Pages

.

Showing posts with label Settings. Show all posts
Showing posts with label Settings. Show all posts

The Sarmatian Bestiary, RPG Supplement Review


Image result for sarmatian bestiaryJanek Sielicki has drawn on his own heritage for a The Sarmatian Bestiary supplement for 7th Sea 2e. The Sarmatian Bestiary is a collection of creatures taken from Polish folklore. By combining his knowledge of the tales and his gaming, he has created a worthwhile book to use in the 7thSea setting, or one you would rather use.

Sielicki points out the Sarmatian Commonwealth is based on information from historical Poland and Lithuania, making it a perfect place to introduce the creatures from this 55-page work. The first 37 pages cover information adapted from the tales of Sielicki’s home region to fit the 7th Sea game setting. The remaining pages are devoted to the artwork of Filip Gutowski, which can be used to show the creatures without having to expose any information about them.

I had the opportunity of working with someone a few years ago on a project dealing with Eastern European folklore and reading through the material Sielicki has put together brought back wonderful memories and provided a new list of adventure ideas for my home games.

The Sarmatian Bestiaryadapts the tales into creatures usable in the game setting and mechanics. The tales have been adapted for playability purposes. However, the feel of the folktales is well maintained to give the creatures the edge the tales originally had. He maintains a level of interest in the focus of the tales to present interesting, and playable, encounters. Rather like stepping back to some of the original settings of the Grimm fairytales, these are a little darker in mood.

As with most folklore, the tales Sielicki draws upon were for teaching and frightening. This element is maintained. This allows encounters to be used not only for combat purpose, but for building story. Here are the tales that were passed down the generations to get children to behave and to teach how to care of your family and farm.

Image result for sarmatian
Sarmatian Warriors of Ukraine
People will recognize some of the creatures from other games. In many systems monsters have been created to draw upon the numerous tales told around the world. Many tales are similar (as readers of Joseph Campbell know well). Having a set dealing with a specific area and how they are represented is a wonderful guide for a location already based on the land they are drawn from. Another use for such a collection is to build a more historic fantasy setting of your own.

Sielicki’s adaptation uses the 7th Sea 2nd Edition to present the tales and lists them out for quick and easy use.

This is the fifth item I have reviewed written by Janek Sielicki covering three gaming systems. He does a great job of providing information for the system he is writing in and giving enough information to allow it to be easily adapted and presented into an ongoing game, both published and self-constructed campaigns. It is also easily adaptable to another system.

I highly recommend this The Sarmatian Bestiary for anyone who is interested in creating a setting using the folklore of Poland, or even a broader stance of Eastern Europe. The information is a wonderful presentation of the basic information with an adaptation towards a role-playing game (RPG) and if not readily available to drop right into the game you are playing, provides a sourcebook that can be easily used to move your game forward.

The Sarmatian Bestiaryis also a good resource for other locales where you want to develop more of the feeling of the fairytales and folklore told in Europe.

Sielicki delivers another winning resource for RPGing.

I was given a copy of The Sarmatian Bestiary by the author for review purposes.

About the Author

Janek Sielicki is a 39-year-old Polish freelance writer. He has been playing roleplaying games since the early 1990s—as most people in Poland he started with Warhammer Fantasy Roleplay, but then moved on to other systems and settings, most often exploring them as a game master. Recently he started publishing his own modules for different games, such as Numenera, Dungeons and Dragons, or 7th Sea 2ed and also accepts commissions for video and mobile game writing, RPG character background stories, etc. Janek is a professional English-Polish/Polish-English translator—that's his day job, actually! In his free time, aside from RPGs, he practices the martial art of iaijutsu and spends time with his two children and wife. He lives in Poland. 

Twitter: @Janek_Sielicki


If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng)


reade more... Résuméabuiyad

Playing One Game System or Many, Part Two

The first part of this series of articles was about the benefits of choosing to play one role-playing game (RPG) system. This installment looks at the reasons for choosing to play multiple RPG systems.

Most games are written to fit a specific genre, style, or setting of game. When I bring this up in discussion, I usually get a look and a nod that says, "Duh." Yes, Star Trek is written for a specific game and setting, while Star Wars is another specific setting. I'm sure this isn't surprising to anyone. I have played both of these settings (in several different editions) and they don't cross over. So, if you are a fan of science fiction and not just one of the settings, you will need to learn both to play both.

