30 September 2025

Review: Starbreaker

Or, to give it its full title, Starbreaker: Saints and Synners Core. Someday, I will stop buying Savage Worlds SF settings, because I rarely use them except as reading material; but not today.

In a Nutshell: Space opera setting for SWADE; 220 page PDF from Star Anvil Studios, available here for $20 at time of writing. PCs are hardened criminals, who may or may not be reformed.

Contents

  • Introduction (16 pages): This gives a brief overview of the setting; the obligatory fiction pitching a job offer to a prison inmate, recent history and current affairs, key worlds, what life is like in the major power blocs and regions.
  • Characters and Crew (35 pages): Although character generation is very close to standard SWADE, there are a few extra steps, mostly focused on the group as a whole.  Having chosen whether they are criminals doing crimes, or ex-criminals infiltrating the Syndicate to take it down from the inside, the players next choose a crew type; heist team, infiltrators, strike units, enforcers, magnates, troubleshooters. Each type of crew has a free Crew Edge, which any member of the team can use, and the type also determines the kind of missions they will take on. Next, the crew chooses one of the 12 factions within the Syndicate as an ally, and one as their primary opposition; the crew's standing within its allied faction is measured by a Favour die, of which more later. The crew also has constructive possession of a light transport starship. Individual PCs also choose one of 13 species (detailed in this chapter) and one of 10 professions (detailed in the next one).
  • Professions (27 pages): The professions are Assassin, Bounty Hunter, Engineer, Grifter, Hypertech (i.e. hackers), Pirate, Psy Commando, Psy Operative, Smuggler, Thief. These function much like the class edges in Pathfinder for Savage Worlds; each has requirements, perks, and a few unique Edges. The chapter includes five new Hindrances, one new skill, and 19 new Edges (including six Crew Edges), as well as notes on specific favours the various professions can call on from their Connections.
  • Technology (22 pages): A few new items of basic gear, armour, and weapons. Drones, with both stock designs and rules for building custom ones. Modifications to the starship rules in the SWADE SF Companion, principally two new FTL technologies; jump gates, and jump drives of different sizes and ranges. Half a dozen stock starships. Four stock vehicles for travel onworld. Finally, the Neural Interface Controller, implanted in all SAINTS, which causes pain if they betray their patron organisation; this is chiefly a plot device to explain why the team works together and is trusted to go off on their own, and has little in the way of mechanical effects.
  • Rules (8 pages): This lists the SWADE setting rules activated for the setting, and adds new ones for black market goods, the Neural Interface Controller, schemes, starship chases and dogfights, and syndicate favour.
  • Cyber and Psy (10 pages): Interestingly, hacking, cyborgs and psionics are all handled as Arcane Backgrounds. Psionics is more or less normal; hackers' powers only have effects in cyberspace, so for example disguise affects what shows on a monitor screen, but someone who gets Mk I eyeballs on you sees the real thing; and cyborgs sacrifice body parts to gain Powers, with the loss of the body parts being represented by extra Hindrances. The pages for this last option are a little out of order, so that I had to read it several times to understand.
  • GM Background (40 pages): Details for the GM only, including the galaxy's secrets. Galactic history, including who the traditional long-vanished alien races were and what happened to them; more information on the main regions of space - the corporate worlds and the major corporations, the pirate-infested Oridium Nebula, interstellar governments, the Sector Agent INtragalactic Taskforce which employs the SAINTS, the Syndicate and its 12 factions (most of which are future extrapolations of current and historical criminal organisations), the assassins' guild, the bounty hunters' league, pirates and outlaw gravcycle gangs. Finally, there are almost five pages devoted to the planet Echo, which seems to be intended as the hub for the PCs' adventures.
  • Adventure (8 pages): Like many Savage Worlds settings, this one includes an adventure generator, where you can create new adventures by drawing cards. The first card determines which faction is the adventure's antagonist, which is different for SAINTs than for Synners. Next, divide the deck into numbers and face cards; draw one face card per PC to determine NPCs the PCs will interact with. Thirdly, draw one or more number cards for the mission profile and objectives, cross-referencing the result with the crew type to get an objective, with the card suit giving extra details; draw once for a simple mission, or one card per PC for a complex one.
  • Bestiary (36 pages): This is more about people than beasts or monsters, although beasts there are; it has NPC versions of the PC professions as well as other generic NPCs. There's a party of NPC adventurers to act as allies, rivals or both; the bulk of the chapter is taken up by movers and shakers the PCs might encounter, all fully detailed and each with an adventure seed involving them.

...and we close with a list of backers from the Kickstarter that funded the setting. (I managed to resist that one, but as you see I wound up buying it in the end.)

What I Liked

  • Crew Edges. These are not only useful but a good way to tie the PCs together.
  • Schemes. These are a mix of Interludes and Quick Encounters used to plan and execute criminal capers with much of the detail abstracted, reminding me a little of The Scheme Pyramid.
  • Syndicate Favour. This works much like Wealth in the core rules, but is used to get the crew's allied faction to handle its logistical needs. The group of PCs shares a single Favour Die.
  • Arcane Backgrounds used to represent cybernetic augments and the powers of hackers in the digital world.
  • Adventure generator. More complex than usual, and all the better for it. I have to try this out.

What I Didn't Like

  • Jump drives with different ranges, or more accurately, the fact that it seems pointless to have them, since nowhere in the book is there a map, table, or anything else telling you how far apart worlds are.
  • The encouragement to use VR as a way to import other genres and settings. This idea pops up periodically in various games, but it doesn't appeal to me. If you're doing a one-shot Deadlands adventure using pregens, I don't see what you gain by having it happen on the starship's holodeck.

What I Think

I like this one, to the point that I now regret not joining the Kickstarter. I probably wouldn't run it straight, but there are a lot of bits I could see myself using in my campaigns. I might even get some of the adventures and use those.

27 September 2025

Timeline for the Zombie Apocalypse

“And how should we behave during this apocalypse? We should be unusually kind to one another, certainly. But we should also stop being so serious. Jokes help a lot. And get a dog, if you don’t already have one.” – Kurt Vonnegut, The Idea Killers

I've never felt it necessary to use a map for games of All Things Zombie, but I have found it helpful to have an outline of what happens when, so that I know when the PCs lose access to various goods and services. Here's a timeline I pulled together a few years ago from a variety of sources; personal knowledge, TV shows, websites, and the game All Things Zombie itself - those last are shown in italics.

Is it accurate? I very much doubt it, for one thing my nice neat growth curve for the zed population is likely too smooth.

Is it good enough for gaming purposes? Definitely.

Timeline

Z+0: Patient Zero.

Z+1 to Z+10: Sporadic reports of attacks begin coming in. News feeds from other countries report similar attacks. Response is slow and only after a verified attack on a public figure occurs does the government intervene.

Z+4: 11 infected.

Z+7: 120 infected. First stories appear on national news.

Z+10: 1,300 infected.

Z+11 to Z+20: Large areas are barricaded, cut off, and quarantined as the attacks increase dramatically. Riots break out as people try to enter and exit these areas. Civilians begin leaving the urban areas causing a run on banks forcing closures. This triggers more riots as power outages begin to occur. As local authorities are being overwhelmed, the National Guard is deployed and the Military is placed on alert status.

Z+13: 14,600 infected (0.02% of UK population).

Z+16: 161,000 infected (0.26% of UK population).

Z+19: 1.77 million infected (c. 3% of UK population, 0.03% of world population). First responders (fire, police, ambulance crews) are about 15% infected.

Z+20: First responders are at about 20% casualties and no longer function effectively. The economy begins to break down; food and other supplies are no longer being replenished reliably, news and other communications networks begin to fail.

Z+21 to Z+31: The National Guard has been replaced by the Military, as they are called in to restore order as well as quell the outbreak. They fail horribly, as whole cities fall to the zombies. Power blackouts are the norm in large urban areas. The population makes one last exodus to the countryside, abandoning the cities.

