Kickstarters Thread

chuckdee

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I've run a fair amount of Broken Compass, and really like the rules tweaks in Outgunned. I ran the quickstart for my crew and they loved it, requesting a return to the system/adventure once the game is out.
I jumped into it also. I have everything for Broken compass, but not sure about getting the level that will get me the world of assassins in HC because it comes with so much other stuff I'll never use

I hope they have it as just an add-on.
 

Caesar Slaad

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I jumped into this because it sounds cool.

It uses the same general system as Broken Compass, which I have, and Household, which I'm waiting on.
I backed this. I like Broken Compass (which is quite an accomplishment considering I loath most die-pool and spiffy-dice in systems), but haven't scrutinized the Outgunned stuff to see what is different.

One thing that didn't work for me in Broken Compass was the slender electronic support, mainly fillable character sheets. This became an obstacle for me when trying to run it online.
 

johnmarron

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I backed this. I like Broken Compass (which is quite an accomplishment considering I loath most die-pool and spiffy-dice in systems), but haven't scrutinized the Outgunned stuff to see what is different.

One thing that didn't work for me in Broken Compass was the slender electronic support, mainly fillable character sheets. This became an obstacle for me when trying to run it online.
I've been assured that there will be a fillable character sheet for Outgunned (I sopecifically asked because my handwriting is atrocious). They also just cleared a strech goal that gives all backers the Outgunned module free on Alchemy VTT, if that appeals.
 

Bunch

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I was just going to congratulate you on his taste in settings:thumbsup:!
You are going to have to also thank 5e for that. They looked at a room full of RPGs and said which one works with D&D. So I showed them Talislanta Savage Lands for 5e..... And then the gates slowly opened.
 

Imaginos

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I’m currently backing this. I backed BC as well, but pulled out before it was as over. I’m on the fence here. There are things I am interested in, but I’m really trying to cut down on buying, especially via Kickstarter. (Sold my Bloodmarch and Book of Beasts for a forbidden Lands the day they finally delivered).
 

Vile Traveller

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Not game-related, but awesome nevertheless. I'd given up all hope of ever seeing this published. Thank grud for crowdfunding.

 

Acmegamer

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I’m currently backing this. I backed BC as well, but pulled out before it was as over. I’m on the fence here. There are things I am interested in, but I’m really trying to cut down on buying, especially via Kickstarter. (Sold my Bloodmarch and Book of Beasts for a forbidden Lands the day they finally delivered).
Definitely trying to slow down my Kickstarter backing as well. More into seeking out and replacing long gone/lost items now. I did back Bloodmarch & Book of Beasts as well. Why did you sell yours? Didn't find the material interesting/useful?
 

Imaginos

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Definitely trying to slow down my Kickstarter backing as well. More into seeking out and replacing long gone/lost items now. I did back Bloodmarch & Book of Beasts as well. Why did you sell yours? Didn't find the material interesting/useful?
My interest in the FL house system had faded by the time they arrived. I had already gotten rid of the rest of my FL stuff, and then those came in. Still have TW2k, Coriolis, and the MY0 library to get rid of. Just going slowly, trying to manage and curate what I want to keep.
 

Necrozius

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I jumped into this because it sounds cool.

It uses the same general system as Broken Compass, which I have, and Household, which I'm waiting on.
So I’m excited about this: besides Destined and Savage Worlds, I don’t have any “modern” action RPGs.

For those familiar with the rules, how does it compare to other suitable rules sets, like Fate or Savage Worlds? I have both, but play them very rarely because of some issues that I have with both.
 

johnmarron

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Others mileage will certainly vary, but I'll provide my perspective.

I can't compare it to Fate very well, because I've always bounced off that ruleset pretty hard (I find the core dice mechanic kind of bland, and the aspects a bit too abstract). I've run a lot of Savage Worlds in the past, but it is right at the top of my crunch limit these days, and, for me, feels a bit "gamey", if that makes any sense.

Outgunned plays much faster at the table than SW. From reading, you might think that the re-roll mechanic would add a lot of handling time and be clunky, but in play, it's very intuitive and fast, and actually leads to more player engagement in the roll since the rolling player has to make some decisions, and the other players want to see what they decide. My players have also said that it feels empowering, since it is a "fail forward" system, so they get their main objective, just with complications on a failed roll. There are more interesting decisions for players as well, such as "do I use a point of Adrenaline to get a bonus?" or "do I use my Spotlight to do this insane but super cool stunt I just thought of?".

The main thing I like about Outgunned as a GM is that it is super flexible and easy to mod, and is a breeze to run. It's player facing (which is not for everyone I know, but I love it), which frees up my GMing mental bandwidth to run the NPCs, describe the scene, and come up with complications for "failed" rolls. The tone is definitely high-action adventure, and the crunch level is so low that the mechanics don't seem to intrude on the narrative as much as some games do. I spend less time thinking in game mechanical terms, and more time thinking in narrative, story terms.

It's a very light system, so if you want lots of specific rules to deal with simulation, enjoy lots of mechnical differentiation between characters, or want lots of mechanical power-ups over time, it's probably not a good fit for you.
 

Necrozius

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Others mileage will certainly vary, but I'll provide my perspective.

I can't compare it to Fate very well, because I've always bounced off that ruleset pretty hard (I find the core dice mechanic kind of bland, and the aspects a bit too abstract). I've run a lot of Savage Worlds in the past, but it is right at the top of my crunch limit these days, and, for me, feels a bit "gamey", if that makes any sense.

