Avatar Legends: The Roleplaying Game brings you and your friends into the beloved setting of Avatar Legends— as new heroes of your own stories! Weave tales of self-discovery and action with your team of friends, and go penguin-sledding while you’re at it! In this RPG, you might face off with the Triple Threat Triad in Republic City, travel through a spirit portal to rescue a missing child, negotiate peace between Earth Kingdom outlaws and the sages’ council, pursue enemies and mysteries throughout the Four Nations, and even learn a thing or two from beloved Avatar Legends characters.
A very different game to what I'm used to. Ordered this on Kickstarter pledge mainly as my two sons are huge fans (20.and 12y old). In the interim I've watched all ATLA and started Korra, and appreciate their enthusiasm. This is a more narrative game than I'm used to, coming from an 80s background of DnD and it's variants. It's reduction of dice rolls, few stats, and emphasis on RP and conditions/ statuses works well for the most. I like the concept that the players and GM are kind of creating episodes of a series, with focus on cinematic style and pace of plot. I think they handled the de-emphasis of the details of the Bending well, making the use an aspect of character rather than the primary drive. Rather the characters and their archetypes, with their conflicts, balance, and principles are the main driver (and in a way the 'classes'). How does it play? I'll have to report back, but as initially complex as it seems I think it'll flow okay. The layout of the book seems adequate, perhaps it could be a little clearer and more concise. The sourcebook aspects are excellent and the idea of playing in different eras is really good. I imagine the latter three would prove the most popular. The mini adventure seems a reasonable starter, although the loose structure might feel awkward to some (like me! But trying to be open-minded). Overall a good product, and for those into more creative and narrative based (versus combat/ crunchy) TTRPG it's worth a look.
Awesome PbtA game with some improvements to what Magpie Games have done before. It is similar to Masks: A New Generation, but with a more adventure story style. The combat system is very good and much better than most "traditional and mainstream" RPGs, blending narrative and strategy to tell great stories.
I think the letdown about this book for me is it should have more GM advice in how to run adventures and sessions. There are still good advice written, but it could get a little more deeper in how PbtA works for those people that are accustomed to other types of RPGs.
An interesting role playing system (a variation of Powered by the Apocalypse, done entirely with 2d6 dice rolls) that rewards emotional investment in your characters. The book itself, though, sometimes makes it harder than necessary to look up how different parts of the rules play off each other. I'm enjoying playing this with friends and hope the publisher continues to publish expansions getting into the weirder elements of the Avatarverse
How? The Round Rock library had it. Yeah, that's right, I have library cards for two Austinland library systems. (Also I followed with interest the $9.5m Kickstarter for this project.)
What? Once upon a time there was a cartoon called Avatar: The Last Airbender, which was all about the last airbender's quest to achieve avatardom (being able to master all four elements) and to stop the Fire Nation from destroying the Water Tribes and Earth Empire (after already killing all the Air Nomads).
Then there was another cartoon that took place a hundred+ years later called The Legend of Korra, which was all about this new avatar's attempt to... well, it was a little less easy to boil down, but she was fighting against various forms of oppression and supremacism (iirc) in a world that was a lot more modern and technological than the original cartoon's.
Along the way there were comics and novels; and since the avatar was one person in a long lineage, there were lots of allusions and even entire episodes given over to, say, looking at what the world was like back in one of those days.
At its heart, though, the shows -- which involved a lot of magic elemental bending and fighting -- focused a lot on how these kids felt towards each other and the world.
And that's the game here: the designers really smartly decided to give several different periods you could adventure in, each with their own troubles and themes; but the heart of this game, like Magpie Games's other superhero game Masks, is really about feelings. So there are a few lists of special moves you can learn as a firebender or martial artist, but all of that stuff gets abstracted as one type of skill; and there's actually probably as much material here on how each character type is split between two principles and what effect it has if you are pulled too far in one direction or another (say, towards accomplishment and away from community).
Yeah, so? Just on a casual skimming of the game, this seems like a really nice melding of mechanics and narrative: like, most of the time, a fight in Avatar doesn't deplete your hit points and leave you dead, it leaves you doubting yourself as you barely flee from a Fire Nation army. And as a book that's aimed at new players who love Avatar but don't know RPGs, there's several extended examples of play. It still seems maybe a little complicated for really new (and young) players, but there's a fair bit of handholding throughout this very nice and lavishly illustrated book.