Z+22: 19.5 million infected (31% of UK population, 0.28% of global population). Military units have suffered about 10% casualties. Standard Operating Procedure is now to “put down” the infected and shoot looters on sight.

Z+24: Military forces have lost roughly 30% of their number and units begin to disintegrate.

Z+25: Almost the entire UK population is infected (3% of the global population), or will be in a couple of days. Humanity has effectively disappeared from the UK, and infrastructure fails catastrophically.

Coal-fired power plants run out of coal and shut down. Demand is too high for the remaining public utility generators and mass blackouts occur. Shortly afterwards, nuclear power plants shut down. The electricity grid is out.

Chlorine tanks heat up until their emergency pressure release valves engage, spewing chlorine gas into the environment. People and animals nearby die. Liquefied natural gas tanks also fail, causing fires and explosions.

Military units are at 50% casualties; in those units still active, support staff are serving as infantry, with neither skill nor enthusiasm. Equipment failure is rampant. Shortly after this point, the military ceases to exist.

Z+26: Fridges and freezers, protected until now by their thick insulation, slowly come up to ambient temperature and their contents begin to spoil. Dry goods properly stored will be edible and nutritious for another 30 years, canned food for even longer (although it becomes gradually less appetising).

Z+27 to Z+31: UPS backup power supplies exhaust their supplies of diesel fuel.

Network servers crash as their power fails. Up until now, those with car chargers for their laptops and cellphones could still communicate with the wider world; but the internet and cell services are now down for good. Satellite phones remain operational, as do solar power installations.

Without fuel or power, water pumps in sewage treatment plants and underground facilities shut down. Raw sewage spills out into rivers and lakes. Mines, sewers, subways and underground railways flood.

Pets have now eaten everything in their owners' homes, and either starve or escape. Dairy cows which have not been released by their owners exhaust their food and water supplies and die of dehydration (beef cattle survive and form herds). Zoo animals contained by electrified fences escape as these no longer work. Escaped dogs form packs and start eating smaller dogs, cats, dead cows, human survivors, etc.

Backup power supplies at nuclear power stations exhaust their fuel and fail. Pools containing spent fuel rods boil away, venting radioactive steam into the air; the temperature in these facilities rises until the buildings catch fire, causing conventional explosions and releasing radioactive particles into the atmosphere, which are spread by winds and rain. Plants and small animals within affected regions die; larger animals flee as there is nothing left for them to eat.

Z+28: "28 Days Later". 34% of global population infected.

Z+30: Urban areas totally abandoned to the Zeds. Some local areas are secured, but at the cost of individual freedom. Areas in between are totally lawless, and gangs of individuals stake their claim to their own little part of the world.

Z+31: Almost the entire global population is infected. Billionaires who retired to their survival facilities earlier find themselves ejected as their security personnel decide they are no longer anything other than a drain on resources.

Rats take over human buildings and breed explosively. Any dry goods not already salvaged from supermarkets are consumed by mice, which also eat the labels off cans. This continues until they run out of food or predators such as foxes move into the buildings as well.

Bodies in cryogenic suspension begin to decay as their liquid nitrogen coolant boils away.

Prosperity Corporation's experiments result in the appearance of vampires, werewolves and casters as they escape captivity.

Z+?: The US Government unleashes the Lazarus Project to reclaim the country. Project fails with dire consequences – non-infected humans become Ragers. It’s the end of the world as we know it.

Z+111: Radioactive fallout is purged from the atmosphere. Packs of feral dogs are a real danger in rural areas. Rabies reappears in the UK following migration of infected animals through the abandoned Channel Tunnel. It remains active from this point for the next three centuries, by which point animal populations are too spread out for it to be a serious threat.

Z+196: "28 Weeks Later".

Z+300 to Z+360: Moss grows over roads. According to some sources, vehicle fuel not specifically prepared for this sort of eventuality becomes unusable and therefore so do the vehicles, although EVs with access to solar power keep going; other sources say not. I like the idea of cars being replaced by horses at about this point so I'm going with the former idea.

Z+850: "28 Months Later" - projected campaign end.

Z+ 3-15 years: Roads begin to crack and degrade; they are now covered in moss and grass. New trees grow in former urban and suburban areas. International Space Station de-orbits and burns up, destroying the Immortality Drive kept on board.

Z+15 years: 90% of drugs are still safe and effective, if properly stored.

Z+20 years: Powdered milk stored before the outbreak is no longer safe. Other dry and canned goods are viable for another decade.

Z+25 years: Museum mummies are now reduced to skeletons by mould and insects.

Z+28 years: "After the Horsemen", should I ever get around to playing it.

GM Notes

Our civilisation is fragile. Once the electricity goes off, we’re back in the Dark Ages, and not many people know how to live there any more. Things would get very ugly, very quickly. That school bully who used to steal your lunch money? He's in charge now. For the rest of your life. At least that won't be very long.

There are a lot of people taking the collapse of civilisation very seriously indeed, and posting detailed “how-to” guides on the internet. Survivalists even have their own dating website. Personally I think they overestimate how long they'd last and how easily they'd be able to hide out, so I foresee most of them being robbed and murdered early on; but what do I know?

Finally, it's just some notes for a game, don’t take it seriously. Zombies are going to be large masses of rotting meat. How long would they last before being consumed by insects and other scavengers?

23 September 2025

Review: Basic Roleplaying Universal Game Engine

In a Nutshell: Universal RPG with a d100 roll-under mechanic, published by Chaosium, closely related to Runequest and Call of Cthulhu. 266 page PDF available here for $25 at time of writing. This edition was published in 2023, but the game has been around in one form or another since 1980, when it was a mere stripling, a 16-page introductory booklet for Runequest, the kind of thing which today we'd probably call a quickstart or test drive.

Core Mechanics

When you try to do something, roll percentile dice. If the result is less than or equal to the relevant skill level, or 5x the relevant characteristic value, you succeed. Exceptionally low rolls are critical successes, very high ones are fumbles.

Opposed rolls are usually handled by the Resistance Table, which effectively means you have a base 50% chance of success, +5% for each point by which your relevant characteristic exceeds your opponent's relevant characteristic - the two characteristics may be different.

