The Publisher: FeralGamersInc? Broken Rat Games?
Degree of Familiarity: None
Books Required: Just the one
This blog is mostly checking off things in a list: the movies I own, the games I'm running, character creation posts, and so on.
Can't beat the classics.
The Game: Dragon Slayers
The Publisher: Gila RPGs
Degree of Familiarity: None, though I've run Slayers, which is at least a similar design philosophy
Books Required: Just the one
As with Slayers, this game's predecessor, the idea here is that you're a party of adventurers who are having...adventures. The big gimmick is that every class has different combat rules, but they're all printed on the character sheets and my experience with Slayers was that as long as you have players that will read their own damn sheets (not always a given, I'm sorry to say), it works just fine. That comes at the expense of setting - the setting here is basically "it's high fantasy, you know, you've played D&D, get at it" - but as with D&D, it wouldn't take much to build enough of a setting to play it. And, the cool thing about this game is that almost anything printed for D&D (or any high fantasy game) could pretty easily be converted, because the strength of this game is its design and unique rules.
So let's make a Dragon Slayer!
First we choose a class. Gotta say these all pass the Chupp test, because all the mechanical bits would be fun to fiddle with. Speaking of fiddling, let's make a Bard! Their particular mechanical wibble is that when they take class actions, they have better effect when the rolls come up matching or sequential. Sounds fun. Also, as I think about it, you don't tend to see bards in RPGs with instruments that require bows, because then your hands aren't free, but here I think it'd work just fine.
Right, next we set Hero die to d4, easy enough. There's not actually a spot for that on the sheet, but that makes sense since it's a party-shared resource.
Choose two advances! I think I shall take Practiced (my Perform pool goes up to 4d6) and Pick Up the Pace (my Tempo effect, which increases or decreases the Speed of other folks, is increased by 1).
Choose a talent! I'm gonna take Trickster (twice per session I can give an opponent disadvantage on a roll).
Skillz! One at d10, one at d8, everything else at d6. Well, I think Deception should be the d10, and probably either Athletics or Negotiation for the d8? Let's make it Athletics, I don't think my bard is much for negotiating; he'd rather just play a song and have magic happen.
Choose a knowledge domain! Ooh, History or Settlements? Let's take Settlements, my guy knows the territory.
I get a magic item and a consumable. One of the listed magic items is a "focused gem" that gives you a step up to a particular skill while you're carrying it; I like that but I'm gonna make it a pitch pipe that increases Negotiation. Plays a note on the pipe and people are just a little more willing to listen to him and, potentially, taaaaaalk sloooower.
For the consumable, I'll take Bottled Wisdom. When he uncorks it, it'll tell him a secret relevant to the current situation (after which it's just a bottle).
Nothing left but details. My bard's name is Hereweald Brae, and I think if I had a group I was working with, he'd have hooked up with them after getting run out some village for running some con. Maybe promising to teach all the children in the village bard magic in a quick and easy manner.
Not broken tails, which would be a very specific and much sadder game.
The Game: Broken Tales
The Publisher: The World Anvil
Degree of Familiarity: None
Books Required: Just the one, though I also have a copy of Scottish Fairy Tales nearby
Broken Tales is a really well-made game, from a production design standpoint. How it plays at the table, I don't know, of course, but it looks like it'd work just fine. But the premise is the intriguing bit. Here we are in 18th Century not-Europe (it's inspired by, but not, the real world), and the fairy tales have broken. There's backstory and a reason for that, but the important thing is, the antagonists in the tales have had a chance for redemption, and the protagonists become bitter and monstrous. There are a bunch of pre-written scenarios, and they're all darker takes on classic fairy tales (and if you know how dark those things are to begin with, you can see how fucked up that is).
I will say this for Broken Tales - it doesn't take the easy way out. It's not mechanically complex, but narratively speaking, it might be one of the most involved games I've seen, especially in chargen. To expand on that a little, there are a lot of "narrative focused" games that either use that idea as an excuse to present minimalist or flat-out bad mechanics (looking at you, World of Darkness) or don't provide enough support on the narrative side of things and wind up just saying "iunno, make it up, I guess" (lots of OSR games, lots of story games, anything written by John Wick). Broken Tales does the work. It's a demanding creative load for everyone involved, but it gives you plenty of support (with examples, praise be) on how to do that work.
Would I run it? I'd love to, but it would require either using the pregens (which, in fairness, there are plenty of) or really devoting some time to pre-game stuff. If I was gonna do it, I think I'd want to do a couple of sessions of chargen and a session zero/first scene within a few days of each other, just to build some momentum and cement some of the ideas in people's heads, because theming is so important here.
For today, however, we're gonna make a Hunter (oh, right, PCs in this game work for the Vatican doing supernatural hunter stuff, which I thought was kind of at odds with the game at first, but really given how individualized all the characters are, some framing device is important).
Step One: Collect Sources of Inspiration. Basically this means "pick your fairy tale." I'm going with my family's roots and choosing the Scottish tale of "The Red Etin", which you can hear in a lovely Scottish accent here:
I'm using the titular Red Etin as my character, obviously.