But... I'd still probably prefer to rewatch the Avatar shows.
This is maybe less about this RPG book than about the Avatar universe, but I don't really see a way in to tell an interesting story that isn't just a return to the beats (and places) of the show. Well, on second thought, maybe that is saying a bit about this book, because there is some info on the world and the people (and a sample adventure), but it doesn't make the universe come alive for me except as a reference to the greatest hits of the show.
So: it had a huge kickstarter, but how many people are actually playing this?
I read this book because my family wants to play the game and I'm the designated GM. I've read many game manuals in my time and this one gets high points for production values and low points for organization and presentation of the game concepts.
I'd say that two-thirds of the book is about character creation and character abilities, and yet the book lacks a character sheet (you need to go to the game's website to download these). It would have been helpful to have a character sheet with a general overview of its elements and then explain these as the book progresses - building a character along the way.
I was stopped many times while reading, as the book mentioned another game element that would be described in more detail later. I found it very frustrating to have to put things together, when it should have been put together for me. For example, Balance is explained on page 102, and again on page 120, Balance Moves are explained on pages 137-141, but the diagram that helped me finally understand Balance was on page 218. I did a lot of going back and forth in the book trying to understand the whole Balance concept, which seems central to the game. This shouldn't have been necessary.
With a considerable length of 300 pages, I would have expected a lot more material for the GM. There are a lot of game mechanics for fighting and story-telling/conflict resolution but little else. The book mentions the various novels and comics that are also background to the game (I guess?) and yet the map is pretty sparse. There is a lot more material that has been compiled by unaffiliated groups online. I would have expected more here since I paid for it.
I could go on more, but I have a game to prepare for. Just let me say the book is beautiful but the contents are flawed.
This is a super well written sourcebook. It feels very friendly to new players. Even if you’ve never dabbled in TTRPGs before you shouldn’t have a problem picking this one up!
Lecture assez dense pour ce jdr basé sur l'univers des deux séries Le Dernier Maître de l'Air et La Légende de Korra (et tout autre support qui ont raconté des histoires dans cet Avatarverse).
Au premier abords, le livre nous en apprend directement sur l'univers. La Maîtrise des éléments, mais aussi les Esprits et l'affluence de la Technologie. Il y est décrit les différentes époques jouables allant de Kyoshi à l'après Korra. Chacune d'elle apporte ces thèmes et son lot de découvertes et de personnages emblématiques.
On enchaîne après sur les Bases du jeu, la création de personnage et les règles pure et dure, surtout dure car mine de rien c'est touffu comme lecture. Point positif, le livre est rempli d'exemple pour illustrer ces dires. Chacunes des règles à le droit à son petit exemple.
De bons conseils pour jouer et faire jouer, le tout avec des exemples, à ce jdr. Très intéressant, peux être lourd de visu mais à voir en testant autour d'une table.
Exigeant mais pas forcément compliqué. Il me tarde de me lancer dans des aventures dans cet univers.
This book is amazing for fans of the series as it offers so much, the rules seem simple but the design is amazing and it looks like the authors of the book are true fans of the series as their is much attention to detail within the book. The option of playing in multiple eras is great as it means that no two campaign will feel the same as avatar will continue to expand which means their will be more options in the future.
Can’t wait to form a group and play this game. It’s going to take some getting used to, maybe a little confusing at the beginning, but seems to be a great and fun way to go on a shared adventure. Also a lot of interesting bits and pieces of information about the avatarverse, which I enjoyed reading.
It is very well written. It references the shows, the books, and the comics. I love that it gives you options to play in different eras. The hero archetypes are interesting, and I loved the idea of focusing the gameplay on a character's internal battle.
Ultimately, I have not tried playing in the system yet.
Very well-written guide to not just Avatar table top gaming but also offers tips and tricks for all forms of tabletop role-playing games. In addition, the entire first part of the book is a well-written overview of each major era in the Avatar universe.
Kind of confused as to how to play this without reading the rules every 8 seconds but I won't be able to play it for another 10 years or so, ergo: four stars
Estoy evaluando el libro, no el juego. Creo que por momentos, es bastante complejo y la información podría estar más simplificada. Sobre todo los ejemplos.
Great TTRPG for any fan of the Avatar series and world! Far more narrative-focused and softer on the actual mechanics than other TTRPGs I've played like Dungeons & Dragons, but I feel it fits the Avatar world perfectly!