Contents

  • Introduction (8 pages): What is roleplaying, in both extended and TL: DR formats; responsibilities of the player and the GM; advantages of BRP as a system (chiefly, it's flexible, consistent, and easy for beginners to learn); glossary of terms; what you need to play.
  • Characters (24 pages): This begins by talking about the four power levels of the game - normal, heroic, epic, and superhuman; the GM needs to select one before the players can design PCs, as it determines how many skill points they have to spend and their maximum skill level. There are seven basic characteristics - Strength, Constitution, Power, Dexterity, Charisma, Intelligence, Size - which are rolled on 3d6 or 2d6+6, and half a dozen optional rules to tailor that step to a specific setting, including the optional Education characteristic. Powers are touched on lightly, but see the Powers chapter below for that. Then we work out the PC's age (typically around 20 when they enter play) and derived characteristics, such as hit points. Next, choose one of 44 professions (which determines the PC's skills and wealth level) and allocate the appropriate number of skill points across them, as determined by the campaign's power level. Possessions and wealth are abstract, basically you begin with whatever a PC in your profession ought to have, as agreed with the GM.
  • Skills (20 pages): There are nearly 60 skills, many of them with specialties which are effectively different skills. Each has a description, a category, a base chance of success for untrained PCs, a list of specialties if applicable, any specific effects of criticals and fumbles, and if necessary, notes on setting-specific applications and which rules sections are especially relevant. I liked this chapter for its concise thoroughness; I disliked the number of skills and specialties. The chapter also provides tables of social status and associated wealth by historical era. 
  • Powers (56 pages): It's entirely possible for a game to ignore Powers altogether, but if they are in use, there are several possibilities; magic, mutations, psychic abilities, sorcery and superpowers. Some of those cast spells as if they were skills, some of them use the Resistance Table. Powers are grouped into power sets, and how many power sets a PC can know depends on the game's power level. Each type of powers is discussed, including how it works, what it costs to cast, how to cast, what powers and power sets are known by beginning PCs and how to learn more, and so on. There are also lists of roughly 30 powers for each type, including the range, duration, cost and effects of each; unusually, mutations can be disadvantages rather than advantages. Superpowers are the most complex, due to the character failings (which would be hindrances or disadvantages in most systems), power modifiers, and the dozen or so energy types to be controlled, resisted and so forth. Optional rules include familiars and wizards' staves.
  • System (14 pages): This expands on the core mechanics to include special successes (better than ordinary, not as good as critical), assisted skills, opposed skills, situational modifiers, fate points (an option for using power points as metacurrency to affect rolls or the narrative), time intervals, movement rates, encumbrance, character improvement, aging.
  • Combat (16 pages): Combat is handled in rounds, each of which has four phases. Characters first announce what they intend to do, in decreasing order of Dexterity. Then those using powers do so, in descending order of Intelligence. Next, characters perform physical actions such as movement or attacks in decreasing order of Dexterity. Finally, attacks are resolved; to land a blow, you must succeed on an attack roll and your target must also fail to parry or dodge the blow. If you hit, roll weapon damage, possibly including your PC's damage bonus, deduct target armour value, and whatever's left reduces the target's hit points, and may have other effects depending on the target's major wounds threshold.
  • Spot Rules (18 pages): These are all the niggly little rules that come into play every so often, but aren't part of the experience in every session; ambushes, chases, poison, quick draw, mass combat - that sort of thing.
  • Equipment (34 pages): This uses an abstract system for pricing, as that can vary so much within and between settings. Each item has a Value, and so long as the PC's Wealth level is at least that good, he can have one; if it's above his level, a roll is required. Some items are Restricted, meaning you need a licence to own one. This chapter goes into some detail on what starting gear a PC has, especially if they are spellcasters, then moves on into the usual lists and tables; weapons (including artillery and explosives), armour, vehicles, books, tools, poisons, etc.
  • Gamemastering (14 pages): Unusually, rather than banning players from this section, the chapter simply states there's nothing here of use to them. It speaks to players, group size, advantages or on-shots vs campaigns, settings; how to get started, how to teach the rules, how to design campaigns and adventures, GM techniques. Here, we also find a complete checklist of optional rules, allowing the GM to mix and match them more easily to their game.
  • Settings (16 pages): This chapter talks about settings, effectively genres, listing the suitable character and power types for each, together with notes on available technology and typical adventures. It explains which optional rules go well with which settings, and adds rules for allegiances, passions, reputation and sanity.
  • Creatures (30 pages): It's a bestiary, what can I tell you; mostly the fantasy stalwarts, although it does nod towards the more common SF creatures. It's worth noting, though, that creatures are statted up in the same way as PCs, including random dice rolls for stats; this makes it unusually easy to use creatures as playable races. Statblocks are concise, but even so take up about a quarter page each, mostly due to the skills and special abilities. There are notes on customising NPCs and creatures.
  • Appendices (3 pages): Conversion notes for other Chaosium games, which mostly use a very similar system, and a bibliography (ludography?) of them.

...and we close with an index and character sheet.

What I Liked

  • The product is available under the Open RPG Creative (ORC) licence. That's not likely to be something I use personally, but it shows an attitude to 3rd party products ("go ahead and use it so long as you credit us") of which I strongly approve.
  • This edition of BRP unifies the various forks of the system which have been used in various games, largely through the use of optional rules.
  • Multiple options for character creation, including point buy and various levels of randomness.
  • How skills are improved; essentially, if you successfully use a skill in an adventure, the next time you rest up, roll again, and if you fail, add 1d6 % to the skill level. This is an extremely elegant way of showing diminishing returns.

What I Didn't Like

  • The character sheet is two pages of A4, which is bigger than I like. Admittedly it has almost everything you need as a player on it, so it doubles as a quick reference sheet.
  • Hit locations, each of which has different hit points; I dislike these in general. However, this edition mitigates this by relegating them to an optional rule, and allowing you to ignore them completely. Which I would.
  • Skill specialties, another red flag for me as it greatly multiplies the number of skills a PC needs to acquire to be competent.
  • Rolling to parry or dodge attacks, which I consider an unnecessary complication of the attack sequence. Is it realistic? Probably. Slower? Definitely. More fun? Not in my opinion.
  • Multiple different damage types and wound level thresholds. More realistic? Probably. Slower? Yes. More fun? Not for me.

What I Think

Goodness, there are a lot of optional rules. It looks like you could tweak the game for any setting; it also looks like you would need to spend some time thinking about which optional rules are worthwhile for your game.

Combat is unnecessarily slow and complex for an allegedly basic RPG. All of the options presented would further slow and complicate it, I didn't notice a way of speeding it up.

I've often felt there is a natural law that so long as people are paying to buy a game system, it will inevitably grow larger and more complex. BRP supports that theory, being more than ten times the size now that it was to begin with, and with sufficient complexity in the form of optional rules to make my eyes glaze over.

So perhaps we've now reached the stage where we need a Basic Basic Roleplaying? A shorter 15-20 page version to introduce people to the game? (Ducks for cover.)

I can see that it's a good system, flexible and easy to understand, but character generation and combat - the two staples of RPG rules for my games - are both quite involved, and overall the game system is too complex for me. I'd play it, but I don't see myself running it so long as I have other options.

20 September 2025

28 Months Later: Morgan - Setup

“Zombies are the liberal nightmare. Here you have the masses, whom you would love to love, appearing at your front door with their faces falling off; and you’re trying to be as humane as you possibly can, but they are, after all, eating the cat. And the fear of mass activity, of mindlessness on a national scale, underlies my fear of zombies.” - Clive Barker

It's back to the zombie apocalypse, an old favourite of mine, not least because there is almost no work needed to set it up.

As usual, the title is both an homage to the movie 28 Days Later and an objective; get the PC to 28 months after the zombie outbreak without being eaten, shot, or starving to death. I've never yet managed that, but hope springs eternal.

Objectives

Things I want to achieve in this season:
  • Enjoy playing the game.
  • Get the PC to month 28 alive.
  • Avoid skills fade on SWADE, especially the advanced combat options.
  • Try out a new combination of tools.

Rules and Tools

When I do this, I see myself as Tuco at the gun shop in The Good, the Bad, and the Ugly.
  • The base rules will be SWADE, as that is my current favourite and the one I am using both as a player in Deadlands and a GM in The Aslan Route. However, despite its many virtues, SWADE is not designed for solo play, so we need to supplement it with...
  • Grimdark Future Star Quest, which will provide us with the NPC AI and scenarios; we'll need to add some rulings as we go in the first few sessions, for example how many days are there between games, what do we do about finding and consuming supplies, and so on; but the important thing is to get started, so we'll leave those for later.
  • The All Things Zombie Risks and Rewards Deck, which we'll use instead of the GFSQ wave generator to add enemies to the table.
  • And finally, since it's not practical to leave our dining room table set up for days at a time, Roll20 to act as a VTT, with maps from Loke Battlemats and tokens from Fiery Dragon.

Player Character: Edgar Morgan

Basing a PC on the Soldier Ally (SWADE p. 112) worked well last time, so let's do that again. I take the template, bump the Smarts to d6 to give it the right number of attribute points for a PC, and that gives me two more skill points, so let's push the Stealth to d6 and add Healing d4.

