- File Size: 2906 KB
- Print Length: 441 pages
- Publisher: Superior Games Books (July 4, 2011)
- Publication Date: July 4, 2011
- Language: English
- ASIN: B005ALS1V4
- Text-to-Speech: Enabled
- Word Wise: Enabled
- Lending: Not Enabled
- Amazon Best Sellers Rank: #1,764,906 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Challenger RPG a Free Roleplaying Game Kindle Edition
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Top Customer Reviews
I rated this game 5 stars because it's a good quality free indy game. The people giving it one star because it's not up to the same standards as D&D 4E are expecting too much from a FREE game. When Wizards of the Coast puts out free D&D stuff, it's not nearly as expansive as this book. It seems that this game was put together by an old-school gamer for other gamers to enjoy. If it seems like this is similar to D&D 1E, it's because that game was also designed by a small number of gamers for other gamers to enjoy. If you like older style rpg materials with simple art and rules, get this game! If you're a fan of newer games with big, flashy and expensive books, it's a free game...get it anyway!
Finally, people expecting a video game should have read the description. Even if it was not possible to see that this was a book and not a video game, it does not deserve a one star rating. Such ratings should be reserved for books that are offensive, harmful to others, or cheat others out of their money. This book is a way for people to unlock the possibilities of their imaginations and does not cost any money. If it's not what you were looking for, delete it from your kindle or get a gaming group together and try it out. From the what I can see of the one star reviews, those people's overall literacy skills could greatly benefit from turning off the gaming consoles and getting into some real gaming!
I also give the designer credit in his emphasis on getting feedback from the players. Rare to see a game that so strongly points this out - talk to your players.
A steal for free.
two points that I would like to highlight (SPOILERS)
the attack/attacked combat system that turns your misses into hits scored by opponents is a perfect system that Gm's might find helpful when they want to also play a pc while GMing. personally it dosen't seem fun when you Gm to fight your own pc, but a variant that causes your pc to become hit every time you miss with an attack adds just the right amount of tension to make it an enjoyable experience when GMing.
I also liked the system for awarding xp and spending it on advancing your character. I actually think this would be an enjoyable experience if adapted to dnd5e. this would give players more control of the character options they receive making them feel like they've worked for their powers, rather than receive static advancement upon reaching a given level. I would extend xp rewards to include buying inspiration, and gaining the benefit of a plot point-though limited. also using xp to haggle over equipment, and to earn potent magick items ( lots of saving), and also to craft mundane gear and alchemal items-albeit cheaply.
gaining xp though skills and sucsessful attacks and feature use makes sense, minimal of course. and making a cbaracter level a prerequiste for upgrades, amust. I see no harm in breaking up a leveling up by making class features, spells, skills, cross-class skills, prof bonus, feats, ability improv, hp, and hit dice things you have to purchase seperately. if anything it slows level advancement whilst still providing the ability to gain parts of your class here or there.
reiteration- the author made it very clear early on in this book that this is indeed a core template not a full game. and its true, this is an rpg chassis for an experienced Gm to build there own rpg. it is a fundamental rpg requiring extensive development from a veteran Gm. not to confused with a universal rpg which is a fully developed rpg that adapts to any genre.
in closing, all you 1-star newbs need to stop hating on us Original Gamers, and have some respect for real Game Master's.
roleplay that mofo,
fyi- for anyone reading this book, though its writtten like its author dosen't take it seriously, its actually intentionally written to be sparse on the descriptiveness. the intention is to be a complete system for any type of theme imaginable so the whole 'do-hicky' talk is the authors way of saying fill in the fluff yourself.
special note- to all those videogamers out there who never heard of a pen and paper rpg give this game some props. this is how good ideas start-from nowhere. and if it wasn'y for gygax and TSR the the creaters of an industry (google it), the very videogames you cherish so much may have never had existed at all. afterall tabletop rpgs are like the ancient ancesters that video games evolved from. so show some respect.
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