From the story, I'm meant to pick meaningful words, phrases, and passages, which then become the Keywords for my character. So what jumps out at me about the Red Etin?
So Red Etin's Breaking Point is that he was set upon by three thieves and ruffians (rather than the three goodly lads who were only guilty of wanting to have their cake and eat it, too).
Step Three: Detail the Hunter's Descriptors. These aren't a million miles from Aspects in Fate, though they're often a paragraph rather than a phrase. They help define a Hunter's skills and abilities, as well as their flaws. These are meant to be in first person, and I use them to build Gifts in the next step.
Let's start with something that acknowledges the Red Etin's status as a former landowner and, in effect, noble. I think we can fold in his knowledge and education here, and I think his cruel and unforgiving (and rather arrogant) nature can come out here. So:
I am the Red Etin, and once I owned a magnificent castle and vast amounts of land. I am sensitive about what I have lost and bitter at how easily my servants forgot me. The two-headed, four-horned monsters who once acted as guardians to my castle now follow me, and I can call them forth if I am threatened.
I am no longer the fearsome, three-headed giant I was, but I still fear no man and I still command some magic - my silver wand allows me to turn others into stone pillars, and can extend itself into a rod I can use as a weapon. I have lost much of my physical strength, however, and without my wand I am largely vulnerable.
I am very well-read and well-educated, and lived a long time before losing everything. The Order relies on my knowledge and wisdom. I enjoy testing others on their academic knowledge, and scoff at those who can't keep up with me in conversation.
At this point the book stops giving me steps, but the next thing to do is create Gifts. I get two regular gives (which have ~2 Archetypal Effects and at least one Archetypal Cost), and one Dark Ego Gift, which can have any number of Effects, but always has an Activator Cost (because it's something I have to push myself to use). Each of these are tied to a Descriptor, of course.
For the Red Etin, I think I want his Dark Ego Gift tied to the wand. That feels like this the thing he'd really have to push himself to use. As such, I shall start with the first Descriptor. Clearly what happens here is that the Red Etin summons those horrifying monsters to protect him, and lo and behold, there's an Allies Archetypal Effect I can pick.
I think what makes sense here is if the Red Etin whistles for these monsters and they chase threats away. There don't need to be, like, a lot of them, so let's say he can summon up four or five of them, they're scary and can cause wounds, and they'll get in the way of attacks. As for a Cost, I think he probably can't do this often; maybe there's a use limit Cost. Or, ooh, maybe he can't do it in civilized places since the monsters aren't "real" animals? Oh, Once Until Next Interlude, perfect. So we'll phrase it thusly:
Herd of Beasts: Once between Interludes, you can whistle and call forth a four two-headed, four-horned monsters to defend you. Each beast has the Descriptors Fierce and Loyal. Each beast can either absorb a Wound for you or inflict a Wound on an enemy.
Cool, now let's think about the "very well-read etc" Descriptor. Obtaining Information is the obvious first Effect choice, here; the Red Etin just knows a lot of stuff. I also want some kind of Effect to represent him lording knowledge over others. Manipulating NPCs, maybe? Nah, I don't think I want to stipulate a particular effect. Let's say +2 Additional Successes, which is a big deal, but we'll limit it to information the Red Etin has read about...oh, wait, no, let's limit it to Defense checks. The Red Etin can use his knowledge to protect himself, but not for offense (rather, he can, but not with the extra success bonus).
Once Lived in Ballygan: You can call upon your knowledge of history, theology, and other academic pursuits to gain any information that the Storyteller thinks you would have read. Also, if you can use this knowledge to protect yourself, you gain +2 Successes on Defense checks.
And finally, our Dark Ego Gift, the Silver Wand. The Cost here is that I have to do something that connects me to my villainous past, so in the Red Etin's case, I think he needs to be the terrifying master of the house, even if he can't be the giant. So maybe if someone fails to answer a question for him, he can turn them to stone? And then I think turning it into a weapon and striking someone to just straight up do damage is good...hmm. Maybe it has to be someone who's been weakened in some way, as the Red Etin preferred to victimize people who were afraid or weaker than him. We'll say he can use the wand as a weapon, but if the target is afraid or has been degraded or defeated or something, it does extra damage.
The Silver Wand: You are not the giant you once were, but it still lurks within you. If someone fails to answer a question of knowledge or a riddle you pose, you can tap their head with your wand and turn them to a pillar of stone. Once per Scene, you can also use the wand as a weapon against anyone who is afraid, belittled, or degraded (you don't need to have inflicted this condition but you must be involved), gaining +2 successes.
Next we determine the reserve of Soma (trait we use to power stuff). It starts at 6 by default, and can be lowered if my Gifts are really uber or raised if they're a little weaker. I don't see the need to change it, honestly, so 6 it is.
Equipment! There's a system for this, but honestly I don't think the Red Etin is going to be carrying much, because he lost everything. So he's got: the silver wand, faded clothes, sheepskin boots, half a cake.
And since he's not really the Red Etin anymore, we'll call him Red, the Former Giant. He's a small, slight old man, but he carries himself like a lord. He's got two ugly scars on his shoulders (where his other heads used to be).
That'll do it!