[Green Ronin] SAGE, Simple AGE system, Engine Magazine #3

The issue #3 of the Engine AGE magazine is out. I contains a full simplified version of the AGE system called SAGE. It also contains 4 mini-settings: Guardians of the Key, The Half Moon Department, Zarat Adventures, Transmigration

I find this very interesting. Haven't read it yet but will do very soon.

In this special double-sized issue of Engine magazine (66 pages), we present the Simple Adventure Game Engine—SAGE—complete in this issue, with all the rules you need to play. Use SAGE as an introduction or alternative to standard Adventure Game Engine RPGs, such as Fantasy AGE or Cthulhu Awakens, or use it by itself for character-driven tales of dramatic adventure. This issue gives you everything you need to get started.

You can watch the launch video here:

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Sorry for not commenting so far. I'm waiting for funds next week to buy it. If you've read it, I'm very interested in what you have to say. My hope is that the simplified version will make it easier to play solo. I know they've kept the stunt system, which is fine by me, it's what makes the system different from many others.
 

Well TBH, unless it contained a significant reduction in the number of Focuses, it's not something I'd consider buying. Unfortunately, the blurb on the Green Ronin site gives no hints as to what has actually changed, just that it's supposedly simpler. I'm interested in hearing what's changed, but not willing to spend $22 in my country's currency to find out.

I've more or less left the AGE system behind, so I doubt it's something I'd buy even if it cost less. Being someone that ran different flavors of AGE for a number of years though, I'm curious how the rules have been simplified.
 

Well TBH, unless it contained a significant reduction in the number of Focuses, it's not something I'd consider buying. Unfortunately, the blurb on the Green Ronin site gives no hints as to what has actually changed, just that it's supposedly simpler. I'm interested in hearing what's changed, but not willing to spend $22 in my country's currency to find out.

I've more or less left the AGE system behind, so I doubt it's something I'd buy even if it cost less. Being someone that ran different flavors of AGE for a number of years though, I'm curious how the rules have been simplified.
I'm curious about this as well. I watched their stream on SAGE but they talked almost entirely about the micro-settings but next to nothing about what made the rules simpler.
 


The Simple AGE system fits in 14 pages.

The Character:
Focuses and attributes are gone. They are replaced by Abilities the players determine themselves. You get one +4 abilities, two +2, one at -2. Any other undefined ability is considered 0.
"Examples: In a classic fantasy world, one ability might be Swordplay another, Guile, and a third, Sorcery. In a cyberpunk game Hacking and Media might be abilities."

No health. Instead they use Fortune system from The Expanse. In other words it’s character plot armor.
"Fortune is effectively a limited “script immunity” characters enjoy, and represents luck, determination, and other ephemeral protective factors that apply to the mind, body, and emotions."

Personality:
Next you have three Bonds. Each is a short phrase such as, “I’ll do anything to defeat the Empire,” They are rated on a scale of 1 to 5. 1 is minor and 5 is character defining. You choose one array of scores to begin with.

System:
3d6 with stunts works the same way. There is a single stunt list with 15 entries that are open to interpretation between the GM and the Players.

Initiative:
Choice between rolling or using free form in which a player tags another player for next activation but the GM can interrupt once in between characters with each opponent.

After that it’s they define taking actions, using Bonds, recovery, etc. Equipment is defined as bonuses it can give. There is no list, just guidelines.

Character Development:

  1. Uses levels. A character gains a +2 in an ability he has or to get a new ability at +2. This is done after a number of sessions based on the type of campaign - short, medium or long. There are caps to ability scores based on the level.
  2. Fortune may or may not increase with levels depending on the type of campaign: gritty, pulpy or heroic.
  3. You can increase a Bond by +1.
After that each of the four settings (superheroes, horror, fantasy and sci-fi) offer: a setting description, rules for the genre, unique abilities, bonds, type pf equipment, bestiary and a short stunt table. The fantasy setting explains how magic works. Each of the nine Arcanas is an Ability. Ex.: Blood: Healing, injuring, and shaping the body. You spend 2 fortune to cast a spell, starting at difficulty 10 and up to 19, determined by the GM. You can spend more to increase the effect of the spell.

The 66 page magazine ends with a 2 page explanation on how to convert from AGE to Simple AGE and vice versa.


Impressions: If you want a narrative version of AGE, in which the players and the GM negotiate amicably, during the game, how the Abilities, Bonds and other aspect of the game apply to a given situation, it will work. If you need certitudes and clear cut answers this will not work. [edit] The illustrations are professional. No AI. In 66 pages, it does cover a lot of ground with the four settings. It's up to you to decide if it's worth it. I want to try it with my group. Two sessions with four players and a GM easily pays for the cost of the PDF in entertainment value.

Is it Soloable? Yes, with a good oracle like Mythic GM Emulator 2e, it will work if you want a rules light system with characters defined as keywords. The four settings are perfect to get you started. Since I solo, the price is even less of a concern because I'll do at least two session in each setting.
 
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...
Impressions: If you want a narrative version of AGE, in which the players and the GM negotiate amicably, during the game, how the Abilities, Bonds and other aspect of the game apply to a given situation, it will work. If you need certitudes and clear cut answers this will not work. [edit] The illustrations are professional. No AI. In 66 pages, it does cover a lot of ground with the four settings. It's up to you to decide if it's worth it. I want to try it with my group. Two sessions with four players and a GM easily pays for the cost of the PDF in entertainment value.

Is it Soloable? Yes, with a good oracle like Mythic GM Emulator 2e, it will work if you want a rules light system with characters defined as keywords. The four settings are perfect to get you started. Since I solo, the price is even less of a concern because I'll do at least two session in each setting.

Many thanks for that review and your impressions. TBH, based upon what's described, I can't see using it over Fate Accelerrated. Other than stunts and setting background, It sounds like there's not much else you could be borrow or milk from existing AGE rules and settings. That's something I like about FAE - despite Approaches being significantlly different than Fate core skills, there's still a lot of core features you can bring into FAE.

Having gotten to really like 13th Age backgrounds, I do like the idea of the SAGE Abilities. That said, the points spending for them seems quite restrictive.
 


Sorry for not commenting so far. I'm waiting for funds next week to buy it. If you've read it, I'm very interested in what you have to say. My hope is that the simplified version will make it easier to play solo. I know they've kept the stunt system, which is fine by me, it's what makes the system different from many others.
It sold out quickly! I was going to get it - but the physical copies are gone. So I have the PDF, but haven't read it yet.
 

That’s great. Thanks for the review. How are powers handled in the superhero setting?
In the SAGE setting Guardians of the Keys, there are centred around The Keys, Green Lantern-like small metal objects the PCs wear, to do good. They are space-alien technology no one understands. The Keys have multiple Powers. They unlock as the character gains levels.
 

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