didn't make a combination. Provided your roll is better than your initial roll (say you got another 2 or a 4 on the dice that wasn't part of the combinations rolled on the example earlier), then the new result stands. However, if it isn't better then you lose one of your existing successes (you choose which). A free re-roll granted by a Feat is slightly different; you never lose successes and you can make a re-roll even if you don't have an initial success.

If you still haven't got what you need after re-rolling, you can always go "all in". Once again, you re-roll any dice that aren't in a combination. However, if you don't get a better result, you lose all previous successes. The game gives a strong steer to use re-rolls when needed and not to be afraid of them.

You may have to rely on spending a Spotlight to save the situation if you haven't made a big enough combination after all those re-rolls. Spotlight points can grant an automatic extreme success, save a friend who fails at the death roulette (or save a ride when it would be destroyed) , remove a condition or do something else cool you agree with the Director. You flip a coin to retain the spotlight point when you use it, unless it's to save the life of a friend. In that case, they get the Spotlight, not you, if you win the coin flip; they clearly need it more than you. If you have six Adrenaline points, you can exchange them for a Spotlight point, so long as that doesn't take you above three spotlights. Spotlights  
 
If your roll fails and you don't use Spotlight to save the day, Outgunned encourages the Director and players to see it as a bump in the road rather than an absolute show stopper. Consequences can be mitigated if lower successes are rolled, and other ways of failing forward are suggested. 

For example, "rolling with the punches" to have a consequence which may bite later on rather than immediately. Alternatively, "paying the price" means you succeed, but it costs you cash or gear. "Taking the hard road" would see a character fail but gain an insight how to achieve the same result in a more risky way. Finally, you could end up "facing danger" and having to make dangerous rolls that can cause harm to your character.

Dangerous Rolls cause you to lose grit if you fail them. This is a fixed amount based upon the difficulty of the roll. Failing a Basic difficulty roll will cost a single grit, critical 3 points, Extreme 9 nine points and failing an Impossible difficulty roll will cost all of your grit. You can mitigate damage using lower success rolls to reduce grit loss, except when making an impossible level roll.

If a roll - dangerous or not - is very risky then it can be classed as a gamble which can cause you to lose extra grit on a failure. Gambles happen when you take a significant risk (like driving at high speed), do something crazy or if you go all out. Going 'all out' at something gives you + 1 dice in your pool, but leaves you open to consequences by turning the roll into a gamble. Every snake eye (1) you roll for a gamble costs you a grit. You lose grit even when the snake eyes are part of a combination

Grit is recorded on a track which has two special boxes. The Bad Box gives you a condition if it's checked. The last box - the Hot Box - gives you two Adrenaline. Once Grit hits zero, your character can be killed and the death roulette comes into play.

You recover grit in a variety of ways - sleeping overnight, catching a significant break or the end of a session will restore all grit. Conditions can be removed during a time out (a specific scene the Director will call out) but may need the help of another character to do so. There are also suggestions for other ways to remove them, all of which will need some time and a specific activity.

Conditions negatively affect an attribute. The fourth condition taken is "Broken". You gain conditions from failure, from the bad box and when narratively appropriate as a consequence. Each condition reduces a single attribute's dice by 1, with Broken affecting all attributes. 

Once you've lost all grit, you roll on the death roulette if you take any more damage. Initially, you have a 1-in-6 chance of being left for dead (unless you're an older character, as they start with a 2-in-6 chance). If you succeed, you add another bullet to your death roulette. If you fail, you get left for deadIn this case everyone thinks you're died, but the scope remains to write you back into the film or series as you were a popular character, yes? Alternatively, a colleague can spend a Spotlight to save you. 

Combat runs as a set of alternating turns. On the Action Turn, Heroes are free to take whatever action they want, along with a quick action (eg reloading). The Reaction turn sees the Heroes defending against enemy action. The Director will indicate who gets to go first, or flip a dice.

