The Fantasy AGE Basic Rulebook is your entry point to tabletop roleplaying. Now you can be the hero in your own sword and sorcery adventures! This is the game played on Wil Wheaton’s new tabletop RPG show, The Ashes of Valkana. The Adventure Game Engine (AGE) rules are easy to learn, and feature an innovative stunt system that keeps the action tense and exciting. This Basic Rulebook includes full 20 level advancement for all three classes, a new magic system, advice for players and GMs, and an introductory adventure so you can get started right away. You can use Fantasy AGE to run adventures in the campaign setting of your choice or a world of your own creation. A new AGE is upon us!
Solid, generic fantasy role playing rules that offer a great sandbox for home brewed settings, or for those who just don't dig the Dungeons & Dragons system. Fantasy AGE is easy to learn and (seemingly) easy to run - it provides an abundant set of tools to get started, and some useful advice for first time GMs (the obvious strength of having a rule set penned by Chris Pramas); but this core book is slim, feels a bit like a preview, and it begs to be expanded. The included bestiary is super lean, and you won't find the comprehensive situational coverage that a more rules heavy system like D&D or Pathfinder will provide. What you will find is a really nifty stunt system and a great way to run a short campaign or some exciting, action-oriented, one-off adventures. Fantasy AGE might be a good way to introduce novices to RPG concepts. Lots of potential here... I hope they continue to build upon it.
I must admit that I had never heard of this game before idly picking it up as a reasonably easy read. As someone who is very interested in tabletop role playing games [1], I do not have a very high threshold for reading such books and trying to understand what niche they are trying to fill. In this case, it did not take too long before I saw that this particular book was aimed at a fairly basic level of gamer, someone who didn't want a lot of die rolls or complicated sets of die and wanted a straightforward d6 tabletop role playing game that offered a simplified class system and streamlined gameplay. The fact that the game has been played by noted geek Wil Wheaton adds to its appeal for a certain audience that is more mainstream than a hardcore D&D or Pathfinder player but still someone who is at least open to playing tabletop role playing games. To its credit, the authors of this book offer a great deal of variety and are pretty open to the fact that they view the cauldron of fantasy games and literature as being fair for appropriation.
The book itself manages to contain a surprising breadth of material in its less than 150 pages of material. As might be expected, that expanse of breadth comes with certain sacrifices in depth that will be unsurprising to those who are familiar with other more complicated games of its type but may not be as obvious to those who are not so familiar. The book is divided into two twelve chapters that are in two unequal parts. The first part is the player's guide, and it includes a very basic introduction to the art of tabletop role playing games. After that comes chapters on character creation, with only three classes: mage, rogue, and warrior, basic rules, character options and specializations, equipment, magic, and stunts. These chapters take up over half of the book. The remaining six chapters are included under the Game Master's Guide. These chapters include material on the job of the game master, mastering the rules, adversaries, rewards, campaign settings, and a beginning campaign in Highfalls Swale. This is followed by a glossary and index. Overall, the contents of this book manage to combine what most games of its type would take several volumes of much more detailed and complex material to cover, but which might be too complex for most beginners.
Ultimately, I see the value of this particular book and the game it is from as serving as an introduction to this style of gaming as a whole. Admittedly, for someone like me, this game is more than a little bit basic and not nearly filled with enough options or complexity to fully interest me. On the other hand, the book and game are at least a knockoff brand of reasonable competence and if I was playing this game with some novice gamers who were just getting into role playing games I would likely enjoy myself. As I think that most other gamers would feel the same way, I can admire how this game strives to carve a niche as a gateway to more complex and more detailed role playing games, providing novice gamers with an entry-level game that alerts them to the possibilities of fantasy and role playing without demanding too much of them aside from alertness and creativity. I can see that this game would at least cultivate those who can move on to more advanced games without too much difficulty after mastering this one, and that is likely what this game was created to do. It may be a low bar to reach, but this game appears to have accomplished its mission.
I either lost one of the books I was reading, or I finished it and it was so unimpressive I forgot what it was, but I found myself with a book slot open.
So I grabbed this one which had been given and recommended by a friend who said he had a lot of fun with it, but was done with it.
Well, I thought I’d read it and see what he saw in it. Though to tell the truth, all the other games he’s recommended I read have left left with ‘what’s-just-under-meh?’
D&D 4th edition—so bad I couldn’t even finish reading it. The One Ring, 2nd edition - which I’ll try to read, but he still can’t tell me why it’s any different from either 1st edition or any other fantasy RPG, and “ShadowDark” yet another in a long line of super-simplified D&D clones which result in… just another D&D clone.
A quick flip through the book tells me, yup, this is just another ‘House Rules for D&D, except desktop publishing is so cheap that now I can call myself a Game Designer!’.
I cannot promise I will finish this book.
Under the ‘What is a Roleplaying Game?’ you’ve got this gem: “The action is similar to computer roleplaying games.” Which is exactly why most of them suck!
Apparently I did misplace a book and then find it again because now I have 11 books on my pile. Oh well.