Usually, I spend ages trying to work out a good name for my PCs, but a lot of people keep the name their parents gave them and they have no choice in that, so I roll up a few using Space Corsair's Traveller name generator and take the first one that looks monocultural rather than a mixture of several Earth cultures; this proves to be Edgar Morgan.

Looking up those names online tells me that Edgar is an Anglo-Saxon name meaning "wealthy spear", and Morgan is a Welsh patronymic whose original meaning is probably something to do with the sea. None of those suggests any obvious Hindrances, which is why I bothered looking them up; it pleases me when character names reflect their personalities. Edgar does suggest the Rich Edge, but that is worthless in the zombie apocalypse so I'm not wasting points on it, might as well keep Soldier which does have some benefits for survival.

Let's take some traditional military virtues for Hindrances - Code of Honour and Loyal - and add Vengeful (Minor) which is bound to get him into trouble at some point. We'll use the points from those to bump Strength and Vigour, as both will be useful and in play, you can only increase an attribute once per Rank.

We now have the following:

Edgar Morgan, Soldier

  • Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigour d8
  • Skills: Athletics d6, Common Knowledge d6, Fighting d6, Healing d4, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6.
  • Pace: 6; Parry: 5; Toughness: 6.
  • Hindrances: Code of Honour, Loyal, Vengeful.
  • Edges: Soldier
  • Gear: Whatever the army thinks he should have; that probably means an assault rifle, a knife, and a little cash which won't be much use for long.

If he survives long enough to gain Advances, I'll move him towards the Experienced Soldier template. My usual solo rules for SWADE are in play; Bennies refresh every four posts, and PCs gain an Advance every eight posts, while NPCs don't gain Advances at all.

Let's be about it, shall we?

16 September 2025

Review: Grimdark Future Star Quest

If you've not discovered One Page Rules yet, I suggest you take a look at their disruptive approach to Warhammer-style wargaming; free rules, army lists, and online army builder. You can also join their Patreon to get access to STL files for all their miniatures, although the games are miniature-agnostic and you can use whatever you already have. (There are also expansions, campaigns, and card figures to download on DriveThruRPG here.) Grimdark Future and Age of Fantasy occupy the same ecological niches as Warhammer 40,000 and Age of Sigmar respectively, but are different enough to avoid copyright problems; each is available as a full-on wargame, a skirmish wargame, or a quest-based adventure game. But enough evangelism, let's take a look at the SF adventure variant.

In a Nutshell: Solo/co-op SF skirmish wargame with RPG elements, broadly similar to Stargrave or Five Parsecs from Home in what it tries to do. 20 page PDF available free here.

Core Mechanics

Most things a character ("model") wants to do require a successful stat test; roll 1d6, if the result is the relevant stat or higher, it succeeds. Circumstances may apply a modifier, usually +1 or -1.

Combat has multiple steps; attacker rolls to hit, defender rolls to block, attacker rolls to wound, once a model has taken as many wounds as its Toughness it is removed from play.

Not much happens outside of combat, because that is outside the scope of the game - you can buy and sell gear, and that's about it.

Contents

These are the contents for the Beginner's Guide, which is what I would recommend you  download as it has all you need (except army lists) in one file. You can download the various parts as individual files, mostly 2-4 pages each, but it's just easier to get it in one place.

Welcome to Grimdark Future (1 page): A few paragraphs of setting information. It's grimdark out there and everyone is shooting at each other.

Introduction & Contents (1 page): What the game is, how it's intended to be played, and a table of contents.

Basic Rules (11 pages): General principles, preparation, actions, movement, shooting, melee, wounds and morale, terrain, special rules. A few black and white illustrations of key rules such as unit coherence and movement.

The main preparation steps are building your group of heroes and their enemies; for this, you're assumed to have access to the online army builder, found here. The army builder can also be used to track your heroes' progress as they advance. I was disappointed not to see a manual hero building option; it's clear that you pick a model with the Hero special rule, pick a class (those only seem to exist in the Quest versions of the games), and adjust the gear carried by picking upgrades, but beyond that I'd need to do some analysis.

The NPC AI is simple and straightforward; if you can see an enemy, close up and shoot them or charge them, if not and you're near an "AI Goal", run towards it, otherwise do nothing. The AI Goal might be a location on the table or an objective marker.

Campaign Builder (5 pages): Campaigns and progression (i.e., experience points and advances for figures), mission setup and objectives (primary, secondary, things you might find as you wander around), deployment, optional hazards, random events.

Each campaign consists of 2-4 chapters, each chapter has 1d3 missions, so you'll have somewhere between two and 12 games in a campaign. Each mission has a primary and secondary objectives, such as attack, defence, retrieval, safeguard an objective, scavenge items, and so on. Characters gain XP for achieving objectives, and use those to buy stat increases.

NPCs enter the board in waves; one is set up initially, and the longer you take to achieve your objectives, the more of them turn up. Each wave is a random selection from the enemy list, and again you're assumed to have access to the army builder, which generates waves on request. You can set various difficulty levels; a higher setting means more enemies, but also more XP.

...and we close with a page advertising other products and providing a link to the website.

What I Liked

  • Free rules, army lists, and army builder; miniatures agnostic.
  • All the games use essentially the same rules, which are fast and simple.
  • Mission objectives and random events are surprisingly varied.

What I Didn't Like

  • I would've liked to see some sample heroes and army lists as an appendix. Not that they're hard to make in the online army builder.
  • I would also have liked some guidance on how to build heroes without using the online army builder. (It looks like most things cost 3 points, with +1 Quality and being a Caster costing 6.)
  • I've never been a fan of armour saves in wargames, but I suppose when your target demographic is Warhammer players, you have to make some concessions to what they're used to.

What I Think

This could well be the first stage of a cycle I've seen before, starting with En Garde!. A skirmish wargame or duelling game appears, then gradually evolves non-combat elements to justify the fights, then people realise that is more fun than the combat, and the combat rules gradually fade into the background, leaving the downtime and social elements still in play. Then people like me get nostalgic about the days when you could just kick the tyres, light the fires, and stab orcs, and a new skirmish wargame appears.

If I were still playing Warhammer 40,000, I wouldn't be, because I would've switched over to Grimdark Future some time ago. It's not likely I'll play either again, although the skirmish (Grimdark Future Firefight) and semi-RPG quest game (Grimdark Future Star Quest) are both tempting. I could play either in Roll20, and maybe someday I'll be allowed back on the dining room table. A man can dream.

Meanwhile, I'm casting around for a campaign and scenario engine for solo play, and maybe GFSQ would do the trick. Once I've got either the table or Roll20 back again, I'll try it out.

If you want to see the game in action, there's an example battle report here on YouTube.

13 September 2025

On Solo Play

"Down to Gehenna or up to the Throne,
He travels the fastest who travels alone."
- Rudyard Kipling, The Winners

I've been dabbling in solo play since the late 1970s, but it was only in the late 2000s when I discovered All Things Zombie that the light bulb came on and I understood how to do it. I haven't looked back since, and as time goes on, solo gaming is becoming an increasingly important part of my hobby.

Why?

Let's begin by looking at why I do this at all. There are many reasons, but it's only as I write this that I realise I've been moving along an arc over the last few years; there were three main stages, although they overlapped quite a bit.

  • Stage 1: Isolation. At first, I turned to solo play to deal with isolation. Local groups didn't share my availability, or my taste in games; that's still true, but since the COVID lockdowns created a surge in online gaming, it's less important, as with a little effort, I can find kindred spirits online and play using a VTT.
  • Stage 2: Experimentation. The second leg of my journey saw me trying out all manner of games, rulings and settings before unleashing them on my players (or vice versa). As I grow increasingly set in my ways, this too is becoming less relevant.
  • Stage 3: Convenience. The most important feature of solo gaming for me at the moment is that I can play what I like, when I like, without worrying about what anyone else thinks or whether I'm keeping anyone waiting. I can play 15 minutes, stop to look up rules for an hour, and then pause for a month, and pick up again where I left off.