Enemies are split into three types - Goons, Bad Guys and Bosses. Goons are pretty simple to defeat, as they will mostly need basic successes to damage and defend against. Bad Guys tend to need critical successes and Bosses are worse. Outgunned gives you 5 versions of templates for each kind of enemy, each rising in difficulty. Some will need more successes or higher numbers of successes to defeat. They all have variable levels of Grit to overcome. The Grit track for Bad Guys and Bosses have Hot Boxes which give the Director Adrenaline points to activate enemy special actions. 

All levels of enemy can also have feats, although these tend to be more mundane than those that characters have. For example, automatic weapons and bulletproof vests are both 1 point feats; 2 or 3 point feats get increasingly dangerous (such as explosive weapons or rage, which means you can only ever deal 1 point of grit in an attack). Special actions tend to throw curve ball tactical challenges to the players ranging from piling onto the weakest character through to using grenades to somehow negating a Spotlight or Adrenaline spend. 

Enemies will also have a weak spot; these can be identified by a character if they spend their action time to scope it out. There's a random table for weak spots that the Director can draw upon should they want to.

The section on enemies rounds out with some pre-made examples of full fleshed out templates with special actions and feats. For example, Corrupt Cops are the lowest ranked Bad Guys, needing critical for attack and defence, having 7 points of Grit with one hot box, and the shotgun enemy feat. They also have the foul play special action, which can force a hero to lose their turn.

Chases are covered in detail. Every chase has a need (for example escaping the enemy) which is expressed as a track with a number of boxes (a track between 6 and 18 boxes is recommended). The heroes' ride will define the speed, rated from 0-3. At the end of each turn, the players get to fill in a number of need boxes equal to their current speed. In the heroes' action turn, the driver and passengers get to take actions which could increase their speed (for example shooting at the enemy, cutting down a side alley). Successes at critical or above increase speed. A jackpot ends the chase. However, if you don't get a basic success, you lose speed. If the need track isn't filled at the end of action turn, the Director triggers a reaction turn, which means that players need to make a dangerous reaction roll. If the driver fails, the ride loses 1 Armor. For every hero that fails their roll, the ride loses 1 speed. If your speed would go below zero, you lose 1 need each time.

There are tweaks that can be made; a countdown can be set for the number of turns to complete the need, and a minimum speed requirement can be added after a number of turns. If the heroes push their speed up to 5 or beyond, all rolls become gambles. There's guidance on using the chase rules for multiple vehicles or on foot. The Director can also chose to use special actions in a chase. To do this, they add hot boxes on the need track, when they trigger the opportunity to spend Adrenaline to have a complication happen (for example a jay-walker, clipping an object or getting caught in rush hour traffic).

The book has an extensive guidance section on creating and running missions and campaigns. These give the opportunity for characters to advance, but also for the heat they're facing to increase. Heat is a track from 1-12; as it rises, it gets easier for the heroes to be left for dead, and the enemy gets tougher. Maxed heat gives the characters Adrenaline, but means they can die even more easily. Heat is initially set by the number of Heroes on the mission. The Director is encouraged to use the heat track to trigger campaign events.

There's a great section describing Villains, giving them strong spots and weak spots and describing how to use them in encounters with the heroes. There's also guidance on using supporting characters.

If you are running a campaign, Plan B becomes available. There are three Plan Bs - Bullet, Backup and Bluff. Each can only be used once and you can only ever use one in a session. If you trigger them, then they can - like Spotlight - overwrite what is happening and get the heroes a get-out-of-jail card when they most need it

Time out scenes are also expanded upon. If the Director calls a time out scene, it's like the point in a movie when the heroes are regrouping at a friends, hiding out at a hotel or laying low. The Heroes each get to take two actions; investigating, healing, fixing something, shopping or working. Time outs can be extended, but that automatically raises the heat by one point.

There's good guidance on running a heist campaign. The Heroes make their step-by-step masterplan. Missing or failing steps increases the Heat and can trigger responses. In heists, Plan-B's can be used in flashbacks, allowing the characters to have addressed specific issues when they arise.

Advancement can happen three times; each time you gain skill points, an extra feat (and this can be any feat, not limited to your role and trope), and you also gain a point of adrenaline. Characters can also gain experiences - achievements, scars, bonds with others or reputation. These are triggered the events in the story, and there is a set of questions to identify if an event is significant enough to count as an experience. The Director is encouraged to make sure all the heroes get the chance to gain experience. Experiences can give you advantages or disadvantages on rolls, or potentially give an automatic success on a roll. This is typically only usable once per shot. In some circumstances, the Director and player may agree to change a character's catchphrase or flaw because of the Experience they've been through.

