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Unknown Armies RPG


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It's a neat game but the setting has some odd things in it. I've never run, only played so I don't know the book explanations for the setting just what I've experienced in game.
 

It takes some serious buy-in from the players. Especially the part about "all magi are nuts." If you've got that buy-in from everyone then you should be okay.

I'm not a fan of % systems, so I've got issues with the mechanics.

Try a couple of one-shots before you commit to a campaign. See if your players are okay with it and how they enjoy the setting.

Good luck.
 

I only have experience as a player. The setting and the fluff were really really interesting, but fighting the rules dragged the whole thing down. So if you're going to run the game make sure that you've really read them through. :angel:
 


I ran a one shot of the game, and also a short campaign. I enjoy the setting and the system seemed all right to me.

I particularly liked that you can name skills whatever you want and make up your own skills. I also really enjoyed reading the rumors in the book.

I also liked that powerful magic users have to think differently from normal people, and many of them are insane. There is good reason that most people do not believe in magic and cannot use magic.
 

I really like Unknown Armies, though I only played it a few times.

And the best part is the combat chapter. Specifically, that it begins with a list of methods to prevent or de-escalate combat. "Combat kills people. Are you really sure you want to kill somebody or be killed?"
 

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