Superior, highly customizable VsM-game; can do anything from kiddie ... [PDF]

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EZG reviews Dec

Vs. Stranger Stuff Season 2 (VsM Engine)

2017

(Alchemical & mundane) Items, Classes & Class Options, Encounters, Environments & countries, Hazards, Magic & Magic Items, Magic Items, Modules, Reviews, Setting Supplements, Traps, Haunts, Hazards and all the rest

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Everyman Minis:

Vs. Stranger Stuff Season 2 (VsM Engine)

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This second and vastly expanded iteration of „Vs. Stranger Stuff” clocks in at 112 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with a massive 108 pages of content, so let’s take a look!

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5e Daron Woodson Dreamscarred Press

Dressing & Fluff Encounters

Environments & countries

Okay, so first things first – this is obviously inspired by the AMAZING series Stranger Things – while I can still argue about why the D&D-name analogues in the series don’t work too well and that the kids should know better, I adore it and have rarely had this much fun with it; the

Everyman Gaming Fat Goblin

original iteration of this game was pretty much a quick and dirty adaptation of the VsM-engine,

Games favored class

with the primary focus on some easy gaming inspired by the hit series, or pretty much another

options

form of weird 80s-inspired adventuring.

Feats FREE

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Hazards and all the rest high level Interjection Games Jacob W. Michaels Jason



Fast forward and we get this massive expansion of the system. Beyond a list of inspirations

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Jokers) and, should you want to, there is actually a custom deck you can get; it is by no means

Kobold Press Kyle Crider

required to play though! Big kudos here for not going for the cash-grab option and locking the

magic & magic items

system to a custom card deck.

level Midgard Mike Myler

don’t die – they are just knocked out, which allows you to tell kid-friendly stories sans

module Monsters

Monsters & NPCs Mythic

Adventures-compatible

go: This system comes in 3 modes: In Easy Node, the Kids are basically superheroes and PCs frustrations. Normal Mode lets PCs only die if they do something really dumb and the Kids are above-average in power. Finally, there would be Hard Mode (preferable setting for

NPCs

Occult Adventurescompatible old-school modules OSR Other

Magic Owen K.C. Stephens Pathfinder Unchained-

2012 (DCC)

One adventures are retroactively classified as Easy Mode scenarios, just fyi. (It should also be

Everyman Minis:

noted that the Easy Mode is available as a FREE pdf and at-cost PoD!)

Microsized Templates Village Backdrop: Ronak (system neutral)



Village Backdrop: Ronak (5e)

Character generation is simple: The player character is the Kid, and is defined by two attributes: Brains and Muscles. You either have 3/5 (strong Kid), 5/3 (smart kid) or 4/4 (balanced Kid) in these. These values determine how many cards you draw when you face an – easy mode nets 6/4 or 5/5, while hard mode nets a 4/2 or 3/3-distribution.

seal of approval setting supplement Games

Shattered Skies Campaign

September 2017

Much like vs. Ghosts, these can be modified by good and bad gimmicks. Some of these represent attribute increases, while others are what you’d expect: A cool older sibling nets you a reliable older buddy; being popular or schooled or rich; these similarly are pretty selfexplanatory, I assume. They also include increased Toughness (hit points/health of the system), etc. – but while you have a good gimmick, you also have to pick a bad one: Broken homes, poor depth perception, nosy siblings – they are pretty much as self-explanatory as the good ones. Every character starts play with 10 Toughness, basically your hit points, which may be modified by gimmicks.

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Traits and Backgrounds

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Setting

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Toughness falls below 0 and the attributes of the Kids are as bad as everyone else’s. Season

Perry Fehr Porphyra Pregens

Swan Press Rite

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obstacle. 7 is usually mortal peak, 13 is basically “god”-level. These are the normal mode rules

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experienced roleplayers, whether they’re kids or adults) – in this mode, PCs die when their

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November 2016



October 2016

Vs. Stranger Stuff usually doesn’t track equipment – the system has you draw a card and compare it to the equipment value of the desired equipment. Cool: There is an optional rule for

September 2016 August 2016 July 2016

traps Ultimate Campaign-

groups seeking to track money etc. and there are plenty of sample values and items. Cool:

compatible Ultimate Intrigue-

There are optional rules for off-brand equipment, which has a chance of malfunctioning and

compatible Ultimate Psionics-

causing even injury…but at the same time, it’s less costly.