Throughout all those stages, a further objective has been to avoid skills fade on those rules I don't use often enough to keep on top of otherwise, and that continues to be a part of my solo gaming, although it's more of a side effect now, as I don't care as much about not having the rules memorised these days.

What?

I've played a lot of solo games over the last couple of decades or so, and I divide them into these categories:

  • First-generation RPGs, like Classic Traveller or AD&D. While these don't have rules for solo play as such, the random encounter tables and core gameplay loops - interstellar trade for Traveller, dungeon crawling for AD&D - make it relatively easy to do, and statements in the rules themselves make it clear the designers were aware of the solo option. While the mechanics are dated by today's standards, they still work surprisingly well as solo games.
  • Skirmish wargames with RPG elements, which often refer to themselves as "adventure games"; here, you find the Two Hour Wargames and Nordic Weasel/Modiphius products, as well as One Page Rules' Quest games. These are characterised by relatively simple rules focused on combat, and little in the way of detailed settings. They tend to be especially good at NPC combat AI and creating emergent story arcs, but not all of them let me build the characters I want to play.
  • Solo toolkits, intended as add-ons to another RPG of your choice. The granddaddy of them all is the generic Mythic Game Master Emulator by Word Mill Games, while Solo from Zozer Games is aimed explicitly at Traveller and the Cepheus Engine; but the current generation of RPGs tend to have solo rules either built in or available as a downloadable supplement. Such toolkits are usually built around two core 'oracles'; a simple oracle for answering yes/no questions, and a 'spark table' of random prompts for answering complex questions. Gameplay is simple; whenever you would normally ask the GM a question, you roll on an oracle table instead.
  • Purpose-built solo RPGs, notably Ironsworn (fantasy) and Ironsworn: Starforged (SF). These are often based on, or adjacent to, the Powered By the Apocalypse game engine, which I find myself unable to use; I just don't think that way.
  • Narrative solo RPGs, perhaps most famously Thousand Year Old Vampire. These don't appeal to me at all; if I want to write a novel, I'll do that.

I've used a variety of these over the years, and personally I find the "adventure games" have the structure that's easiest for me to work with, although I will often replace the character generation, character improvement, and combat rules with another RPG, most often Savage Worlds, which despite its numerous good points isn't really built for solo play, so needs to be supplemented.

Current Requirements

For the next solo game, I want something which:

  • Makes use of the Savage Worlds rules, and is focused on combat encounters so I can practice the more obscure combat options.
  • Has minimal inventory management, because I hate inventory management.
  • Lets me experiment with something new for the NPC AI, campaign, and scenario generators.
  • Has a defined end point, rather than gradually petering out as I lose interest.
  • Has minimal setting detail, either published or procedurally-generated; I have a tendency to go down rabbit holes in either case, and then decide it's not good enough and start over. Repeatedly. That is not a good use of time.

Hmm. That all sounds like the zombie apocalypse should be up next... Enough pontificating, let's roll some dice. 

09 September 2025

Review: Outgunned

"The life of a Hero isn’t just made up of brawls, shootouts, and jumps off of burning buildings. There are also chases." - Outgunned

In a Nutshell: Cinematic action RPG emulating the action flicks of the 1980s and 1990s. 226 page PDF from Two Little Mice, available here for $19 at time of writing; Pay What You Want quickstart available here.

Core Mechanic

When trying to do something, you select one of 5 attributes and one of 20 skills, and add their values together; the total is how many d6 you roll. The objective is to get two, three, or four of a kind; the GM sets the difficulty, which is how many dice with the same value are needed to succeed. Failure is failing forward rather than an outright failure; you get a partial success, a consequence, a complication, etc. Whatever happens moves the story forward.

Rolls are made when there's something at stake and something can go wrong. If the player decides what the PC is doing and which attribute and skill are used, it's an action roll; if the GM decides what's happening and which attribute and skill matter, it's a reaction roll.

Adrenaline, conditions, gear, and support from colleagues can add dice to the pool or subtract them from it, but you never roll less than two or more than nine.

Feats allow free re-rolls of some skills in certain circumstances, but some require spending the Adrenaline metacurrency to activate, and some require you to "miss a turn" to use them.

That all sounds more complicated than it is.

Contents

As usual, I've shown page counts for each chapter, as this indicates where the game is focused.

Before one even gets to the introduction, one finds the statement "These are tools, not rules" on the flyleaf.

Outgunned (7 pages): The introduction. Outgunned is set in a city somewhere between the late 1980s and the early 2000s, "where everything is exactly as we remember. But way cooler". Here, we learn that the game is designed for short campaigns of 5-8 sessions and a GM plus 3-4 PCs, though there are ways to reduce or extend either aspect, and the core themes of the game; doing the right thing, being outnumbered, revenge or forgiveness, found family. There's also a page of best practices for players and GM, and what the game calls the Pillars of the action genre; the action never stops, it uses movie physics, there's always something you don't know, show don't tell.

Making of a Hero (46 pages): This opens with three things to keep in mind as a PC; nothing is more important than your mission, you live dangerously, and you are one of the good guys. There are 5 attributes, 20 skills, and 47 feats in the game; each PC begins with two points in each attribute and one point in each skill; you can't have more than three points in anything. To create a PC, you choose a role and a trope, which determine your attribute and skill points and strongly influence your feats and gear. You get two free skill points, one Adrenaline, one Spotlight, one Cash, 12 Grit, one Lethal Bullet, and two magazines for each of your guns. More of these later.

Roles are most like the character templates in the old WEG Star Wars game, giving you one attribute point, one point in each of ten skills, and two feats from a list of six. The roles are commando, fighter, ace, agent, face, nobody, brain, sleuth, criminal and spy; each has a page of details and another page with a picture and examples from genre movies. Ideally, each PC has a different role.

Tropes are archetypes, such as Lone Wolf or Neurotic Geek; your trope gives you another attribute point in either of two attributes associated with the trope, one point in each of 8 skills, and a third feat chosen from a list of four for that trope. There are 18 tropes to choose from.

There are some free decisions - "personal data"; name, job, age, catchphrase, and flaw; the catchphrase sums up the PC's character, and playing to it can gain Spotlight (more of that below); the flaw can impose -1 to relevant rolls. Age influences feats, Adrenaline, Experience, and the number of bullets in Death Roulette - more of the latter two later.

Self-improvement takes the form of more points, and Experiences, acquired during play. Think of Experiences as FATE Aspects.

Time for Action (20 pages): The basic rules. Each task has a difficulty, which is essentially how many dice from your pool need to score the same number; it doesn't matter which. If you have at least two of a kind, you can reroll the others and try to improve your score; but if you fail to do so, you lose one of the successes already scored in the roll. Notice that it's possible to get, for example, two pairs; a failed reroll would cost you one of those. Feats give you free rerolls, which are better first because you don't lose an existing success on a failed reroll, and second because you can reroll if you scored no successes on the first roll. The rules include numerous complications such as needing multiple successes in one roll, going all in which risks losing all successes, using extra successes to get more actions, and so on. There is a detailed example working through all this.

We mentioned the Adrenaline metacurrency earlier. You can use this to gain an extra die in your pool, activate certain feats, or buy a Spotlight. The GM awards more for spectacular success, good ideas, and so on.

Spotlight is another metacurrency. You can use it to gain an extreme success (four of a kind) instead of rolling dice, save a friend from death, or remove a damaging condition from yourself or your ride. You can also use it to do something you normally couldn't do, by agreement with the GM. The GM can also award Spotlight.

