An Endzeitgeist.com review
This roleplaying game clocks in at 112 pages, 1 page front cover, 2 pages of ToC/editorial, 2 pages blank, 1 page back cover, leaving us with 106 pages of content, so let’s take a look!
So, what is this? In short, we have an OSR-rule-set here, one that, however, deviates so strongly from the roots of the game-chassis that it basically becomes its own beast. As such, we begin with asserting the global rules: The book denotes some of the rules with a “B” – these would be basic rules; for more complexity, there also are “F”-rules, with “F” standing for “Fiddly” – self-explanatory so far.
Interesting: The pdf does note basic rules for rolling dice: All modifiers need to be mentioned in no more than 2 statements before the roll – total modifier or total roll. If a modifier is forgotten, it does not apply. Coked dice and those outside of the dice-rolling area get rerolled. Positive or negative rerolls (à la advantage/disadvantage) get rolled at once, with the highest/lowest result, respectively, being used. Repeating/Exploding dice means that, when the die shows the maximum value, you roll again and add the result together.
Here, things become VERY interesting: The total modifier of a d20 (or any dX-roll) cannot do more than double the roll of the die. E.g. a d6 +3 that comes up as a 2 would result in 2 + 2 =4. The Dice-notation ?d8 refers to the required maximum roll to escape a given predicament/succeed – In this case, an 8 would be required to avoid/escape the hazard. Dice-steps refer to this sequence: d2 –> d4 ->d6 ->d8 -> d10 ->d12 -> nada -> nada -> nada ->d20. (If you’re using weird dice from e.g. DCC, you can modify this sequence accordingly.) However, please note that this stops working with the concept of inverted dice. Basically, the total of the original die and the inverted die result in 16. A d12 inverts to a d4, a d10 inverts to a d6 – you get the idea. D20s invert to 0.
“Cumulative” refers to a value increasing in a manner that reflects adding the integers of the previous number. Doubling refers to the interval being doubled – fro simplicity’s sake, the system assumes 64 doubling to 125 – unless you’re like me and my group, this solution will probably be more elegant for you as well – kudos! If a PC attempts to perform an action and the player doesn’t know the rule for it, he must select another course…or look up the rule. Doing so, however, yields a -1 awesomeness penalty for the player; GMs needing to look up rules grant all players +1 to awesomeness. More on that later. If these rules seem complex, rest assured that a nice cheat-sheet page of die steps, cumulative charts etc. are included – put them on the inside of your screen and there we go!
Next up would be character creation – the section btw. also contains a really nice, aesthetically-pleasing character-sheet. The character generation follows a principle dubbed “Schrödinger’s Character” -the PC will select a name, species, gender and distribution of attributes. During the first session, skills, traits and starting inventory will be developed. NGR provides 80 attribute points, which are to be distributed among 7 attributes. Alternatively, rolling 3d6 and adding 10 free points to distribute is suggested. Attributes may not be below 1 or above 20. The summary of their effects fits comfortably on half a page.
Strength determines the maximum damage limit, encumbrance and starting inventory. The modifier is used for melee bonus damage and the die is used for Stun Damage attacks. Agility’s modifier is used as a bonus to combat modifier and the die is used for initiative. Health is used for healing, maximum poison and disease limit. Perception’s modifier is used for bonus damage for missile attacks and the Stealth modifier. The die is used to accrue suspicion in stealth conflicts. Intelligence determines starting skill points. The modifier is used for the bonus to occult and reduces XP-costs. The die is used for social influence in social conflicts and may be used as an optional initiative die. Charisma determines you maximum Infamy limit; the modifier nets you a bonus to presence and the die is used for Luck points regained with a party. Will, finally, determines the maximum Stress/Influence limit. The bonus is used for faith and the die is used for mana per level for some wizards.
Attribute modifiers range from -3 (1) to +3 (20) and the corresponding die ranges from d4 to d12. Supernatural attributes have a score of 30, a modifier of +7 and a die of d20.
