Take the fight to the Frenchies as one of those brave, brave Redcoats in a game that delivers all the action, intrigue and yes, even romance of the Sharpe novels and their ilk!
Re: [RPG]: Duty and Honour, reviewed by kaiserjez (3/5)
Just to update, since I wrote this review the author has completed the errata. The pdf's of the game available from DrivethruRPG et al have had the errors corrected, as such the Style rating for my review goes up from 3 to 4.
If you've got the old version the errata is available here. You can also pick up the Duty & Honour almanacs there as well.
Last edited by kaiserjez; 03-11-2009 at 07:13 AM..
Reason: Typing errors
Re: [RPG]: Duty and Honour, reviewed by kaiserjez (3/5)
A nice review. I have found the Napoleonic era intriguing for many years. I will definitely have to take a look at D&H. It sounds like a great game. Thanks.
Re: [RPG]: Duty and Honour, reviewed by kaiserjez (3/5)
What I'd really want to do with this is somehow find an appropriate magic system and run a game of Jonathan Strange and Mr. Norrell, but that's just me...
Re: [RPG]: Duty and Honour, reviewed by kaiserjez (3/5)
Quote:
Originally Posted by wheloc
What I'd really want to do with this is somehow find an appropriate magic system and run a game of Jonathan Strange and Mr. Norrell, but that's just me...
There's no reason why adding a magic system couldn't work, simply give the spellcaster a skill and a card pool and go from there.
Re: [RPG]: Duty and Honour, reviewed by kaiserjez (3/5)
Good review!
Since I have been eying this game for some time the review will help me make up my mind.
Thanks.
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Re: [RPG]: Duty and Honour, reviewed by kaiserjez (3/5)
Nice review, and the game looks interesting. I've long had an interest in the more adventurous elements of history, and the 18-19th century is a great era for adventuring.
The card mechanism looks good, and it seems very appropriate for the period. I imagine that if RPG games had been invented back in Napoleonic times, they'd be played by dilettante gentleman sitting around a leather-covered table in their clubhouse, with cards and maybe a six-sider or two.
I did a rough calculation to figure out the distribution of success/failure levels, and came up with the following:
The above doesn't allow for multiple results (i.e. drawing a Success on one card and a Critical on another), which would slightly skew the actual results in play.
That's not a bad thing, maybe in a more swashbuckling campaign you can use multiple results to represent that Errol Flynn thing when the hero sword-fights three or four rascals simultaneously.
If I was playing a game like this I'd think about houseruling the Joker. At the moment "pick the result" will end up with a lot of Perfect Successes, unless the player wants to fail for role-playing reasons. I'd prefer that with a joker the player can pick a result, but both parties suffer the consequences - so they could Perfect Success a joker to run the villainous colonel through the heart, but their PC is seriously wounded in the process.