Impending Danger (18 pages): This speaks to 'dangerous' rolls, i.e. those where your PC's life or safety are at risk. If you fail a dangerous roll, you lose Grit depending on the target difficulty; one for two of a kind, three for three of a kind, 9 for four of a kind, all of them if you needed five of a kind. However, lesser successes (say, two of kind when you needed three) reduce the amount of Grit lost. Once you lose 8 Grit, the GM imposes a condition on you; the basic conditions each temporarily remove a die from one of your attributes. The fourth condition you suffer removes another die from all your rolls.

At 12 Grit lost, you gain two Adrenaline; but the next time you lose Grit, you must make a Death Roulette roll. As mentioned above, each PC begins with one Lethal Bullet; each time they have a narrow escape, another bullet is added to the cylinder, and they are not removed during the course of the campaign - though if you use the same PCs in another campaign ('Outgunned II') you reset to one Lethal Bullet. To make a Death Roulette roll, you roll 1d6, and if it is less than or equal to the number of bullets, the PC is Left For Dead; the other PCs are convinced you must have died, but the body is never found. This is not necessarily permanent, but does take you out of the current campaign.

There are also 'Gambles', when you take unnecessary risks. This may add a die to your pool, or not, depending on circumstances; but each 1 rolled costs you a Grit. This is mostly a tool to build tension between action scenes.

You recover all Grit by getting a good night's sleep, at the end of a session, or whenever the GM thinks it appropriate. You can remove any condition by spending a Spotlight; other conditions each require a specific activity such as medical care to remove them.

This chapter also has a list of conditions; what effects they have, how you get them, how you remove them. They all take the form "You look...", for example "You look hurt", which gives a penalty on Brawn.

Gear Up (16 pages): Gear is divided into four types. Common items cost nothing and don't offer any mechanical help. Tools of the trade cost 1-3 Cash and either let you make a specific type of roll, or add a die to your pool. Guns cost 1-3 Cash and let you attack at range, adding or subtracting pool dice depending on range and weapon type, and offer tactical advantages or disadvantages through their own built-in feats. Rides are vehicles; each has a speed (0-3), which matters in chases, armour (which is essentially Grit for vehicles). Common rides (e.g. cars) cost 3 cash, unique rides can't be bought and must be acquired by side quests, although the Ace and Nobody roles can start with a unique ride.

Your PC has some gear allocated by their role, and can get more during a mission by spending Cash, or using the Always Prepared or I'll Make a Phone Call feats. You can lose gear as a consequence of failing a roll, or sacrifice it to gain an extra die in your pool for an important roll.

You can keep gear on your person, in a bag, or in storage. Items in storage are usually safe, but take time to retrieve when needed.

Cash is a semi-abstract resource. You start with one, and can acquire more, up to a maximum of five; that's not necessarily everything you have, it's just everything you can get at during the mission. The Cash Flow feat gets you more too. The price of an item starts at one, and goes up by one for each of the following that is true; it's rare, it's custom-built, it's very dangerous or high-performing, it's illegal. If the total price goes over three, money can't buy it, you need a side quest.

There also comes a point of no return on the mission where the GM invokes the arming topos and you gear up; everthing in this scene costs one Cash, or possibly none at all.

Face the Enemy (50 pages): Here are the combat and chase rules. In a turn, first the PCs take an Action and make a roll for it, then take a free Quick Action. Then, the GM declares enemy Actions and the PCs defend themselves with a Reaction roll. If the PCs are surprised, or hesitate, they forfeit their first Action. The GM can also declare less important fights to be 'Brawls', in which only the PCs act; they can still lose Grit if they fail their rolls.

Quick Actions are the sort of thing that would be a free action in most games, such as grab something or reload. Any action directly involving an enemy, such as an attack, uses their Defence as its difficulty; the target loses one Grit for each level of success you achieve (remember you can achieve multiple successes in a roll). This is a player-facing game, so the enemy doesn't roll to hit, you make a Reaction roll against their Attack rating to evade; extra successes here can cost the enemy Grit or protect a friend.

What about range, cover and movement, you ask? Range is measured in bands, which define modifiers for ranged attacks and the number of Actions it takes you to close. Cover adds or subtracts dice for Action and Reaction rolls, but is less complex than that makes it sound. The game is intended to work in Theatre of the Mind mode, and by default you begin at Medium range, which means you are one full Action away. The Carefree Bullets option allows you to ignore range if you don't feel like it, ignoring bonuses and penalties but giving longarms an extra die on their attack rolls.

Ammunition is counted in magazines. You lose a mag by failing to hit, using covering fire, or using full auto. Shooting into melee is a Gamble. Dual-wielding guns just gives you twice as many mags.

This chapter includes the bestiary, which is short, drawn with a broad brush, and focuses on the enemy's role in the combat. There are goons (minor lackeys, perhaps a gang of thugs or a pack of guard dogs), bad guys (the villain's henchmen) or bosses (the Big Bad Evil Guy encountered at a major showdown); each has five templates of increasing power levels, and guidance on which ones are appropriate for the level of danger you want to match the PCs against; are they just a speed bump, or something more serious? To introduce some variation, the main three kinds of opponent have feat points, which can be used to buy special abilities or gear, special actions triggered when they lose enough Grit, and a weak spot - finding this is a way for less combative PCs to contribute. The GM can reskin any of them as a single dangerous enemy, a small group, a swarm of animals, a helicopter gunship... There are some fully worked out examples, but if you don't have time for all this, use the Cannon Fodder sidebar for instant opponents.

Enemies have a Grit track, an Attack difficulty for you to React against, and a Defence difficulty for you to overcome with attacks; when they lose all their Grit, they are out of the fight in whatever way seems appropriate. If the PCs lose all their Grit, they are captured, or cornered and forced to make a desperate escape.

Finally, the section addresses chases. These are something I think it's difficult for a game to get right. Chases consist of Need (how many boxes on the chase track you need to fill in, typically 8-12, possibly secret) and Speed (how fast the PCs are compared to the enemy, tracked with a d6). Your ride has a Speed, which is how many boxes you fill in per turn. PC successes on Actions during their turn can crank up the Speed (to a maximum of 6), failure on either Action or Reaction rolls reduces it. All rolls in a chase are dangerous, and so can cost Grit; at Speed 5+, they're Gambles too. Once the PCs have filled in all the boxes, the chase ends, and they either get away or catch their enemy; you can lose a chase if you lose all your Grit, your ride blows up, you run out of time, or fall below a minimum speed. There are various other options I won't go into for the sake of brevity.

All the combat and chase rules feel really fast and furious (see what I did there?).

Mission Start (36 pages): Guidance for the GM on how to create an exciting mission for the PCs. It must be high stakes, and it must be personal for each PC. It must have an intended campaign length and a suitable villain. The campaign structure has an Establishing Shot, the first session which sets up the PCs and the mission; a final Showdown, which is what it sounds like; and a Turning Point halfway between them, when there is a plot twist, the PCs improve and the bad guys get tougher. There's quite a bit of advice for the GM, including creating a cinematic universe with prequel campaigns, sequels, spinoffs and crossovers, perhaps using rotating GMs. The main advice, though, is that the GM's job is to keep the pace up.

Then we move into how to create villains, supporting characters, heat and Plan B. Villains have plot armour until the final Showdown, so there are things that simply don't work on them until then; supporting characters are low-resolution non-combatant NPCs who rarely make any dice rolls; heat rises through the game and makes the scenario increasingly dangerous as it does so; Plan B is one of three Get Out of Jail Free cards which allow the group to gain a success or unbelievable advantage; you can only use one per session, and each of the three can only be used once per campaign.

Heists get special attention as they have a different structure, with more focus on the early sessions where the PCs make their plan and gather the resources to carry it out, and flashbacks, which allow you to activate Plan B options retrospectively.

The chapter also considers Time Outs, where the PCs lie low to recover, and advancement, which is fairly limited and happens maybe twice in the typical campaign; it includes mechanical upgrades and also Experiences, which are a bit like FATE Aspects and can come into play to add or remove a die from the pool.