Okay, next up would be races. Here would btw. be a good place to note that, for a book of crunch, this is a surprisingly fun read. To quote the entry on mankind as a race: “If you are reading this and expecting great insight into the biology of mankind, please stop reading until you can find an appropriate safety helmet to wear.“ It may rub some folks the wrong way – personally, I had surprisingly much fun with these interjections. Now, in an interesting change, the respective entries actually focus on interesting peculiarities: Dwarves have problems in bright light, but can see farther than humans – oh, and they are immortal…provided they stay out of the sun’s reach – sunlight calcifies them slowly over the course of a human lifespan. Interesting! Elves can’t stomach meat very well and have a bloodline, which grants them an innate spell that ignores the difficulty. They gain an additional health die of mana in their mana pool. The wee folk have a size modifier of ½, while the brutish wodewose (half-ogres, half-giants, etc.) need raw meat and is immune to some sicknesses and natural hazards, but traveling in civilization is very hazardous for them. They have a size-modifier of 2.
Okay, this would be where Schrödinger’s character comes into play: Players can select a number of skill points equal to their Intelligence scores, an inventory of item with dots equal to their Strength score, 2 traits, 2 or more relationships, a major and minor morality and 3 pie pieces for class.
Speaking of which: NGR assigns three pie pieces per character (2 if you start with level 0). 10th level provides another pie piece. Each class increases one of the five modifiers: Warriors improve Combat, modified by Agility. Wizards improve Occult, modified by Intelligence. Rogues improve Stealth, modified by Perception. Bards improve Presence, modified by Charisma and Priests improve Faith, modified by Will. 0 pieces of pie are equivalent to a +1/3 modifier per level and 0 powers. 1 piece nets +2/3 per level and one power; 2 pieces provide +1 per level and 3 powers; 3 pieces yield +1 per level and milestone and all 6 powers. 4 pieces retain these benefits and add the locked power – more on that later. There is one more option: You can put a pie in “fool” – this grants no powers, increases no stat and has no special item roll at the end of a session. However, each piece of pie spent on the fool increases the luck die and luck bonus of the character.
So, each of the classes presented comes with 6 different powers, a locked power and personal items – for achieving important tasks, each class can gain a special, signature item benefit at the end of a quest/task/session. The fool is a special case: Beyond the aforementioned benefit, he gains a +1 bonus to awesomeness at the end of every night – why is that relevant? Well, the luck die determines your luck points per level – these are pretty important, for they keep you from suffering serious damage – they basically are the hit points of the character!
Now, there are a couple of traits provided to provide guidance, though the system does encourage making new traits: Being a barbarian e.g. lets you reroll Health checks and Health die rolls, but forces you to reroll Charisma-checks and Charisma die and take the worse result.
Skills fall in 3 categories: Languages, Knowledge and Weapon: There is no common tongue (thankfully!), so languages will be important. Knowledge provides a +2 knowledge bonus on related attribute checks or +1 to a lone attribute die. Weapons where you have no skill gain the unsuitable tag. Characters gain a new skill for each season spent training full time – at the end, they make an Intelligence check, gaining the skill on a success. Less time equals a higher difficulty. Nice: Upon establishing a party, you determine a group relationship – family, protector, employed – all have individual benefits. Similarly, 6 starting packages of pre-defined item-kits are provided – simple, convenient and easy to grasp.
Character morality is important: Major terms of morality provide the leitmotif and primary concern; the minor concern of the character is the priority of self-interest versus the good of the community. Finally, you choose a lucky number between 1 and 20. When it comes up on your roll, something cool’s supposed to happen.
Spellcasting works via mana and piety, respectively – they fuel the spells/miracles/etc. Fate points are basically rerolls and you gain more by being risky and stylish.
Let’s recap: We have 7 attributes, 5 modifiers, luck points and 1 fate point – at this point, you can basically start playing!
Okay, so, regarding global adventuring rules: 20s are critical successes, 1s are critical failures. A character that is CALM can take 10 with any roll. If a roll seems unlikely to suffice, a character may choose to become ON EDGE and instead roll 3d6. A character who is CALM or ON EDGE can become RECKLESS, you can roll 1d20. Here’s the thing: Once you go from CALM to ON EDGE or RECKLESS, you can’t go back for the remainder of the adventure! I really like this rule! When a character spends luck points, he becomes ON EDGE; a character spending fate points becomes RECKLESS.
On easy attribute check is DC 15, the standard man vs. nature check is 20. Saving throws are interesting: The d20 rolled correlates to the milestone achievements of the character – and here’s the thing: The more creative and cool your description is, the less damage you’ll take on a failure or success! NICE!
