Taking Advantage of Being at Home
Yes, I’ve been sick for a couple of the last few days. I’ve been reading Colonial Gothic. The game uses a 2d12 roll under target number system to resolve things wither it’s combat or skill checks. By how much you either did or did not make the roll by tells you how well you did or did not do. A “2″ is a dramatic success where a “12″ is a dramatic…well, failure.
Character creation looks easy enough. The book includes a character sheet suitable for copying. Players use Character Points to assign Stats and buy skills (a big plus in my humble opinion). Stats are- Might, Nimble, Vigor, Reason & Resolution. Secondary Stats are- Vitality, Resolve & Sanity.
There is Magic in the game. Players may be able to use spells, but there can be a personal cost in the form of Sanity loss. Many spells are listed in the book and I believe there is a second book of Magic available.
The book is thick and well written. It contains not only everything you need rules wise to play, but lots of background information on the colonies, threats to the people in the colonies (ie, Monsters) and lots of detail information (costs of things, what monies were used back then, how people get around and time of travel, where the major libraries are and how they work, etc).
I don’t want to give too much away. I would say that it’s a rules lite game with the detail in the setting. Part of me would like to run this as a “Delta Green in the Colonies” and another part would like to run it a bit more “straight” and do mysteries, magic and the unexplained. It would work either way, I am sure.
I’m impressed by the book and by the writing. I look forward to either playing or running this game.
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