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FAITH: Core Book
by Customer Name Withheld [Verified Purchaser] Date Added: 12/28/2017 05:53:43

Name not withheld.

. @symatt find me on Twitter.

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Faith the Sci-Fi RPG . A most stunning piece of work set in a fictional universe with new alien races humans play a very small part in this universe which is ideal . Understanding the new alien races isn't difficult as this game comes with its own unique artwork page after page of beautiful and stunning pieces drawn for the game . And if the art in the book doesn't satisfy this is a card based game and every card has unique and beautiful art drawn for itThe paintings are absolutely stunning . The system itself feels very unique and tidy . you have a hand of cards you play the number on the card to try and win the situation and basically that's it there are additional rules like every other roleplaying game which you can add in more or less as you play. Even the equipment you carry is demonstrated via cards the weapons the armour the gadgets the gizmos . All PCs NPCs Monsters are all on handy convenient card stock I can't praise this game enough it's an incredible piece of work . The creators of burning games are not native English speakers and so you can allow some error and mistakes in Translation. This game comes in two languages Spanish which is their native language and obviously English . Having met the Creator's at every opportunity they are the most pleasant and pleasing people you could ever meet . Once again get this game it's brilliant absolutely brilliant .



Rating:
[5 of 5 Stars!]
FAITH: Core Book
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FAITH: Core Book
by Janek S. [Verified Purchaser] Date Added: 12/28/2017 05:34:06

Summary: Excellent game with fast and interesting game mechanics and a rich world that allows you to tell any story you want.

I have a physcial copy of the book, but the publisher (Burning Games) provides the pdf for free if you own a physical copy. Which is great! That said - you should really get a print copy, because the book is beautiful. It's a thick tome filled to brim with gorgeous and inspiring art, the layout is also clear and the text is easy to follow. However, editing, especially in the part about game mechanics, could be better. There are typos, grammar mistakes, strange syntax etc. The text does get the message across, but still... I hope it'll get polished sometime in the future. However: Beautiful art! Get the physical book!

The setting - a space opera set in the far future - is interesting. There are only 4 playable races, but that makes them all fleshed out in detail and each gets a separate, long chapter in the book. Each race presents a different sub-setting (megacorp, utopia, post-apo, primal) and then there is of course space. For me, a GM, this offers a wide range of possible adventures: space exploration, post-apocalypic Earth, Shadowrun-like corp intrigues, interstellar conflicts big and small, slums and street-level adventures as well as high-heroic, Galaxy-saving quests. Whatever you feel like. There are also built-in conflicts between the races as well as a major threat - the mysterious Ravagers race. And of course, there are Gods, which adds an entire new and very interesting wrinkle to the setting. The Gods are ideas, not physcial beings, but their presence has been proved and PCs can follow one of them, gaining tangible benefits.

The game uses playing cards (poker deck) instead of dice, which was one of the things that got me interested in it in the first place. Years ago I played SAGA (both Dragonlance and Marvel) and actually liked those games very much. In FAITH each player has 7 cards per round whose values are added to their skill values. You can get advantages and disadvantages, counter enemy actions, draw extra cards on your turn; you have special talents, bio and cyber upgrades and faith - "magical" - powers. So, the game can get nicely tactical, if you want it to! Simultaneously, the mechanics is easy enough to modify with houserules, should you dislike a particular idea. For example, PCs are fairly squishy and un-assisted healing takes weeks - but it's easy to change if you don't like it. As I said, the game uses 52-card deck, but I recommend getting the dedicated, custom made decks, because a)they're gorgeous and having them in front of you during a game brings the setting closer b)they speed up the game, especially for new players, because they have suits and values as presented in the book, so conversion lag is not a problem. The book has also rules for vehicles and vehicle combat, but we haven't tested that yet.

Talking about cards: it is also worth getting NPC and Gear cards (especially the former), players like to see what they're shooting at and you have all the stats within easy reach. To sum up: if you're not into rules-heavy Starfinder and looking for an original setting (for example, I'm not a fan of Star Trek), FAITH is a great choice, especially because of the cards-no-dice factor and the setting. The book offers a lot of plot hooks and ideas, as well as beautiful and inspiring art, but suffers a bit from bad editing and could include one or two more example adventures (there is only one). If my review got you interested in the game, go the Burning Games website and have a look at free stuff, which includes basic rules, basic setting descriptions and some other things. I have a feeling that once you're done reading, you'll be ordering your copy of FAITH...