So, here’s the thing: NGR knows more than damage – it has one “damage”-value per attribute! Damage, Stun, Suspicion, Stress, Influence, Disease, Poison – these values all accrue against an attribute and cause penalties, effects and come with different removals etc. – really cool! This makes relevant debuffs and hazards feel very organic and easy to grasp: From Intoxicants to Fear and Infamy, Mutations or the Unknown, we also get concisely-defined uncommon hazard types. Here’s the thing: As anyone who has played e.g. Shadowrun can attest, such accruing penalties can result in a death spiral – hence, luck points may be spent on a 1:1 basis to negate the various types of detrimental points you can accumulate. Healing is based mostly on rest and conditions – and luck, just fyi, regains at 1 point per day. On the flipside, character partying hard may regain more luck points! Misers regain less luck for being stingy. Mana regeneration depends on the environment you’re in – orderly cities and structure seems to be anathema to mana regeneration – interesting choice there!
Now, we already mentioned creature size modifiers: Basically, you multiply damage by the size modifier: 4 becomes 12 with a x3 size modifier, for example – so yes, the big dragon will squash you. Similarly, the modifier applies to opposed Strength checks; for Agility, things are reversed – a size modifier of x2 would halve the Agility-result, for example.
NGR knows three types of conflict: Covert actions, arguments and combats. They have rounds. Each round, a character gains two actions. Initiative is governed by the Agility or Intelligence Die, with d6s as tie breakers. Note that initiative based on Intelligence does not make the character count as defending him/herself, requiring an action as a balancing strategy here. Skill bonuses may be applied, but only when all actions taken that round pertain to the skill in question. If no one chooses to go first, the character with the LOWEST initiative goes first – however, any being with a higher initiative can interrupt the character! The highest initiative interruption is resolved first, then the second highest…Really cool system!! This system also ties in with weapon reach. Aggressive rolls are compared with defensive rolls (not the biggest fan of such swingy systems), but in a nice change of pace, characters focusing on defense can roll again with a do-over – this means that offense is not necessarily better than defense. Some tricky maneuvers require multiple successes. All the tricky maneuvers you’ve come to expect from modern games – you can pull them off in an easy to grasp manner. Simple, right?
Covert action and social combat follow a similar stratagem and can be considered well-made. Morale, vehicles, quick and dirty mass combat rules, simple rules for incorporeal beings, trampling, trials, exorcisms, swaying the mob. Heck, if you’re like me and love the Thief games (the old ones…), you’ll like the 0 – 10 scaling between light and darkness. Now, I already mentioned that items are codified in “dots” – basically, they are abstracted by size and cumbersomeness – Large items have e.g. 4 dots, Reinforced plate 8 – you get the idea. Easy and simple to track. No complaints. Containers, with quick search times, different item materials…really cool.
Armor provides a base armor modifier, which penalize Agility and ½ of it applies to defense rolls. However, armor provides damage reduction – per damage dice incurred! If you take 3d4 damage and wear a DR 2 armor, you reduce the total damage rolled by 6 – cool idea for a finer-grained take on damage! Armors are further defined by tags. Helms, in a callback to the days of yore, help decrease the likelihood of being critically hit. Weapons follow a similar presentation – dots for weight, tags – and once again, the presentation is clear and well done.
Okay, do you want a strategically engaging combat beyond the aforementioned options? Something where charges, throwing opponents etc. matters? Well, that’s where the combat trick section comes in – they can be taught, have difficulties, effects and limitations – and succeed where A LOT systems fail: They make playing melee characters engaging and fun – you won’t be just standing around, saying “I attack (with most efficient combo of feats/features/etc.” every round. I adore this system to bits. Cool: There are preset trick selections and you can find a handy table to choose them on the fly.
Now, magic works as follows: The caster announces casting the spell, selects a spell power and pays any costs required, then casts the spell as a conflict action. Power level increases also increase difficulty, cost and scope of the spell in question. Occult is added to the roll. For each point by which he failed, the wizard must pay an additional point. Magic has a cost – you suffer 1 point of stress per point of cost. Components matter, because they can decrease difficulty and or offsetting costs. The counterspelling rules make use of the unique initiative system presented and similarly make sense. Dispelling is similarly easy and does NOT require a spell – though it is unreliable and has a stress point cost. Spells are simple and follow, in presentation, a system that is pretty close to how combat tricks work – now, we begin with a massive selection of spells that also act as a template to convert spells from a vast variety of resources; then, the book provides a sampling of spells converted from other sources.
