Lago's Dragon Age RPG Review
Posted: Sun May 23, 2010 2:11 am
Okay, I just read the Dragon Age RPG DMG right now. My thoughts are below. I'm not going to comment on everything, just the things that caught my attention. But since this puppy, sans sample adventure, is only 45 pages long I may have covered more than I intended to anyway.
No Table of Contents or credits, huh? I see an index at the back, but no ToC nor any credits. Brilliant editorial decision. Way to start out on my good DARPG. Also, not all of the pages have numbers on them. I know that it's a petty complaint, but it still rubbed me the wrong way.
In my opinion, DragonChild kind of exaggerated on how awful the DMG advice section was. Now granted, that part about encouraging the GM to fucking fudge die rolls if it'll make the game better is bullshit of the highest caliber, but if you ignore that part it really isn't that bad. It does have some novel advice, such as the problem with running Assumption Clashes.
Flight is handled in an abstracted but still functional way. The advantage flight gives is large but not dominating, since it eats up your actions. It earned some brownie points here.
I was not very pleased with how broadly they sketched the resolution system. Like DragonChild noted, the difficulty cap is kept very small in line with low-key heroics (typical resolution is 3d6 + focus (a +2) + relevant ability (kept in low single-digits) +/- 1-3 points for situation. A nigh-impossible task (highest listed in the book) is listed as having a difficulty of 21 so I am definitely feeling DC on the difficulty cap. That said, a low overall power doesn't necessarily make a game bad, it's a preference issue; I only get pissed about low power levels when the game bait and switches me as being able to play an uber-heroic hero of heroism like in D&D 4E. I've never played Dragon Age: Origins so I don't know how well this reflects the setting; someone else will have to get angry for me. The game is only designed to go up to level five, however, and the DMG continually makes promises about about more shit being released in expansion material in the book. I do not approve of this, because if the Epic Level Handbook has taught us anything is that it's really goddamn hard to copypaste new advancement on top of a system--and considering how strictly this RPG seems to control the power level, I can't see anything good coming of this. (edit: in the advancement system the Dragon Age RPG promises new levels in expansion sets 2, 3, and 4. Oh my.)
Advanced Tests are done in a stupid way. If you've played Shadowrun it works mostly like Extended tests there where you roll dice a finite number of times until you have enough successes on individual die-rolling instances until the plot advances, only they have to stick their Dragon Die dick into something that should be easy. Oh, have I mentioned Dragon Die? Remember that basic 3d6 resolution roll I mentioned? Well, one of the die is a 'special' one that is a Dragon Die that normally does nothing special. But occasionally you'll have a test (like this one) where the number you roll on it is important.
Extended tests, like in Shadowrun, have two separate benchmarks. One is the Basic Test Difficulty, which is like the TN in that game. The other is the Advanced Test Difficulty, which is like the number of 'hits' in Shadowrun. But instead of just counting the number of times you succeed, you need to keep recording the value of what you get on the Dragon Die on successful tests until the total sum of what you rolled on Dragon Die equals the Advanced Test Difficulty modifier. Was something wrong with just hits? If there was a way to modify what you rolled for your Dragon Die I could see the point of this--and there may be, I haven't read the Player's Handbook yet--but if there isn't it's just extra complication for no fucking reason. Yes, it adds extra granularity to the system, but for a game that's as low-key as Dragon Age it's pointless. It'd be an acceptable (but overly complicated) idea for a game with a wide range of possible results like Dungeons and Dragons, but for a Grimdark Bodice Ripper: The cRPG? Why?
The monster system in the book isn't awful, but it's pretty close. If you're familiar with Shadowrun or 4E D&D's monster manual, you've seen them here. Monsters are about as diverse as those in those books, take from that what you will. There are two little blurb about altering monsters at the beginning that is basically 'make the numbers bigger', but you're clearly supposed to copy-paste monsters out of the book unless you're making Humanoid Bandit With No Superpowers, which you can create on your own. Monsters are not assigned a difficulty rating, which is a huge problem for beginning DMs. The reason they didn't assign a difficulty rating will be revealed in the next paragraph, but still, they should've fucking done it. The typesetting for the monster manual is really, really bad. Seriously, whoever did this should be given a pink slip. Like, they'll have the description for a Giant Rat and then do a description for two more monsters. THEN they give the power card for a rat after wasting three paragraphs describing other monsters.