May 2016



March 2016

April 2016

compatible Village Backdropseries Wayward Rogues Publishing

June 2016

February 2016

The core mechanic of the game is incredibly simple: When you e.g. have a challenge to

January 2016

Muscles, it sports a TV – the target value. You draw the associated attribute number of cards

December 2015

and succeed when you draw at least one card of the TV value. Opposed checks have two

November 2015

characters draw their attribute cards; the one with the highest card wins. Teamwork is

October 2015

emphasized: The character with the highest attribute draws cards, plus one per assisting

September 2015

character! This means that players will want to help each other out.

August 2015 July 2015 June 2015



May 2015

Okay, so, reading cards: Red suits are generally good, black ones generally bad. The

April 2015

sequence of suits is Hearts > Diamonds > Clubs > Spades – so yeah, cue anguished looks

March 2015

and Motörhead when you draw the “ACE OF SPADES”! …Sorry, couldn’t help myself there. A

February 2015

simple draw is an easy decision facilitator for the game: Hearts = something very good

January 2015

happens, Diamonds something good…you get the idea.

December 2014 November 2014



October 2014 September 2014

Okay, so how does fighting work: Each character can act once during a Turn; Turns have a

August 2014

variable duration, not a fixed frame of time – so, in one combat, a Turn could be a minute, in

July 2014

another a couple of seconds. Attacks and actions are usually resolved when the character

June 2014

takes then, unless a delay is in order and determined by the GM. Initiative is simple: The

May 2014

player left to the GM goes first, then the next, etc. NPCs and monsters act last. In Hard Mode,

April 2014

an alternate system for drawing for initiative makes things more interesting and causes less

March 2014

potential for bickering about seating order at the table- I strongly suggest using it, even in Easy

February 2014

Mode. Surprise is handled by providing a free Turn.

January 2014 December 2013



November 2013 October 2013

Movement in combat is similarly abstract per default, with drawing based on brains or muscles

September 2013

as an alternative to the freeform; if you prefer a more crunchy solution, hard mode bases

August 2013

movement on muscles: move muscles units of measurement and act, or move twice that

July 2013

amount but don’t act. This, once again, is easy to grasp, but makes the game more tactical…

June 2013

and, at least to me, rewarding. Melee is based on Muscles, ranged combat on Brains – so,

May 2013

either way, you’re automatically competent at what you do. Melee requires you beat the

April 2013

opponent’s Muscle value to hit, ranged attacks require that you beat the RV – Ranged Value.

March 2013

Some monsters may have a Defense Value that overrides these; weak monsters that are hard

February 2013

to hit. Hard Mode does provide optional values for tougher damaging of foes, basically a

January 2013

confirmation; otherwise, it’s fairly easy to damage targets, but not necessarily to kill them –

December 2012

attacks only inflict 1 – 3 damage, typically. That being said, incurring damage matters: 5, 2 and

November 2012

0 toughness are thresholds that impose penalties to the attributes due to pain; -2 is the

October 2012

threshold for being dead. Wimpy kids are more susceptible to pain, while certain NPCs can be

September 2012

less susceptible. Furthermore, you can make bad gimmicks based on injuries – broken limbs,

August 2012

concussions.

July 2012 June 2012



May 2012 April 2012

Now, per default, there is NO HEALING. When taking basically a long rest, you regain 1

March 2012

toughness; short rests reduce pain levels. There are rules for first aid, pain killers and long-

February 2012

term treatment that allow for the regaining of functionality, though, as a whole, characters will

January 2012

want to avoid serious injury. From basically video game logic to unreliable healing and drugs that require draws, the customization options presented for the system are impressive here as well.

Categories (Alchemical & mundane) Items



AP

Notice something? Customization is the name of the game and this book has more for you.

