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[Green Ronin] SAGE, Simple AGE system, Engine Magazine #3
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<blockquote data-quote="The Soloist" data-source="post: 9748868" data-attributes="member: 7043470"><p><span style="font-size: 15px">The Simple AGE system fits in 14 pages.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">The Character:</span></p><p><span style="font-size: 15px">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.</span></p><p><span style="font-size: 15px"><em>"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."</em></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">No health. Instead they use Fortune system from The Expanse. In other words it’s character plot armor. </span></p><p><span style="font-size: 15px"><em>"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." </em></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Personality:</span></p><p><span style="font-size: 15px">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.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">System:</span></p><p><span style="font-size: 15px">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.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Initiative:</span></p><p><span style="font-size: 15px">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.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">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.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Character Development:</span></p><ol> <li data-xf-list-type="ol"><span style="font-size: 15px">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.</span></li> <li data-xf-list-type="ol"><span style="font-size: 15px">Fortune may or may not increase with levels depending on the type of campaign: gritty, pulpy or heroic.</span></li> <li data-xf-list-type="ol"><span style="font-size: 15px">You can increase a Bond by +1.</span></li> </ol><p><span style="font-size: 15px">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.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">The 66 page magazine ends with a 2 page explanation on how to convert from AGE to Simple AGE and vice versa.</span></p><p></p><p><strong><span style="font-size: 15px">Impressions: </span></strong><span style="font-size: 15px">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. <span style="color: rgb(209, 72, 65)">[edit] The illustrations are professional. No AI.</span> 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. </span></p><p></p><p><strong><span style="font-size: 15px">Is it Soloable?</span></strong><span style="font-size: 15px"> 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.</span></p></blockquote><p></p>
[QUOTE="The Soloist, post: 9748868, member: 7043470"] [SIZE=4]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. [I]"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."[/I] No health. Instead they use Fortune system from The Expanse. In other words it’s character plot armor. [I]"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." [/I] 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:[/SIZE] [LIST=1] [*][SIZE=4]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.[/SIZE] [*][SIZE=4]Fortune may or may not increase with levels depending on the type of campaign: gritty, pulpy or heroic.[/SIZE] [*][SIZE=4]You can increase a Bond by +1.[/SIZE] [/LIST] [SIZE=4]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.[/SIZE] [B][SIZE=4]Impressions: [/SIZE][/B][SIZE=4]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. [COLOR=rgb(209, 72, 65)][edit] The illustrations are professional. No AI.[/COLOR] 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. [/SIZE] [B][SIZE=4]Is it Soloable?[/SIZE][/B][SIZE=4] 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.[/SIZE] [/QUOTE]
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[Green Ronin] SAGE, Simple AGE system, Engine Magazine #3
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