Race Against Time (18 pages): Four pregenerated PCs and an introductory mission for them, in which they need to retrieve a briefcase full of secrets. This is laid out as close to a film script as it can be and still work as a game scenario, with extensive sidebars of tips for the GM.

...and we close with a filmography, character sheets for the players, party and mission sheets for the GM, and an admonition that "This book will self-destruct in 5 seconds".

What I Liked

  • My download had the rulebook both in English and Italian. Yay! That's probably not much use to most of you, dear readers, but I was pleased.
  • The tongue-in-cheek writing style which is not too far from the dialogue of the movies the game seeks to emulate.
  • The game is explicit about intended campaign length and number of players. I started off thinking 5-8 sessions isn't a very long campaign, but the idea grew on me, and you can always chain them together like a series of movies.
  • Copious examples throughout the text, each focused on the topic at hand.
  • The game pays attention throughout to the GM's cognitive load and minimising it.
  • Clever use of adding or removing pool dice to represent all manner of circumstances.
  • The character, party and mission sheets. I might knock up something similar for other games.

What I Didn't Like

  • I found the wording of the rules for dice rolls and rerolls confusing, and it took me several tries before I thought I understood it.
  • The sequence of explanation is sometimes a bit strange, and you have to keep reading to get some core piece of information which suddenly grants understanding of the last few pages.
  • While the NPC statblocks are very, very simple, the PC ones are a bit complex, as are the various wound conditions.
  • To run this properly, you'd need to be good at describing what's going on in an exciting way, and tailoring every mission so that it's a compelling, high-stakes event for every PC. I'm not sure I could do that well enough.
  • The nomenclature is on point for the genre, but sometimes confusing. Sessions are Shots, for example, and what screenwriters would call A and B plots are called horizontal and vertical plots.

All of these taken together mean I think it's a game for experienced GMs rather than those new to the craft. They might be translation effects, I'll have to read the Italian version and see if it works better in the original language.

What I Think

It's always a good sign when I find myself mentally designing characters and situations as I read through the rulebook; for example, Arion has the Ace role and the Last Boy Scout trope. I'm seriously considering using Outgunned for the Arioniad, and wondering what The Dracula Dossier would look like if I use it for that.

This game resonates with me. I like it overall, and I could see myself running it; one for next year, perhaps, although I'd need to pair it with a campaign or a solo oracle of some kind.

06 September 2025

Arioniad Season 1 Retrospective

Elsewhere

"Well, that doesn't usually happen."

"No. We knew their relationship was metastable, but this is a new point of equilibrium. What should we do? We don't have the cycles to follow both."

After a brief pause:

"Set up a low-res fork to follow Cori. Keep the main focus on Arion. Something usually pushes them back together, eventually."

"Okaaay... Done. You have all the data you need before I restart?"

"Uh-huh."

"Okay, then."

Season 1 Lessons Learned

  • It's neither necessary nor desirable for Arion to be in the same setting as my group games, although that does have a certain elegance to it.
  • The Arioniad doesn't actually need a star map, or a timeline beyond the sequence of posts. So when we resume, let's see how far we can get without either.
  • Interstellar Rebels isn't suitable as a long-term scenario and campaign generator for the Arioniad; it doesn't give me enough to work with.

GM Notes

So that season 1 is parked up neatly, let's take a moment to line all Arion's ducks up in a row.

The Story So Far: After some minor encounters in the Jewell system, Arion takes Coriander Ganzfeld, Mr Osheen, Aksunar Karagoz and Major Evelyn Sheng to the Hollis system, near the Zhodani border. There, they meet Officer Karen Muhammed. Coriander, Evelyn and Karen all have romantic designs on Arion, none of which come to fruition. The team investigate mysterious signals from the planet's surface, and the trail leads them to a criminal gang running the Hollis Highport docks, who may or may not be Zhodani catspaws. A Zhodani agent sends a team of assassins after Karagoz and Sheng, and appears to recruit Cori. The team fight their way through gangers to the docks, board the Dolphin, and jump outsystem.

Characters. I'm shifting from detailed statblocks to a mixture of the Interstellar Rebels NPC Variants and statblocks from the core rulebook, to save time and reduce cognitive load.

  • Arion Metaxas, Imperial Scout pilot on loan to Intelligence with his ship, the Dolphin. Heroic, Impulsive. A detailed PC, and the only one gaining Advances because doing that for everyone is too much work.
  • Coriander Ganzfeld, Imperial agent and psion. Ruthless. Basic Psion.
  • Hollis Highport dockers' union. Definitely a violent criminal group, possibly an Ine Givar cell. Soldiers.
  • Aksunar Karagoz, taciturn Imperial spymaster. Let's make him an Advanced Civilian for the moment.
  • Officer Karen Muhammed, corrupt member of the Hollis Port Authority. Relentlessly cheerful. Basic Civilian.
  • Mr Osheen, alien mercenary who consumes the bodily fluids of the fallen. For nourishment. Uses the Zombie statblock.
  • Major Evelyn Sheng, Arion's long-time friend and would-be lover, also Karagoz' bodyguard. Let's call her an Experienced Soldier. Two Combat Edges? Hmm, Combat Reflexes and Dodge, I think, and she can also have Healing d4 as she has used it several times.
  • Zhodani agent, name unknown. Cruel telepath. Advanced Psion, Wild Card.

Arion got his second Advance at the end of episode 16, which we'll say is Smarts d8. Strictly it should be Notice d8, to bring him in line with the original vision, but I dislike spending a whole Advance on one skill.

Threads:

  • Hollis Highport dockers' union and possible Zhodani involvement.
  • Has Cori actually defected, or is she infiltrating?
  • What was Karagoz' actual mission, and does it still matter?

Chaos Factor: 6, in case I switch over entirely to the Mythic GM Emulator.

I keep wanting to map the Foreven Sector, or at least the subsector where Arion is, but experience teaches that if I do, I will immediately decide it's not good enough and feel compelled to reboot the campaign, so as I say, let's see how far we can get without any mapping.

I'm not sure what I want to do next as far as solo gaming goes, so that's the next thing to figure out.

02 September 2025

Review: Warhammer Fantasy Roleplay 4th Edition

"Ayup, the fields are lush round these parts, as it ‘appens. It’s the Pegasi, see. No need to buy manure for fertiliser, it falls from the ‘eavens, like a gift from the gods. Mind, you don’t wanna be standin’ underneath the ‘erds when they fly over. Messy. Very messy." - WFRP4

I have a love-hate relationship with WFRP; I have 1st edition but haven't done more than glance through it, loved 2nd edition, and hated 3rd edition. Where on the spectrum will the Fourth Edition fall? Let's find out...

In a Nutshell: Grimdark clockpunk RPG set in Warhammer's Old World. 352 page PDF from Cubicle Seven Entertainment Ltd, available here for $30 at time of writing.

Published 2018. Good Lord, it's seven years old already. I need to stay in more, or possibly focus more tightly on fewer games. Anyway...

Core Mechanic

When your character tries to do something, roll less than or equal to the relevant characteristic or skill on percentile dice to succeed. If the level of success or failure matters, compare the tens digits of the roll and the characteristic or skill to see how well you did.

