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Legends of Anglerre

Quickleaf

Legend
I just learned about the Legends of Anglerre RPG, and I'm considering picking it up and pitching it as an alternative to 4e for my game group. Of course, it will be a group decision whether to switch or not. I've read an amazon review from a DM who switched from 4e to Legends of Anglerre and it was overwhelmingly positive. My impression is that, since its a Fate system, it requires greater player buy-in.

Here's the main page for LoA: http://shop.cubicle7store.com/Legends-of-Anglerre

I'm very intrigued by this game, anyone have experiences with it they can share?

I've been looking for a game that plays faster than 4e and encourages more roleplaying from the players, while still allowing for dungeon crawling fun and tactical miniatures combat. Sounds like Legends of Anglerre might work, albeit on the light side of tactical gaming.
 

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I like LoA a lot, and I have played 3 very good sessions, one of them with DnD players and another two with a group that loves trying new systems (and LoA was our way of testing FATE).

My experience with the game:

- The book organization is horrible.
- There are too many stunts (and that's a pain, because some of my players can't read English and explaining them was miserable for me). This made character generation take longer than expected :(
- Magic skills are a very good way of adding flavor to a character and they don't feel overpowered.
- Combat is very fun, at least for us more fun than 4e, but most of the players I played with prefer very free-form combat systems and don't like deep tactical combat, so the concept of zones is concrete enough for their tastes.

I also remember that with the second group, which had seven players, I struggled trying to remember all the aspects they had and offering compels. But I don't think that's a LoA problem, it's more a FATE issues combined with myself being a new GM for FATE and having too many players (the first group was only two players and it worked much better).

Regards!
 

I played it once. It went very slowly, but that was probably a function of the group. The combat was definitely reminiscent of the "story combat" feel from D&D4e, but with fewer, bigger beats.

It also seemed weird, given the free-form storygamey nature of the system, that the spells were so strictly defined and needed to be referenced during play. If you're making a rules-light storygame, why not go all the way?
 

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