Playing two systems like this at first doesn't seem like an advantage, but it can free up the gaming group. I have seen this work great when two members of a group traded off running their games.

I was invited to a weekly game where the group had two game masters (GMs) running very different settings: Shadow Run and a high magic Dungeons and Dragon campaigns. One GM ran his Shadow Run adventure. He ran it over several weeks until we completed the adventure.  Then the other GM took over at the table on the following week to run his adventure. When he completed his, we switched back for the next one in Shadow Run.

The switching between systems gave the GMs more time to prepare. After completing an adventure, they each had around a month to work on the next one, removing a lot of pressure. This allowed them to work on encounters and adventures that were a lot more in depth. Each GM could take notes from their last adventure, ask questions of the players, and weave more into the plot lines of what they were working on. This, in turn, gave us, as players, a lot more to work with during the gaming sessions.

Different systems support styles of play designed for the setting, which leads to greater creativity. Even when the settings are similar, like being in the same genre, you can get a different perspective of what you want to do because the system focus is going to be different.

Our main group has a side group that meets on an irregular basis. This is a family group that plays more on a spur of the moment basis. Then there are times when others of us join in. They play Rune Quest, which uses a percentile, or d100, system. The main group plays D&D 3.5, or a d20 system. Knowing both systems has led to some carryover of concepts from one system to the other. The players start trying actions that are more applicable for one system when they are facing a situation in the other. It doesn't always work, but it is fun to see what comes out of the attempt.

This creativity carry-over even happens in more diverse games. When playing a space opera you come into regular situations of dealing with zero gravity. When playing a multidimensional campaign (think like Sliders or Stargate) you are dealing with having to explore new settings without much beforehand information. Yes, some of this may already be in your fantasy or superhero game, but the focus of the game is different. And, like similar settings, after playing something it is a part of your personal background that you can bring into a new game and a new setting.

One of the biggest carry-over experiences I've seen has been from going between higher narrative games and higher strategy games. We have played some narrative heavy games where the description of the event is more important than the rolling of dice for determining the outcome of an encounter. When returning to a game focused with higher levels of mechanics, the extra description might not drive the outcome, but, it pulls the players into the event and they give a higher level of description of events based on what the results the dice are driving.

As you play more games it becomes easier to pick up new games. I talked to a person in a game store who was interested in playing an RPG they saw, but they were concerned it was going to be hard to learn a new system. The first game system may have been hard enough. The second may also be hard. Then, as the number of systems you know (or just familiar with) grows, the next one is easier to learn. A base of knowledge develops that can be drawn upon. More reference points have been created to start from when learning the variations in the new system.

For me, the greatest advantage of knowing more systems is moving beyond needing a system. I've seen this happened in two ways.

The first is being able to run a game on a complete narrative basis. Once you get the players away from being tied to a particular system for their game, they don't need a system to play. I've also had this work with players who don't know any system and want to learn role-playing, thus, not being tied to a system. I've used this when doing one-shot adventures. The group decides on the genre and characters are built with only basic description. The GM then provides the starting setting and the game is underway. Without the confines of a rule set, the group is doing improvisational role-playing—the adventure unfolds as the story is created by everyone. This is a narrative driven by the descriptions given by the players, including GM, around the table.

The other way is being able to build a game system to fit your particular campaign. Our group is always coming up with different ideas of game settings. They might be part of a larger genre, but more in the obscure corner, hiding under the blanket, behind the dresser. Our GMs can take their ideas and build on them without having the concern of how it fits into a set system or gaming universe. One such campaign was a post-apocalyptic mutant setting. Each player was playing a mutant, designed from the earliest edition of Gamma World, skills were develop using ideas from GURPS, then to top it off we were using a pass/fail system for advancing a character's skills. It might sound confusing, at first, but it worked.

For me there is no wrong way of playing RPGs. There might be a wrong way for playing an RPG, but I would rather have the fun of the socialization than working through the particulars of a given rule set. So, I lean towards playing all sorts of different games and systems. It doesn't make my way right, it's just who I am. Each of us has to find what works.

I encourage you to get a feel for what you like, what your group likes, and run with it. You don't have to be like me with over a hundred game systems on the shelf. You don't have to tie yourself into the one system that you were introduced to. Just be you.

Grab some dice, if they're needed, some friends, and have some fun.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


reade more... Résuméabuiyad