Contents

At over 350 pages, I can only skim the surface in a single blog post. The chapters are:

  • Introduction (18 pages): What an RPG is, what kind of RPG this is, dice you need (2d10), how to use the book. An art-heavy introduction to the setting, with different fonts to show which paragraphs are Imperial propaganda and which are more pragmatic assessments.
  • Character (22 pages): Basics of character generation; species (the usual Tolkienian suspects), class (social class, not character class), career (limited by class), characteristics (more or less the usual, but with the addition of Weapon Skill and Ballistic Skill as befits the Warhammer world, average value is usually 30 or so), motivation (guides roleplaying), skills and talents, trappings (gear, determined by class and career), name (with examples for the various species), physical description, ambitions (you get experience points for achieving these). How advancement works (spend XP to buy better characteristics and skills or change career).
  • Class and Careers (71 pages): Careers are the backbone of character advancement in WFRP, and here are 64 careers split into 8 major groups by social status. Each career offers different characteristics, skills and talents to buy with your XP at each level; once you have collected the set, you can pay to start a new career, or a new level therein. This chapter also speaks to status; how to maintain it, how people react to it, and so on.
  • Skills and Talents (32 pages): This chapter details the various skills (specific areas of training) and talents (special abilities - feats, advantages, edges, what have you), and what you can do with them. As usual for WFRP, skills are divided into Basic (which you can use untrained) and advanced (which you cannot). There are almost 50 skills, some of which are 'grouped', meaning they are actually a cluster of skills; for example Language is a grouped skill, with individual languages being effectively specialisations within it. This is the only game I know with a Consume Alcohol skill; that tells you something about the setting. I also liked the Secret Signs skill, covering clandestine markings left by members of various groups. Talents typically allow you to do things like cast spells, reverse the order of dice once rolled, ignoring penalties, inflict extra damage with an attack, and so on. I liked Beneath Notice, which makes those of higher status ignore you, and Well-Prepared, which lets you magically produce a small item you bought earlier. There are a lot more talents than I remember from previous editions, but maybe that is just my memory.
  • Rules (43 pages): Tests of various kinds; simple, extended, opposed, the usual variants. What would now be considered 'safety tools', but in a concise and manner of fact format. In combat, characters act in descending order of their Initiative characteristic, and can both move and perform an action on their turn; actions typically require a test of some kind, including attacks. If you hit, the hit location is found by reversing the order of the dice, and the damage is the weapon damage plus your success level minus the target's Toughness characteristic and armour. There are two metacurrencies, Fate and Resilience; Fate points let you reroll a failure or improve a success, and can be permanently expended to cheat death; Resilience lets you remove Conditions or ignore critical wounds; in both cases the temporary and permanent versions have different names. Naturally, since this is Warhammer, you can collect Corruption points and win prizes in the form of physical or mental mutations, and suffer from a range of disgusting diseases. Much of this chapter is various combat options and edge cases, and this is also where most of the optional rules live.
  • Between Adventures (10 pages): This entire chapter is optional, and covers downtime between scenarios. You get a random event, spend money acquired during your latest escapade, and work on an Endeavour, such as consulting an expert, commissioning or crafting an item, investing in a business, studying a mark, fomenting dissent, or training in a skill your career doesn't normally let you learn. At the end of downtime, any money you haven't used disappears in a dramatically appropriate manner.
  • Religion and Belief (27 pages): Details of the principal human gods; cults, rites and penances, holy sites, strictures. Lesser, provincial gods are touched on but not detailed; the same goes for the religions of the elves, dwarves and halflings. This chapter also includes lists of Blessings (minor acts of clerical magic which are not obvious to most observers) and Miracles (major acts which are entirely obvious), both of which require a suitable talent and a successful Prayer test; different gods grant different blessings and miracles. The descriptions are pleasingly concise.
  • Magic (30 pages): Descriptions of the Winds of Magic; the eight principal Lores and their Colleges, each attuned to one of the Winds; elven and dark magic, hedgecraft and witchcraft. Then we're into the rules of magic. There are four kinds of spells; petty (simple cantrips), arcane (available to all magicians), lore (specific to one's chosen college), and chaos (available to any who consider their soul a fair price in exchange for dark magic). Casting a spell is a Language (Magic) check, aiming for a Success Level higher than the spell's Casting Number; unusually, a critical success incurs some sort of minor miscasting effect as the spell becomes overpowered. More powerful spells require extended tests, allowing you to gradually build the required Success Level, but a fumble results in a major miscasting effect, which you can also get from circumstances where you would get multiple minor miscastings. Next, various minor rules such as the use of warpstone and grimoires. Finally, a lengthy spell list, whose individual spell descriptions are pleasingly concise. Ones I particularly liked: Produce Small Animal (e.g. rabbit from hat), Protection from Rain (magic umbrella), Mundane Aura (makes caster seem non-magical), Cauterise (fire wizard equivalent of healing, leaves scars).
  • The Gamemaster (18 pages): General guidance on what the GM does and how to do it, both before and during sessions, and a welcome section on which key rules are especially necessary or helpful; game preparation, notably the first session in which PCs are created. This segues into the travel rules, and rewards - most often XP, rarely Fate and Resilience points.
  • Glorious Reikland (21 pages): A gazzetteer and timeline for the Reikland, heart of the Old World and the PCs' likely home nation. Connectivity between locations focuses more on rivers and canals, and less on roads, than I remembered, but maybe that's just me. Politics and political positions within the Reikland. A sample estate, that of the Barony of Böhrn. This chapter also includes a number of short adventure seeds.
  • The Consumers' Guide (22 pages): Coinage, cost of living, counterfeiting and clipping coins (you can tell it's Warhammer, yes?), availability, various kinds of trading and bargaining, item qualities, encumbrance, and finally the trappings (gear) themselves; weapons, armour, containers, clothing, accessories, accomodation, food and drink, tools, documents, transport, poisons, hirelings and so on. While a methodical and extensive list of items, this is as much a chapter of rules relating to equipment as it is to a list of said equipment, making it more interesting for me than normal - as a rule, my eyes glaze over at the equipment chapter of any RPG.
  • Bestiary (34 pages): A selection of generic 'starter' opponents - NPCs, animals, monsters, and whatever the hell squigs are - with notes on common variants and how to customise them. I am partial to the mixture of horror and dark humour evinced by WFRP monsters, so found this section amusing.

...and we close with a character sheet and an index.

What I Liked

  • The acknowledgement that we all have our own take on the setting, and the optional rules for tailoring the base game to one's particular vision, including abstracting tracking money and simplifying armour. These are the parts I like best.
  • Options for both deliberate (I can't really call it point-buy) and random character creation.
  • Gear determined by other steps of character creation.
  • How PCs retire from adventuring and the impact on later PCs.
  • The in-character quotations scattered through the book.
  • The Small but Vicious Dog is still there as part of the Rat Catcher's trappings! Yay!
  • The Between Adventures chapter is one of the better approaches I've seen to handling downtime. Nicely done.
  • The setting, and the NPCs and beasts which inhabit it.

What I Didn't Like

  • The size and complexity of the character sheet. I prefer it if the whole character can fit on a 3"x5" index card. (That's getting harder as I move to more complex games, but it's still just about doable for my favourites.)
  • There are a lot of different conditions characters can pick up in combat; I counted a dozen, ranging from Ablaze to Unconscious.
  • Hit location. I find this generally complicates matters and slows down fights without introducing enough extra fun to be worthwhile. At least in WFRP you don't need a separate dice roll for it.

What I Think

When I first started playing WFRP, several editions ago, I was put off by the gunpowder and skaven everywhere. I've grown used to them over the decades, mind, and now see them as integral parts of the setting. I've become very fond of the setting over the course of multiple campaigns played in it.

The short and long term ambitions would lend themselves well to solo play as they are effectively plot threads and the spines of story arcs. Some of the talents are highly entertaining, and I might purloin them for use as SWADE Edges.

Overall, the two defining characteristics of WFRP remain; the extended minigame of navigating the web of careers to get the PC you want despite where you started off, and wizards casting gradually riskier spells until eventually they blow themselves up. Good times.

I like this one; it has a very similar look and feel to WFRP2. I'd definitely play it, and would consider running it.

Course Corrections for 2025

"The fox knows many things, but the hedgehog knows one big thing." - Archilochus For many years, it's been our habit to spend ...