Archetypes

Need rules for damaging objects? Included. Rules for fire, fireworks and explosives? Right

Best of…

here. Rules for Fear Challenges (including negative repercussions for (failing to) sleep)…

Campaign Settings

really cool. Now, the GM gets some serious array of tools here: Hazard-wise, we get rules for

Candidates for the Top

falling, light/darkness, rules for sneaking through the shadows, water as a hazard, drowning, hazardous weather, endurance required by long-term tasks, food, air and water – these are simple and fun; the leitmotif for the GM is “keep it simple, make it fun” – as such, the GM section provides advice on the creation of 4-act adventures, reward bonus draws, reward good gimmicks, earned bad gimmicks…and we actually get downtime rules between adventures: These include ways to add/remove gimmicks, bonus draws, equipment or attribute increases; playing games within the game (The PCs are Kids, after all), is also handled – and sidequests can be either used as a story-facilitator, etc. The pdf provides

10 of 2014 Candidates for the Top Ten of 2013 Candidates for the Top Ten of 2015 Candidates for the Top Ten of 2016 Candidates for the Top Ten of 2017

examples for specific games, from whack-a-mole to pinball, including easy examples. Tickets

Classes & Class

can be turned into rewards – though here, something went wrong in the table – there are

Options

strike-through boxes placeholders where card-icons should be, which is somewhat odd…but

Dressing & Fluff

since the basic resolution mechanic is simple, you can deduce the symbol meant). Oh, and if

Encounters

you’re lucky, you can perhaps get ninja throwing stars, switchblades, basically a

Environments &

Commodore=64 with serial numbers filed off…( As an aside: If your German is passable

countries

and/or you enjoy good Synthwave – check out Welle:Erdball, one of my favorite bands…they

EZG Essentials

actually make music with them.)

Feats Haunts



Hazards Magazines

Really neat: Locations have a cost to hang out there and rules that provide restrictions; they

Magic & Magic Items

also have a cool rating; the higher the rating, the less likely bad stuff will happen there. They

Magic Items

usually have points of interest, NPCs – you get the idea. It’s a simple, easy to grasp system to

Maps

codify how you think about locales. Beyond generic NPCs, GMs also get a premade NPC

Mega-adventures

babysitter as a nice example on how the rules can be employed.

Miscellaneous Musings Modules



Monsters & NPCs Old-school modules

Oh, and there, obviously, is the eponymous Stranger Stuff: We get enthralling recorders, a

Other Magic

sentient build-your-own robot toy, tomes, x-ray specs that work…and there are strange

Patreon-related

powers; from astral projection t being forgettable (which comes with a nasty scenario-

Poetry

suggestion earlier) to parasitic rejuvenation and the classic pyrokinesis, these powers run the

Prestige Classes

gamut of the iconic classics. Once more we get a sample character – 13, who is, surprise,

Races & Racial

wanted by the MIB…

Options Ramblings



Reviews Seal of approval

The monsters presented in the next section fall in 4 general categories – Aliens, cryptids,

Setting Supplements

humans and supernatural threats – from maniacs to aliens and sentient ideas, the basic tools

Spells

here are nice. Cooler yet: The year is 1984, so we get a list of highest grossing films, TV

Top 10 of 2010

programs (with network), full moons notes, billboard year-end Top 10 songs and important

Top 10 of 2011

events. The town of Crestview Hills comes with some sample NPCs and locations and serves

Top 10 of 2012

a brief backdrop and default setting for the adventures for the system, with a small town

Top Ten of 2013

named Slim River being close to it, though it is less detailed.

Top Ten of 2014 Top Ten of 2015



Top Ten of 2016 Traits and

Okay, so the pdf also provides an adventure by Kiel Howell – “The Mask Behind the Make-up”

Backgrounds

– it is intended as a Normal Mode scenario and sports a bullet-point break-down: At one

Traps

glance you can see “Adolescent Mischief”, “Crude Humor”, etc. – in short, at one glance, you

Traps, Haunts, Hazards

can determine what could be problematic if you use this for kids or sensitive folks, allowing for

and all the rest

instant awareness and an easier customization…on the other hand, if you’re into horror and/or

Uncategorized

have hardened players, these can just as well act as bullet points to make the respective

Where to Start

aspects more extreme. I really like this and hope that further season 2 scenarios will employ it as well! The adventure is pretty well-made (though it doesn’t sport maps or the like) and enjoyable – and it ties in well with the other Vs. Stranger Stuff offerings, which I will cover in due time.

Places to buy RPGproducts RPG Now Drivethru RPG



The SRD for Pathfinder

A random generator for adversaries, their motivation, etc. allows you to quickly come up with

Paizo

adventure frameworks. We also get a neat full-color character sheet, a full-color location sheet…and a b/w-map of a town, which you can use as a coloring prop…or, you know, color unlocked/pertinent locations.