Advancement in DARPG is really, really goddamn slow. Experience rewards are fixed regardless of character level. An 'average' encounter hands out 200 experience--routine and easy encounters hand out 0 and 100 experience while a hard one hands 300 experience. Getting to level 5 takes 11,000 experience. The example box had the players going through a routine, a hard, and an average encounter for 500 experience. Which means if the gaming session plays every Saturday for 5 months they'll be at level 5. And since each level takes an additional 500 experience to gain, this grows unmanageable fairly quickly. Why did they fuck this up so badly? If you have fixed experience rewards you should have fixed level advancement built into the goddamn system. The decision on how fast to level up PCs should be put in the hands of the DM. In a kick in the balls to game balance, PCs get more experience if the encounter was hard for them. Not the objective difficulty of the encounter, mind you, but how difficult it was to accomplish. This means that you get less experience for ambushing and curbstomping a shadowspawn brigade with lucky rolls than your party getting your ass handed to it by a hamlet's militia because the party rolled poorly. GG, Green Ronin. Also, characters gain 1d6+Constitution in health every time they gain a level. Fuck you, game designers.
The magical item system in the game is a joke. ALL of the example items in the game fit onto seriously one page. Worse yet, there is literally no way to get magical items in the game except by DM fiat. There's not even a dinky magical item table that you get to roll on like in AD&D. There's a 1/3rd page of worthless description that talks about how they're forged in the default campaign setting but nothing on how, why, or when the DM awards magical items. Fucking ridiculous. Not that the sample magical items are very good or exciting, 80% of them being 'adjust this number in this direction', but still.
I haven't read the sample adventure yet, but I probably will.
Verdict: It's not an awful purchase for 15 dollars, I have done and seen a lot worse, but there are still some truly baffling design decisions in the game. I wouldn't volunteer to run or play in such a game, but if my players asked me to run it I wouldn't say no.
I guess I'll read the Player's Handbook and the sample adventure sometime soon. The stunt system actually looks kind of interesting.
No Table of Contents or credits, huh? I see an index at the back, but no ToC nor any credits. Brilliant editorial decision. Way to start out on my good DARPG. Also, not all of the pages have numbers on them. I know that it's a petty complaint, but it still rubbed me the wrong way.
In my opinion, DragonChild kind of exaggerated on how awful the DMG advice section was. Now granted, that part about encouraging the GM to fucking fudge die rolls if it'll make the game better is bullshit of the highest caliber, but if you ignore that part it really isn't that bad. It does have some novel advice, such as the problem with running Assumption Clashes.
Flight is handled in an abstracted but still functional way. The advantage flight gives is large but not dominating, since it eats up your actions. It earned some brownie points here.
I was not very pleased with how broadly they sketched the resolution system. Like DragonChild noted, the difficulty cap is kept very small in line with low-key heroics (typical resolution is 3d6 + focus (a +2) + relevant ability (kept in low single-digits) +/- 1-3 points for situation. A nigh-impossible task (highest listed in the book) is listed as having a difficulty of 21 so I am definitely feeling DC on the difficulty cap. That said, a low overall power doesn't necessarily make a game bad, it's a preference issue; I only get pissed about low power levels when the game bait and switches me as being able to play an uber-heroic hero of heroism like in D&D 4E. I've never played Dragon Age: Origins so I don't know how well this reflects the setting; someone else will have to get angry for me. The game is only designed to go up to level five, however, and the DMG continually makes promises about about more shit being released in expansion material in the book. I do not approve of this, because if the Epic Level Handbook has taught us anything is that it's really goddamn hard to copypaste new advancement on top of a system--and considering how strictly this RPG seems to control the power level, I can't see anything good coming of this. (edit: in the advancement system the Dragon Age RPG promises new levels in expansion sets 2, 3, and 4. Oh my.)
