Since I've started working less than a year ago, I'm finally earning my own cash to spend more on RPGs than I had before as a kid.
One thing about being an adult is that you become a little more cautious on how you are going to spend your hard earned money and purchase decisions are made more carefully after serious considerations and research.
After months of budgeting and savings (I don't earn that much), I'm ready to make my first splurge on RPGs products that I've had my eyes on since I got my first paycheck.
Here's my current wishlist of stuff that I've been wanting to buy:
1. Dungeon Tiles & Minis
2. Pathfinder Bestiary
3. Fantasy Craft
4. Pathfinder Chronicles: Campaign Setting
Minis and Dungeon Tiles, in my opinion, have a much higher reuse value than supplements, considering the rate that they go 'obsolete' nowadays. You can always reuse an old mini or tile for a different system but you can't really do it with a supplement for another system, unless you convert it.
I was going to go ahead with Fantasy Craft and Pathfinder Chronicles but after doing some digging, I've read that both of them will be having a second print run soon so they got pushed down the priority list.
Fantasy Craft will be adding some major erratas and changes and I've read that the second print run books will be out by GenCon. In the meantime, if you already have a PDF copy of the first print, you can get the updated second print for free.
Meanwhile, the Pathfinder Chronicles is going to be replaced as the Pathfinder Campaign Setting World Guide - Inner Sea which was due out in September but Lisa Stevens has confirmed me that it would be out by 2011.
The Bestiary is currently in its second print run and from the sounds of it, if I purchased it now, it should have the erratas printed in it.
So it looks like I'll be waiting for Fantasy Craft and Pathfinder Chronicles which gives me more money to spend on minis and Dungeon Tiles.
Showing posts with label FantasyCraft. Show all posts
Showing posts with label FantasyCraft. Show all posts
July 15, 2010
September 25, 2009
Questing with Fantasy Craft
When I heard about FantasyCraft, it had piqued my interest for some reason. It was one of the few names that were mentioned during the GenCon season that was not Parhfinder. I was curious of what FantasyCraft could be and gladly volunteered to review a copy that I had managed to acquire.
FantasyCraft, if the name hadn't given it away, was build by the team that brought you SpyCraft. This was Crafty Games' attempt into trying to fit their MasterCraft rules for a fantasy-based setting. Although I had not read SpyCraft before, I had heard of its reputation for being a daunting and overly complex rules system. However, while daunting might be the impression at first, I find FantasyCraft a ruleset worth mastering.
FantasyCraft places a heavy emphasis on concept and the strength of roleplaying over its mechanics. The mechanics are more towards reflecting the benefits of roleplaying as a character rather than having sub-systems that appear to look smart for the sake of it. The foundation of these rulesets are built by creative processes on the player's part than his mathematical crunching ability.
Coming from a D&D background, character generation seems lengthy at first. In addition to the usual picks of races (or species) and classes (career), FantasyCraft also wants the player to consider his specialty (and talents if you are playing as humans). Each specialty is very much similar to an occupation from D20 Modern which grants its own mechanical benefits but it also adds flavor to the career level that you picked.
This removes class defined functions of each character base on their choices and wants the player to consider what type of character he really wants to play as. Although there may be the archetype combinations to make the perfect rogue or fighter or spellcaster, the amount of specialty available to you encourages you to go for a more diverse and unique character.
There is more to that as well. While D&D might incline players to play a more combat worthy sort of character, FantasyCraft doesn't make that discrimination by giving players careers and specialties to play as social or skillful types of characters. Effectiveness is not always proven on the battlefield as there are more areas to excel.
This is where the second strength of FantasyCraft comes in. It has a sandbox approach in dictating characters' abilities. Every specialty and career choice is rewarded with mechanical backing that would come into play eventually. A soldier might strive to gain the feats and combat abilities to take out the enemy but the courtier seeks greater renown so that he could call in more favors.