The Director's section concludes with advice on how to balance out the game based on the number of heroes in play. Guidance is give so you can play in duo mode - a director and a single hero. 

The book concludes with an example one-shot with great guidance notes, an extensive filmography and Hero and Director sheets.

So what do I think of Outgunned?

I am an incredibly impressed with what I've read, and I really want to get this to a table. I was watching the second season of Reacher on Amazon Prime when I was reading this, and I kept on mapping how parts of the action and story would fit into a game of Outgunned. I want to try this out and see if it is as good as it reads. The actual play material I've read from its close sibling Broken Compass suggests that it should be a blast. 

Beautifully illustrated, cleanly laid out and typo free, Outgunned looks and feels like a fresh and fun game with simple and effective mechanics. It's giving me the GM-tingles, and that's always a good sign.

Recommended

2 June 2024 

Update 8 June 2024 - I've also done a comparative review with Broken Compass now. You can find it here.

01 June 2024

Books in May 2024

 

Line graph of May, days on horizontal axis, pages on vertical. Starts with a peak just below 400 pages at the start of the month, then has a number of smaller peaks coinciding with days I travelled using audiobooks and weekends.
May 2024 - 2,564 pages


May 2024 saw me read 9 books for a total of 2,564 pages. Four fiction, two non-fiction and three roleplaying. At 42 books (12,468 pages) that puts me well ahead on the annual target for a book a week and reasonably close to last year.

The three roleplaying books were all part of the Outgunned kickstarter package, which landed physically just before North Star. I won't add more as I'm a fair bit through writing a review of the core rules. The World of Killers and Action Flicks genre books are well worth looking at as well.

Both of the non-fiction were audiobooks which I listened to while driving to visit sites. Amy Edmondson's The Fearless Organisation is a fascinating exploration of what drives psychological safety from a team dynamics perspective. I've always come at this from a high reliability organisation perspective so it was interesting to have a succinct and interesting exploration like this, with plenty of examples. It all started from wondering why high performing teams reported more accidents and incidents than others and ended up driving a fascinating  research career. 

The other audiobook was Rory Carroll's Killing Thatcher, which explores the build up to the Brighton IRA Bombing which nearly killed most of the UK government and then the aftermath. This was incredibly gripping and manages to build sympathy for the IRA operators, then tear it down with the description of the bomb's consequences, then follow through with the aftermath and leave you wondering exactly how you feel about what happened and whether it was a factor in the Anglo-Irish agreement that followed soon after and set the path towards the Good Friday agreement. It also makes it plain what the Brexiteer's failure to think through the impact of exiting the EU puts at risk.

Fiction had me return to Fred Pohl's Gateway for perhaps the third or fourth time. This was pre-reading for running Across a Thousand Dead Worlds at North Star and really got me into the right mindset. I also relished reading Carlos Ruiz Zafón's The City of Mist which was the final book he published before he died. It's a collection of short stories set in the Cemetery of Forgotten books setting, which is one of my favourite series. It's a shame he passed away so soon as this reminded me just how much I loved his slightly gothic feeling urban fantasy. The language and stories are beautiful.

I also read Gods of Jade and Shadow by Silvia Moreno-Garcia. This was a fun tale of a young girl escaping a restrictive family in the company of a Mayan God who has been imprisoned. It had a very Young-Adult theme and got better as the story went on. Not as good as Silver Nitrate but definitely worth the time. Finally, I read Adrian Tchaikovsky's And Put Away Childish Things which is an enjoyable take on the idea of Narnia and other Fairy Realms with a dash of science to justify it all. The protagonist, a CBeebies presenter, gets drawn in the world of Underhill, the stories that his grandmother wrote and made her fortune with. Enjoyable.

I've got a few other books working through on slow burn at the moment, which may well pop up next month.

Hard to pick a favourite this month; it probably balances between The City of Mist and Killing Thatcher.

1 June 2024