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Nerdtrek Lou Agresta’s RPGaggression

Conclusion:

Game Design Advice

Editing and formatting, for the most part, are very good; on a rules-language level, I have no complaints; on a formal level, there are a couple of relics where card-suite symbols should be and use/us-level glitches can be found here and there. Not too many, but if you’re picky, it may come up. Layout adheres to an album-style and the pdf uses graphical elements from 80s’ gaming/videos/etc. in subtle ways – it’s not obtrusive, but it is a nice touch and shows the extra care that went into the gorgeous layout of this game. Artworks depict e.g. collectible playingcard paraphernalia, poster-facsimiles, “photos” with strange stuff inside…the overall aesthetics are really neat. The pdf comes fully bookmarked for your convenience.

Publishers Rite Publishing Raging Swan Press AAW Games Playground Adventures Purple Duck Games Rogue Genius Games



Frog God Games

Lucus Palosaari, with additional content by Rick Hershey and Kiel Howell, has really stretched his design muscles with this modification of the VsM-engine. My main issue with vs. Ghosts, in comparison, is that it is very reliant on the ghost-hunting equipment. The acquisition of these isn’t linear, so planning longer games isn’t too easy. Vs. Stranger Stuff Season 2 eliminates that component – it emphasizes different aspects of the game. The locations and their cool rating, and, more importantly, the versatility of the system, deserve a big round of applause: With this game, you can conceivably play a Scooby-doo-type of wholesome kid-mystery…or you can basically go Stephen King-grimdark smalltown-dystopia.

Kobold Press Legendary Games LPJr Design Interjection Games Dreamscarred Press Fat Goblin Games Amora Games TPK Games Run Amok Games Little Red Goblin



Games

The more detailed and simulationalist hard mode rules add a SERIOUS amount of potential for longer games; while the VsM-engine isn’t perfect for epic tales and massive character progressions, the hard mode options allow for well-made and enjoyable “mini-series” – you know, half-year/year campaigns. The emphasis on roleplaying, the dead simple rules – what makes the system work well is still here; this is very much a rules-lite system, even with all optional hard mode options included. However, it is my firm conviction that this works infinitely better than vs. Ghosts to tell stories that are not just a few sequential adventures; in sort, it lets you tell “bigger” stories, with more nuances. The fact that it allows for kid—friendly entertainment and darker stories for adults (or for kids that are like yours truly was…I always had a penchant for the dark and macabre…) in equal measure is another HUGE plus for me. The modularity provided allows you to customize the game according to your preferences and it works well in all scenarios. What more can you ask for? This succeeds triumphantly at its intended vision and most assuredly represents the VsM-based game to get. While the pdf

Alluria Publishing Zombie Sky Press Drop Dead Studios Mór Games Storm Bunny Studios Abandoned Arts Fire Mountain Games Radiance House 0one Games Gaming Paper Headless Hydra Games Necromancers of the Northwest

does have a few cosmetic rough edges, I thoroughly enjoyed this system and look forward to playing through scenarios for it. My final verdict will hence clock in at 5 stars + seal of approval. You can get this cool game here on OBS! You can check out the easy mode (though imho, hard mode is where the system becomes amazing) for free here on OBS! Endzeitgeist out. 10 Like

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Posted by Thilo Graf at 6:41 pm

Tagged with: 5/5, ages 4+, Alchemical and mundane items, Dressing & Fluff, Easy Mode, Encounters, Environments & countries, Fat Goblin Games, FREE, Hard Mode, hazards, Hazards and all the rest, Kiel Howell, low level, Lucus Palosaari, magic & magic items, module, Monsters, Monsters & NPCs, Normal Mode, NPCs, Rick Hershey, seal of approval, Vs. Stranger Stuff Season 2, VsM-engine



2 Responses to “Vs. Stranger Stuff Season 2 (VsM Engine)”

1.

Kiel Howell says: December 5, 2017 at 7:30 pm

Thanks for the review Thilo!!! Thrilled you like it so much. Lucus and Rick really shot for the moon on this book! Reply

Thilo Graf says: December 5, 2017 at 7:32 pm

You also delivered, Kiel – I just felt like it would be weird to go into the details of the module without having covered all the potential tie-ins…and it#s the system-review, which means I try to avoid spoilers. Reply



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