In fact, there is a resource management element in the ruleset that mostly happens outside of combat. Characters have to think about what do they want to do during their downtime and this can be used to pursue different sorts of resources by using non-combat related skills and abilities. Gold and treasure which are the staple rewards for defeating monsters in their lairs cannot buy the reputation and renown that may be needed to call in a few favors for the next adventure.
It should come as no surprise that for a ruleset that puts quite on emphasis outside of combat has quite a simple combat system. However, the deadliness of the field, is far from friendly. Using the WP/VP system for tracking combat damage, it also does track for serious damages that could cripple characters which will be reflected to mechanical penalties. This could range from battered limbs to head trauma or injuries that have to be treated during downtime.
Combat is also not boring with the amount of basic actions that a character can perform, further expanded if the character can do combat tricks which are granted by combat feats.
Now all this extensive rules would be for nothing if it doubles the load of the GM running it. Under the GMing chapter, you would mainly find great advice that are generic enough to be used for other game systems. The GMing chapter refocuses the emphasis that a good concept/story from the GM is more important than the rules. Under the worldbuilding section, you will be asked a series of questions of how each element in the world interacts with the world populace and the PCs.
It also tells the GM that the rules are flexible and it should be up to the GM to use the ones that he wants accordingly. A GM can decide what rules he wants to use by deciding on his campaign qualities.
Want to run a gritty world with no spellcasting? Then don't put in the sorcery and miracles qualities and add Fragile Heroes to make your PCs have half their vitality point.
You can even run a speed campaign by adding in all the Fast qualities which grants your PCs a much faster rate of leveling up, getting feats and attribute bonuses.
One of the few mechanics that I really love in GMing FantasyCraft is the shared narrative control. Players and GM are given a certain amount of action dice per session that they could use to enhance or set a certain tone for an encounter/scene during an adventure. A GM may use his action dice to 'fudge' the defenses of his NPCs while a PC could use his action dice to gain double XP from completing their character's personal subplot.
FantasyCraft takes a more tool-kit approach and it is not for everyone. I would take FantasyCraft and compare it with True20 rather than Pathfinder. The amount of sandboxing preparation, creative work and rules mastery that usually comes with these kind of systems equals to an amount of work than some GMs and players might not be able to cope with.
However, the kudos that I give it to is because it is a very self-sustainable system contained within its 402 pages which is less than the Pathfinder Core Rulebook anyway. FantasyCraft provides you with all the tools suited to a fantasy RPG that can translate into many years of fun.
If the day of Fantasy RPG apocalypse ever comes, I will be taking FantasyCraft into the underground bunkers and leave my 4E D&D books to the nuclear holocaust any day.
Want to learn more about Fantasy Craft? Read on...
FantasyCraft, if the name hadn't given it away, was build by the team that brought you SpyCraft. This was Crafty Games' attempt into trying to fit their MasterCraft rules for a fantasy-based setting. Although I had not read SpyCraft before, I had heard of its reputation for being a daunting and overly complex rules system. However, while daunting might be the impression at first, I find FantasyCraft a ruleset worth mastering.
FantasyCraft places a heavy emphasis on concept and the strength of roleplaying over its mechanics. The mechanics are more towards reflecting the benefits of roleplaying as a character rather than having sub-systems that appear to look smart for the sake of it. The foundation of these rulesets are built by creative processes on the player's part than his mathematical crunching ability.
Coming from a D&D background, character generation seems lengthy at first. In addition to the usual picks of races (or species) and classes (career), FantasyCraft also wants the player to consider his specialty (and talents if you are playing as humans). Each specialty is very much similar to an occupation from D20 Modern which grants its own mechanical benefits but it also adds flavor to the career level that you picked.
This removes class defined functions of each character base on their choices and wants the player to consider what type of character he really wants to play as. Although there may be the archetype combinations to make the perfect rogue or fighter or spellcaster, the amount of specialty available to you encourages you to go for a more diverse and unique character.