Rating:
[5 of 5 Stars!]
Dragons Conquer America: The Coatli Stone Quickstart
by Dylan C. [Featured Reviewer] Date Added: 09/28/2017 17:55:28

Dragons Conquer America tells stories of 16th-century New World warfare glazed with a heaping helping of magic, myths, and monsters. Using the RPC25 system to resolve conflicts with a standard deck of playing cards, DCA positions itself as a narrative-first game that offers just enough mechanical granularity to remain tactically engaging.

Layout The beta edition quick start package includes most rules for character abilities and conflict resolution as well as a number of NPC statlines and a simple three-act adventure with which to cut your table’s teeth. All of this is couched in a lovely layout sporting unique a Mesopotamian flair, giving DCA style without compromising readability. If nothing else, the gorgeous full-page art, solid NPC illustrations, and expertly designed layout make DCA a joy to read on its aesthetic merits alone. Fortunately, there is plenty else to praise.

Basic Mechanics The structure of DCA’s conflict resolution system is simple enough: players maintain a hand of cards, representing their characters’ stamina reserves, while the GM flips cards up from a deck to generate numerical thresholds for the players to challenge. Playing cards from your hand as a player is a tactical decision on multiple fronts. A play that corresponds with the situation a hand -- a Conflict card in a sword fight or an Exploration card while scrambling up a stone temple wall -- results in a redraw (and further bonuses besides if that category is also the character’s Affinity).

However, the number of the card is all that truly matters when calculating the degree of success, and so players must choose somewhat frequently between a comfortable margin of success and the loss of a card, or a more narrow margin or even failure but retention of a card. Furthermore, they must decide whether or not to play multiple cards in a conflict, evaluating this decision in both the short and long term as well. This decision point is recurrent, but is just complex enough to add a degree of tactical depth without slowing play down.

Most Abilities and Skills are simple, almost always granting Advantages and Disadvantages to allies or enemies, which function as simple +3/-3 modifiers to the total value compared in the resolution step. This keeps the game’s focus on the elegant card resolution mechanic, rather than miring gameplay down in minutiae and granularity. NPC stats are equally snappy, with GMs merely drawing cards equal to the NPC’s level, adding them up, adding the appropriate Skill value, and presenting the target number.

Systems Magic is simple enough, with only Christian Miracles laid out in the book. Put simply, characters gain Spirit by performing appropriate actions such as prayer, conversion, and (of course) slaying wicked apostates, then spend that Spirit to cast spells, such as Miracles. The Christian powerset for this system has an interesting sub-mechanic of Corruption, wherein priests who draw too deeply from the well of God’s power might find themselves accidentally imbibing Satan’s strength instead. Gaining and losing Corruption in this way will make for a fun side arc.

There is one truly daring mechanic in the game: Prejudice. Player Characters must select a number of Prejudices, such as Xenophobia, Elistism, Classism, etc. at generation and cope with the consequences during gameplay. The authors go out of their way to delineate this system as option, but it’s nonetheless impressive in the simplicity of its implementation: your characters grew up in imperfect environments and must grow as people or be held back by their Prejudices. There is a Skill, Tolerance, that allows one to resist and eventually completely remove these Prejudices from one’s sheet, creating a natural character arc towards tolerance.

Sample Adventure The adventure presented is nothing to write home about. It competently touches upon the major types of confrontation -- Conflict, Social, Exploration, and Divine -- without lingering on any for too long, gives an overview of the Spanish vs. Native conflict, and allows the players several choice points to align themselves with either or neither side of the conflict. There are some good twists and turns in there, but I won’t spoil those -- play it!

Conclusion Dragons Conquer America has great potential for success, and if the editing and mechanics are tightened up to a professional level, it will likely become another indie gem. There are hints of Shadowrun-meets-7th-Sea in here, peppered with a healthy dose of Dragonlance. Give the Dragons Conquer America Quick Start, The Coatli Stone, a try as a one-shot; if nothing else, it’s worth the time just to flex the card mechanic.



Rating:
[5 of 5 Stars!]
Dragons Conquer America: The Coatli Stone Quickstart
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