Passa ai contenuti principali

[TIPS] ICRPG, aka "The Ultimate GM guide"

This Is not a review. This Is an article in the TIPS series. It Will feature... Tips. In no more than three points, I won't tell you how this game works, because calling It 'a game' would be like talking about d&d books and calling them 'toys'... I Will tell you more about how this tome Will make your games work Better. 

So. Read this. 
Oh and buy It here 👉 https://www.drivethrurpg.com/m/product/212262

1. Friendly
This book Is Easy, in a good way. Not that Easy to grasp if you think in the standard fashion, but the reason why you should read this Is to avoid thinking that way. 
This game Is written with a familiar, friendly voice. You'll fill the awesome author speaking to you, in the way he does on his YouTube Channel. 
It Is funny, useful, brilliant. 

2. Wisdom
This tome contains more wisdom than you'll never read in regular d20 books. I mean, it's all about excellent shortcuts to keep the adventuring vibe moving along with innovative and modern bits to make this different enough to be considered its own Beast. 
It Is a new way to perceive Adventuring oriented games, with a brilliant "room difficulty --> roll High --> deal effort to complete a task" routine that Will be easily understood and deeply managed but the wise GM. 
This Is an immense Ocean of possibilities. And this leads to point 3. 

3. Multigenre
This tome Is good for Any genre. Yeah, its "we're Always on turns in moments/hours/days" might lead you to the (wrong) assumption that this game Is all about smashing buttons. It Is NOT. This game Is about roleplaying gamers loving what they do. 
It Is easily applicabile to:
- sci fi (looking forward to dig into this to experiment with Mass Effect! And/or Discovery oriented Star Trek!)
- Pure fantasy (Lord of The Rings has never been easier!)
- Urban Fantasy (managing the effort mechanic and using different dice for different purposes might lead to an EXCITING in and out game differentiation between vampires, mages or werewolves)
- Cyberpunk... i mean. The Altered State setting Is what I feel cyberpunk should be!
- Cinematic thriller/near future investigation (infiltration, small tech thriller, espionage, intelligence...). 


This game uses the above mentioned unified system to overcome in game obstacles: killing a Monster or hacking a system are the same thing, you Just use different dice (i.e., D4 for Mundane, d6 for weapons) to track advancement and once you reach the threshold (expressed in ❤️, with the simple formula ❤️ = 10), you did It! It Is EXCITING and flexible. You Always find a way to be useful as a PC and It Is great! 

This Is not a game. 

This Is a plug and play masterpiece, a set of rules and rules hacks to guide your through the perfect d20 alchemy, and beyond. 

This Is THE guide that ANY wise GM should Always Carry in their backpack, no matter the game they're playing. 

Buy It. Gamer changer. Boom. 

Commenti

Post popolari in questo blog

Dark Classes I: The Shaman

Welcome to the first article of the "Dark Classes" series! This blog is currently set in the Amherth investigation oriented campaign I'm running, which uses a mix of LL and BFRPG.  My aim is to focus on B/X-ish material and most of my focus will be on LL Classic.  Here I present "The Shaman", a class I came up with thanks to the story of my beloved girlfriend, which eventually brought us to Cirice Harrow, one of the characters playing the aforementioned campaign. You can check out a general introduction  here . Concept The Shaman has born to recreate the idea of a gifted "witch". There is a single Shaman for any given era. In our case, Shamans see light in the Tradeport's  Harrow Faimily , a noble house concerning about alchemy.  Shamans are gifted  girls  (no man-Shamans) who start dreaming and feeling elemental spirits, nature essences talking to them. They do not study to become one, they just try to focus on their inner experiences...

Amherth Diaries, Session VI: Witch Hunting

It didn't take too long. The "nice and lighty" house in the forest wasn't there anymore. A decaying house and sense of danger now stood in the woods.  The door was unstable and moved back and forth to the wind, on an unnerving high note.  While The Grim and Beatryce the Priestess, most of the other stay in the invisibility aura cast by Master Jansen... The Witch is on the roof and wanna surprise them, but miserably fails...  It takes about two rains of arrows and spells to pull her down. She summons seven ghost pyres, which die pretty quickly at the Undead Turning of the rightful Beatryce. Before actually dying, the witch seems to "crawl" away (or at least her soul), retiring from the woods and going deeper, reaching and old manor, sourrounded by foul flora and a weird light in the moon. Beatryce, his comrade "May I" (a guy who first slams doors, then asks for permissions), Master Jansens and his mysterious small-sized assistant dec...

Amherth Diaries, Session V: Dreams

After Shaedy transforms into a giant greywolf, the party is kinda upset. Really difficult to keep calm.  Beatryce, the priestess and lady-commander of the Adventurer's Guild seeks for a solution, believing this being a curse. Elower asks for infos from her twin sister Alowar, which is not the funniest girl in the world (and, if you remeber, they usually share experiences cheating on their identity... nice girls), but knows a bit more about magic. She wants to see the wolf and (possibly) the item (fur cloak).  She enters the adventurer's guild, pretending to be Elowen. Her cheating doesn't last long, since she starts behaving like an a*****e, but at least tries something out and it seems like (at least by her knowledge) the enchantment might end at some point... In the meanwhile, characters prepare for the wood expedition (they still have to take care of the "witch" the night after, along with the mages of the academy and Beatryce herself).  Beatr...