Miracles work differently: The resource employed, piety, is directly related to the behavior of the character. Starting characters have 20 piety. Following the doctrine of the divine patron, spreading the faith, etc. all can earn piety points. These come, just fyi, in a similarly concise and detailed array, featuring tongues, summon wind, making a golem – the result of the piety mechanic being directly tied to the behavior of the character is amazing: Miracles actually feel different from spells!
The system, as hinted at before, knows two types of randomizer dice: Fate points represent minor tweaks – rerolls. Destiny points are tied to the character’s destiny and are more potent – and rare. At the end of a round, one player is voted MVP – most valuable player – this player’s character gains +5 to the awesomeness roll. At the end of the session, the player rolls a d20 – if the player manages to roll below the awesomeness collected, he regains a fate point, subtracts the die roll from the awesomeness result and rolls again – 20s are always fate points. On a failure, the awesomeness-rolling is concluded. Awesomeness is reduced back to 0, regardless of fate gained – you track it anew each session.
NGR uses a 10-level (plus optional level 0) character progression and level 1, 5 and 10 sport milestones that need to be completed to gain the level. XP values for wilderness survival, for finding strange places, defeating minions, etc. – all provided. Slaying proper monsters can yield massive luck, fate and even destiny. XP-values for solved riddles, treasures, etc. – all provided. The final section of the book deals with strategies to end a campaign in style.
Editing and formatting are very good, I did not notice any significant glitches. Layout adheres to a crisp and clean two-column standard with printer-friendly, white backgrounds. The pdf does have a few color-highlights. Artwork is thematically-fitting b/w-public domain art – so yeah, there is actually art in the book, and I’d rather have good public domain art than bad stock art. I can’t comment on the physical version of the book, but I’d suggest getting it. Why? The pdf, in a puzzling and annoying choice, lacks any bookmarks. Subtract 1 star for that massive comfort detriment for the electronic version.
Zzarchov Kowolski’s NGR was a surprise for me. I expected yet another retro-clone with some nice houserules and was surprised in a positive manner: For one, the author’s sarcasm is something that made me chuckle more than once – this may be a massive RULES-book that focuses on crunch, but I had more fun reading it than in almost all other supplements.
Moreover, and let me reiterate that: This is NOT just any OSR-system. NGR deviates strongly from the classic chassis and is better off for it. Why? Because the system is surprisingly easy to grasp and surprisingly fun. We have martials that have tactical choices available and thus no big issue regarding caster/martial disparity. The different accruing damage types may sound complex, but they really aren’t and lead themselves really, really well to gritty gameplay. Conversion into NGR is surprisingly simple and the system covers pretty much everything from pestilence to mass combat.
Let me talk about combat for a second: The initiative interruptions are brilliant; so are the social/covert ops tricks, as they make such scenarios exciting. You won’t just be “hitting it with your axe” and the system manages to retain quick gameplay while providing a depth of options. In short: This retains the virtues of old-school gaming combat while also presenting choice, player agenda – fun. The de-facto class-less, free combination pie-system is cool and I love the inclusion of fate/destiny points, how luck points work – in short, I loved reading this. Even if taken just for scavenging purposes, this is well worth checking out.
Here’s the thing, though: NGR plays really, really well. Playing it feels like OSR gameplay, but at the same time is fresh, evolved and engaging. It’s a bit like experiencing old-school gaming for the first time once more, just with, you know, the progress in game design aesthetics being taken into account. NGR plays actually better than it reads. And it is a very engaging reading experience. If you’re looking for variant rules or an old-school setting that is radically different from Labyrinth Lord, Swords & Wizardry or LotFP, then please, check this out. It manages to feel fresh, its presentation is didactically concise and easy to grasp and the mechanics marry simplicity with choice – what’s not to like? Well, the missing bookmarks in the electronic version suck. For that version, consider this a 4 star verdict. For print, make that 5. And I really loved how different, yet familiar this system is – hence, this gains my seal of approval as well.