“As many of you surely know already…” apparently there is a web series with Will Wheaton either playing or running this game. But what kind of losers are watching web-shows of people playing role-playing games!?! That sounds about as exciting as watching someone take huge dump! And I’m a fan of Will Wheatons!
You should definitely play RPG’s in the basement, but you should leave it after the session is over!
Seriously? NINE abilities? I’ve seen worse, but it still seems like way too many to me. Heck 6 is too many.
It starts out with the default of rolling all ability scores randomly but gives you the option of 1) arranging them in whatever order you wish and 2) simply allowing you 10 points to raise abilities from 0 but does NOT give you the ability to lower any ability below zero.
I supposed Backgrounds and Social Class are relatively new…? Nope. Tables like these have been around forever and these rules add absolutely nothing new to them.
I certainly understand that that is not what it is intended to be.. “New D&D, just like the Old D&D!”.
But it’s still agonizing dull to read.
Once it gets into “Basic Rules” it becomes much easier to read. The rules are pretty ‘common sense’ and definitely seem to ‘fix D&D’ which appear to be the rules only agenda or distinction.
The 15-second turns are definitely unique and I don’t see the point, but I’ll read on.
I’ll admit the combat system and Stunt system is pretty admirable and steal-able. It solves a problem in D&D that been around since the beginning in an elegant and high verisimilitude way. Definitely good house rules for any RPG.
The “I’m not really a skill system-skill system” which they call “Ability Focuses” is less successful. It’s really the exact same thing as the thousands of ‘Feats’ from D&D 3.5. It gives a +2 in specific situations and you and the GM will just have to argue about everything else having to do with the skill. Meh.
The talents section gives 27 new talents and each talent has 3 different levels to give plenty of difference to characters. This seems very nicely done. Especially since the different levels of the abilities don’t just add “+1” to the previous abilities but actually make new and better abilities in the same theme of the talent.
The talents are actually wonderfully described and very evocative. Even the ones that you’d think no one would take because of their usefulness are well worth taking if they are in character. Definitely worth stealing for another game if you don’t play this one.
Ugh. Just when I was going to complement them on the simplicity of the rules so far. Basically a D&D 3.5 that provides much better balance and much more simplicity, I get to the section on “Specializations” which boils down to “Prestige Classes” duct tapped to regular classes and providing millions of variations!
In this book there are only 12, but you can be sure there will be more and frankly, the ones listed here are pretty stupid.
At least these are structured the same way as the talents are: Novice, Journeyman and Master. And if they were simply talents, I’d have no problem with them. But as it is, this is just another set of munchkin bait. Ensuring I’d rather find another game to play.
The Equipment section is very well done and has illustrations for all the weapons, though not the armor which is strangely categorized generically a Light/Heavy, Leather/Metal/Plate.
Guns are also evident and having only the minor problem of higher prices and a reloading time of a Major Action I can’t see how they won’t dominate the game.
Yet the clothes are detailed from Breeches to Vest.
There are trade goods and raw materials, as well as ‘professional gear which includes musical instruments.
Also food and lodging even some home and hearth items.
So a wide selection and good starting point.
The “Magic” chapter doesn’t surprise. It is a magic spell point system with magics treated much like talents and prestige classes with Novice, Journeyman and Master levels like everything else. Casting spells in armor costs more magic points than not wearing armor. Casting spells requires a dice roll. Spells also make use of Stunts that give extra effectiveness.
Each type of spell (colleges if you will) has a different Talent. The levels of the talent determines what spells you learn. It gives a little bit of flavor for a lot of fiddlyness.
There are 48 spells this book which seems pretty lame for a fantasy game.
Each talent allows for learning 4 spells (at various levels).
The spells are well described though honestly they seem more like spells from a video game than anything from a novel. A part of me things this is more intentional than not.
I was actually about to abandon this review and abandon reading this game because truly, it’s just another D&D and doesn’t really add much to it that couldn’t be done with a few house rules.
But chapter 6 is “Stunts” which I’ll be the first to say is the most original and interesting mechanic I’ve seen in a very, very long time.
So I’ve got to finish this chapter.
I have to say I absolutely love these stunts!
The Stunts rules are definitely the most interesting and unique thing about this game and it’s very tempting to steal it for EVERY game I want to run.
Since I’ve hit the Gamemaster’s Guide I’ll probably abandon reading the game at this point. The guy who gave it to me is no longer in my gaming group and while I appreciate some things about this game it’s still Just Another D&D to me and I can’t see any reason I would want to play it or run it.
I’ll give it 3 stars because if you were looking for a fantasy RPG this would be one worth looking at, but it’s still really just house rules for D&D.
I am reviewing the 1e version of this game/book as that is the version that I have on my shelf. I wanted to like this game system because of the Dragon AGE version. What I found instead is a system that seemed to spend a substantial portion of its word count telling us why it is the same and not differentiating itself from others in a competitive markets. Because of this I didn’t want to run out and tell my game group I found this great game. I hope that Green Ronin did expand as well as lean into what makes them different. I am afraid that as presented it fades into the background of games that want to do something different but doesn’t get that point across clearly enough. Build quality the art and paper/print quality are top notch.