Outgunned plays much faster at the table than SW. From reading, you might think that the re-roll mechanic would add a lot of handling time and be clunky, but in play, it's very intuitive and fast, and actually leads to more player engagement in the roll since the rolling player has to make some decisions, and the other players want to see what they decide. My players have also said that it feels empowering, since it is a "fail forward" system, so they get their main objective, just with complications on a failed roll. There are more interesting decisions for players as well, such as "do I use a point of Adrenaline to get a bonus?" or "do I use my Spotlight to do this insane but super cool stunt I just thought of?".

The main thing I like about Outgunned as a GM is that it is super flexible and easy to mod, and is a breeze to run. It's player facing (which is not for everyone I know, but I love it), which frees up my GMing mental bandwidth to run the NPCs, describe the scene, and come up with complications for "failed" rolls. The tone is definitely high-action adventure, and the crunch level is so low that the mechanics don't seem to intrude on the narrative as much as some games do. I spend less time thinking in game mechanical terms, and more time thinking in narrative, story terms.

It's a very light system, so if you want lots of specific rules to deal with simulation, enjoy lots of mechnical differentiation between characters, or want lots of mechanical power-ups over time, it's probably not a good fit for you.
Thanks for this reply!

I too bounced off hard on Fate, even though I *want* to like it. Similarly for Powered by the Apocalypse games.

Right now I'm quite enjoying Free League rules (Tales from the Loop, Vaesen, Alien). Would you say it is about that degree of crunch at the table?

Basically I'm leaning toward games where there's never a doubt about what stat to roll for whatever action. I don't like overly structured games where dice rolls have to be part of an abstract "drama" system or something. Does player X climb the wall? Make a physical check of some kind (if not specifically "climb" then some encompassing "athletics" or equivalent). I don't want another game where you have to abstract such a basic action into a theatrical or literary "theme" (eg, want to climb that wall? Depends on your intent, is it to move the action forward? To overcome the overall plot obstacle? To gain an advantage onto a specific villain etc...). Sometimes a player just wants to accomplish a specific task and if I think there's a chance of an interesting complication of failure, I want to call a suitable check that involves their skills or abilities, not "plot armor".

I guess that's what I'm wondering about that part.

Edit: had a closer look at the quickstart rules. I like the spread of attributes and skills. I think I'll be cool with this system, actually. It's not too detailed (I have Mythras for that) but not too abstract (ie, Fate or Blades in the Dark).
 

Necrozius

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Quick follow-up.

I properly read through the dice mechanic rules. There's enough there that I'm familiar with. This does look like fun. I quite like this system and it looks quicker and smoother to run than Savage Worlds.

Plus it is pretty. I'm totally in now.
 

Acmegamer

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So I’m excited about this: besides Destined and Savage Worlds, I don’t have any “modern” action RPGs.

For those familiar with the rules, how does it compare to other suitable rules sets, like Fate or Savage Worlds? I have both, but play them very rarely because of some issues that I have with both.
Dave Thaumavore did a decent breakdown of the mechanics in a 16 minute video.


Edit: johnmarron johnmarron Necrozius Necrozius I'm also on Team Bounces off of Fate & PbtA Game Mechanics. Also a fan of MY0 mechanics as well. lol
 

Gringnr

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A Kickstarter for a reprint of the module David Flor made when he was 12? I dunno...

David Flor said:
"I put things in it because they looked cool without any respect for plot, appropriateness, or even the laws of physics."

I'M IN!

 

Mankcam

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You mean the Action Flick hardcover book that is already announced and included with Action Hero pledges?

View attachment 60798
Ah jeez all this is the wrong time for me, I'ld love to get all the Broken Compass and Outgunned goodies
Just too many other financial committments at present, so I'll have to get the general public releases down the track
 

Necrozius

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DCC supers? Guess it was only a matter of time...

Oof that banner image is kind of lazy. Unless they were going for a Wes Anderson look with that big blocky yellow font.

But the illustration isn’t symmetrical, so that doesn’t work either. Ah well.
 

Acmegamer

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Since I was trying to cut back on my Kickstarters, after watching the video review I just felt that I wasn't in the mood for more dice pool systems with various additional mechanics attached to the system. Don't get me wrong I barely made my saving throw not to back it. lol. The production quality of what they're doing intrigued me. :hehe:
 

Mankcam

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Since I was trying to cut back on my Kickstarters, after watching the video review I just felt that I wasn't in the mood for more dice pool systems with various additional mechanics attached to the system. Don't get me wrong I barely made my saving throw not to back it. lol. The production quality of what they're doing intrigued me. :hehe:
Same here. I absolutely love the design, artwork, and production quality of their games Broken Compass and now Outgunned. I'm just not sold on the game mechanics. I have numerous Storyteller/Storypath games, as well as Shadowrun and a few others, and I'm just not into dice pools much at present.

However dice pools would feel right for pulpy action/adventure genre systems, so I might give Broken Compass and Outgunned a go at some stage.
 
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Imaginos

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Since I was trying to cut back on my Kickstarters, after watching the video review I just felt that I wasn't in the mood for more dice pool systems with various additional mechanics attached to the system. Don't get me wrong I barely made my saving throw not to back it. lol. The production quality of what they're doing intrigued me. :hehe:

Perfectly valid. I know I missed the BC campaign, but honestly this one is more my style. I prefer the action flick over the Indiana Jones, though I don't feel they are mutually exclusive. I'm not a huge fan of dice pools like Storyteller system, but I am down with the sets/matches in this one. Plus the gambling risk. I want to watch my players succeed magnificently and crash horribly, both just because of greed. I agree with DT that the mook needs to be more mook instead of so much grit but easily fixed like he pointed out.
 
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