Re: [RPG]: Colonial Gothic, reviewed by C.W.Richeson (2/2)
Great review, Chris!
So the game really doesn't include supernatural powers for the monsters? That seems like an odd design move, especially since the focus on a real-world setting and history would seem to allow more room to develop such things.
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Re: [RPG]: Colonial Gothic, reviewed by C.W.Richeson (2/2)
Thanks, Dan!
There's a small amount of discussion of the core power of each of the major types. The mechanics of being bit by a vampire, for example. However, this is very general and the text clearly desires to leave the specific abilities of supernatural critters squarely in the hands of the GM. Given how simple the system is to work with I don't see any difficulty in having the powers be mere description. A vampire with long, razor-like claws might just have a higher unarmed combat rating with a damage bonus for the claws.
Re: [RPG]: Colonial Gothic, reviewed by C.W.Richeson (2/2)
Great review Chris, thank you.
A few things to note:
GM Support: The game is supported by the New World Almanack, a wiki which expands the setting and adds new details. Also at the website, there is support as well.
Book 2: Due out May 2008 and is all background. In a perfect world this book would have come out sooner, but some real world issues got in the way. Book 2 covers monsters (and spells out their abilities in game terms), adds more magic options, expands on the history, and really fleshes things out.
Book 3: Due out August 2008 and deals with magic.
We learned a lot with Colonial Gothic, and there are things I wish we did differently. These lessons have helped make Book 2 and the rest of the planned support better.
Re: [RPG]: Colonial Gothic, reviewed by C.W.Richeson (2/2)
Quote:
Originally Posted by rogue_richard
Great review Chris, thank you.
A few things to note:
GM Support: The game is supported by the New World Almanack, a wiki which expands the setting and adds new details. Also at the website, there is support as well.
Book 2: Due out May 2008 and is all background. In a perfect world this book would have come out sooner, but some real world issues got in the way. Book 2 covers monsters (and spells out their abilities in game terms), adds more magic options, expands on the history, and really fleshes things out.
Book 3: Due out August 2008 and deals with magic.
We learned a lot with Colonial Gothic, and there are things I wish we did differently. These lessons have helped make Book 2 and the rest of the planned support better.
Thanks,
Richard
Looking forward to more. I liked this game a lot, but agreed with the reviewer that there was too little of what made the setting different (the supernatural world) in the core book, so new material is welcomed.
Re: [RPG]: Colonial Gothic, reviewed by C.W.Richeson (2/2)
Quote:
Originally Posted by Tori Bergquist
Looking forward to more. I liked this game a lot, but agreed with the reviewer that there was too little of what made the setting different (the supernatural world) in the core book, so new material is welcomed.
I might be a bit bias, but what is in Book 2 I really like. There is a lot more in there.