There is more to that as well. While D&D might incline players to play a more combat worthy sort of character, FantasyCraft doesn't make that discrimination by giving players careers and specialties to play as social or skillful types of characters. Effectiveness is not always proven on the battlefield as there are more areas to excel.
This is where the second strength of FantasyCraft comes in. It has a sandbox approach in dictating characters' abilities. Every specialty and career choice is rewarded with mechanical backing that would come into play eventually. A soldier might strive to gain the feats and combat abilities to take out the enemy but the courtier seeks greater renown so that he could call in more favors.
In fact, there is a resource management element in the ruleset that mostly happens outside of combat. Characters have to think about what do they want to do during their downtime and this can be used to pursue different sorts of resources by using non-combat related skills and abilities. Gold and treasure which are the staple rewards for defeating monsters in their lairs cannot buy the reputation and renown that may be needed to call in a few favors for the next adventure.
It should come as no surprise that for a ruleset that puts quite on emphasis outside of combat has quite a simple combat system. However, the deadliness of the field, is far from friendly. Using the WP/VP system for tracking combat damage, it also does track for serious damages that could cripple characters which will be reflected to mechanical penalties. This could range from battered limbs to head trauma or injuries that have to be treated during downtime.
Combat is also not boring with the amount of basic actions that a character can perform, further expanded if the character can do combat tricks which are granted by combat feats.
Now all this extensive rules would be for nothing if it doubles the load of the GM running it. Under the GMing chapter, you would mainly find great advice that are generic enough to be used for other game systems. The GMing chapter refocuses the emphasis that a good concept/story from the GM is more important than the rules. Under the worldbuilding section, you will be asked a series of questions of how each element in the world interacts with the world populace and the PCs.
It also tells the GM that the rules are flexible and it should be up to the GM to use the ones that he wants accordingly. A GM can decide what rules he wants to use by deciding on his campaign qualities.
Want to run a gritty world with no spellcasting? Then don't put in the sorcery and miracles qualities and add Fragile Heroes to make your PCs have half their vitality point.
You can even run a speed campaign by adding in all the Fast qualities which grants your PCs a much faster rate of leveling up, getting feats and attribute bonuses.
One of the few mechanics that I really love in GMing FantasyCraft is the shared narrative control. Players and GM are given a certain amount of action dice per session that they could use to enhance or set a certain tone for an encounter/scene during an adventure. A GM may use his action dice to 'fudge' the defenses of his NPCs while a PC could use his action dice to gain double XP from completing their character's personal subplot.
FantasyCraft takes a more tool-kit approach and it is not for everyone. I would take FantasyCraft and compare it with True20 rather than Pathfinder. The amount of sandboxing preparation, creative work and rules mastery that usually comes with these kind of systems equals to an amount of work than some GMs and players might not be able to cope with.
However, the kudos that I give it to is because it is a very self-sustainable system contained within its 402 pages which is less than the Pathfinder Core Rulebook anyway. FantasyCraft provides you with all the tools suited to a fantasy RPG that can translate into many years of fun.
If the day of Fantasy RPG apocalypse ever comes, I will be taking FantasyCraft into the underground bunkers and leave my 4E D&D books to the nuclear holocaust any day.
Want to learn more about Fantasy Craft? Read on...
- Atomic Array: Fantasy Craft (Atomic Array 032)
- Game Cryer: Review by Chris Perrin
- Questing GM: Questing with Fantasy Craft
- allgeektout: What Fantasy Craft Has to Offer
- Campaign Mastery: Mine Fiction for Campaign Qualities
- Emerson's Bookshelf: Fantasy Just Got Crafty
- Critical Hits: Critical Review
- Fear the Boot: Fear the Review
- Gnome Stew: What Fantasy Craft Brings to the Table
- Uncle Bear: Fantasy Craft Chargen
- Flames Rising: Dark FantasyCraft Review
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