Advanced Tests are done in a stupid way. If you've played Shadowrun it works mostly like Extended tests there where you roll dice a finite number of times until you have enough successes on individual die-rolling instances until the plot advances, only they have to stick their Dragon Die dick into something that should be easy. Oh, have I mentioned Dragon Die? Remember that basic 3d6 resolution roll I mentioned? Well, one of the die is a 'special' one that is a Dragon Die that normally does nothing special. But occasionally you'll have a test (like this one) where the number you roll on it is important.
Extended tests, like in Shadowrun, have two separate benchmarks. One is the Basic Test Difficulty, which is like the TN in that game. The other is the Advanced Test Difficulty, which is like the number of 'hits' in Shadowrun. But instead of just counting the number of times you succeed, you need to keep recording the value of what you get on the Dragon Die on successful tests until the total sum of what you rolled on Dragon Die equals the Advanced Test Difficulty modifier. Was something wrong with just hits? If there was a way to modify what you rolled for your Dragon Die I could see the point of this--and there may be, I haven't read the Player's Handbook yet--but if there isn't it's just extra complication for no fucking reason. Yes, it adds extra granularity to the system, but for a game that's as low-key as Dragon Age it's pointless. It'd be an acceptable (but overly complicated) idea for a game with a wide range of possible results like Dungeons and Dragons, but for a Grimdark Bodice Ripper: The cRPG? Why?
The monster system in the book isn't awful, but it's pretty close. If you're familiar with Shadowrun or 4E D&D's monster manual, you've seen them here. Monsters are about as diverse as those in those books, take from that what you will. There are two little blurb about altering monsters at the beginning that is basically 'make the numbers bigger', but you're clearly supposed to copy-paste monsters out of the book unless you're making Humanoid Bandit With No Superpowers, which you can create on your own. Monsters are not assigned a difficulty rating, which is a huge problem for beginning DMs. The reason they didn't assign a difficulty rating will be revealed in the next paragraph, but still, they should've fucking done it. The typesetting for the monster manual is really, really bad. Seriously, whoever did this should be given a pink slip. Like, they'll have the description for a Giant Rat and then do a description for two more monsters. THEN they give the power card for a rat after wasting three paragraphs describing other monsters.
Advancement in DARPG is really, really goddamn slow. Experience rewards are fixed regardless of character level. An 'average' encounter hands out 200 experience--routine and easy encounters hand out 0 and 100 experience while a hard one hands 300 experience. Getting to level 5 takes 11,000 experience. The example box had the players going through a routine, a hard, and an average encounter for 500 experience. Which means if the gaming session plays every Saturday for 5 months they'll be at level 5. And since each level takes an additional 500 experience to gain, this grows unmanageable fairly quickly. Why did they fuck this up so badly? If you have fixed experience rewards you should have fixed level advancement built into the goddamn system. The decision on how fast to level up PCs should be put in the hands of the DM. In a kick in the balls to game balance, PCs get more experience if the encounter was hard for them. Not the objective difficulty of the encounter, mind you, but how difficult it was to accomplish. This means that you get less experience for ambushing and curbstomping a shadowspawn brigade with lucky rolls than your party getting your ass handed to it by a hamlet's militia because the party rolled poorly. GG, Green Ronin. Also, characters gain 1d6+Constitution in health every time they gain a level. Fuck you, game designers.
The magical item system in the game is a joke. ALL of the example items in the game fit onto seriously one page. Worse yet, there is literally no way to get magical items in the game except by DM fiat. There's not even a dinky magical item table that you get to roll on like in AD&D. There's a 1/3rd page of worthless description that talks about how they're forged in the default campaign setting but nothing on how, why, or when the DM awards magical items. Fucking ridiculous. Not that the sample magical items are very good or exciting, 80% of them being 'adjust this number in this direction', but still.
I haven't read the sample adventure yet, but I probably will.
Verdict: It's not an awful purchase for 15 dollars, I have done and seen a lot worse, but there are still some truly baffling design decisions in the game. I wouldn't volunteer to run or play in such a game, but if my players asked me to run it I wouldn't say no.
I guess I'll read the Player's Handbook and the sample adventure sometime soon. The stunt system actually looks kind of interesting.