DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Other comments left by this customer:
You must be logged in to rate this
pixel_trans.gif
Nations and Cannons: Core Rules
Publisher: Flagbearer Games
by keith m. [Verified Purchaser]
Date Added: 10/12/2022 15:16:36

I find historical games and settings fascinating; it may have something to do with the fact that at one time in my life, I was pursuing a Master's degree in two different historical disciplines. While at GenCon '22, I had the opportunity to chat with the folks from Flagbearer Games about Nations & Cannons, their Revolutionary War setting for 5th edition (5e).

As a setting for 5e, players and Gamemasters already accustomed to the game mechanics will find familiarity under the hood, but as you might expect, there are many outward changes to better fit the theme. This review will assume readers have a fundamental understanding of how 5th edition Dungeons & Dragons works. However, I'll point out and highlight those things that are substitutionally different.

Note: Flagbearer Games provided Rolling Boxcars with a review copy for this article. Please visit our Product Review Request page if you have an item you'd like Rolling Boxcars to review.

Nations & Cannons embodies the spirit of the thirteen colonies during the American Revolution. Although built upon a fantasy game's engine, much of the fantasy elements have been removed or replaced, leaving players with a solid historical footing. The setting puts players in the shoes of colonials, indigenous peoples, formerly enslaved peoples, and a myriad of others living in the colonies at this critical turning point in American history. These are not just non-descript people; they are vital to the war effort.

The setting allows players to explore a range of possible narratives that may or may not follow historical realities—that decision is left to the Gamemaster. Scenarios, or missions as they are called, require a deft touch from those not beholden to the conventional warfare rules of the day. Players take on the role of unconventional heroes able to react quicker and stealthier than a larger military force. Ideally, you and your compatriots can execute your mission, slipping in and out without being spotted, and return to camp to report findings, return stolen documents critical to the war effort, or some other covert operation while more conventional war wages on.

Much of what the book contains will replace or, in some cases, supplement existing material. Great care has been taken to make the material inclusive and racially sensitive. For example, "Heritage" represents your cultural upbringing and first language. At the time, across North America, Patriots and Loyalists came from every creed, color, and nationality to take up arms for one side or the other. The authors have ensured these peoples are all well represented. This includes indigenous peoples, formerly enslaved, and a variety of Europeans from England to Russia.

Character Creation

Character creation follows its own order of operation, and although players may, in a limited capacity, use some of the classes and backgrounds from existing 5e material, most are not appropriate to the setting. To this end, some advice is provided on which core Classes and subclasses are suitable to port over. For historical accuracy and immersion, it is recommended that players keep to those available in the Nations & Cannons book. Creation begins with defining your Origins, selecting your Class, and finally, your background and some finishing touches. It is recommended that characters start at level 2.

Origin is a broad term used to replace "Race" in 5e. When creating a Nations & Cannons character, you need to think a little outside the box. Within the scope of Origin, you are both designating a character's Heritage and their actual Origin. Heritages represent a cultural upbringing and establish a character's first language. There are 30 different Heritages to choose from. Origins—Officer, Pioneer, Renegade, Scholar, Scout, and Veteran—give all the same mechanical elements that a "Race" in 5e provides.

In keeping with the period, those who took up arms came from all walks of life, not just those with a profession of arms. Nations & Cannons offers one new Class, the Firebrand, complete with level progression and other base features one would expect in a 5e Class. Several new setting-specific subclasses exist for the Barbarian, the Fighter, The Ranger, and the Rogue. Like all subclasses, they use the Class's level progress chart and basic features while adding their own distinct features. The available classes represent a cross-section of those who might have answered the call.

The Firebrand, represented by its subclasses, the Chaplin and Demagogue, are the types of people who can inspire and whip a crowd. The Chaplin is the meeker and milder, while the Demogugue is truly the embodiment of the Firebrand. As malcontents, they seek to manipulate the emotions of others to achieve their goals. The other available subclasses are the Grenadier (Barbarian), Turncoat (Fighter), Trailblazer (Ranger), and Marksman (Rogue), which provide a small but nice selection of military-oriented options to choose from.

It is time to wrap up character creation now that the major decisions are out of the way. Like any other 5e-based character, the background must be chosen, and the character must be kitted out for war. There are a wide variety of backgrounds to choose from, everything from career soldier to convict, from immigrant to Son of Liberty, and more. The backgrounds provide proficiencies, additional languages, and some starting equipment.

Gambits

Using 5e as the basis for the Nations & Cannon setting obviously presented challenges for the design team. One such challenge was how to address magic in a non-magical setting without having to rewrite entire Classes or potentially violate the OGL.

To address this situation, the designers reskinned the magic system into what they call Gambits. Gambits represent ploys or tactics used to gain the upper hand, whether in a social setting or on the battlefield. So as not to completely rewrite the entire magic system, the Gambit system functionally works the same way. Gambits have target DCs for Saves, are categorized by level, some have concentration, and essentially function the same as spells. Where they differ from spells is in their non-magical nature.

Only two of the Classes available in the book can use Gambits. The Firebrand and its subclasses have Gambits aimed at manipulating people, while the Trailblazer's Gambits affect their surroundings.

The design team put a lot of thought into how Gambits work and how this reskinned system is different while remaining familiar. Where possible, Gambit names and effects are inspired by historical events from the American Revolution. For example, "In 1778, Benjamin Tallmadge developed the Culper Ring, an Intelligence Network used to spy on the British occupation of New York." (p. 61) Intelligence Network lets the character contact an agent loyal to their cause; said agent will provide specifically requested information (within specific parameters, of course).

Enemy Roster

Every campaign setting needs a menagerie of enemies to thwart the good intentions of the characters. Nations & Cannons is no exception. The short but quite robust roster of enemies is comprised of artillery units, beasts, irregulars, partisans, and soldiers.

Aside from the small number of beasts in the roster, enemies are human and fall into one of four categories based on hit die. First are the Irregulars units. These are special forces, mercenaries, and warriors and have a d8 Hit Die. Next are the Partisans—typically militia or tradesmen, not battle-hardened, and have a d6 Hit Die. Finally, the Soldiers are trained military men (or women), ready and waiting for orders, and have a d10 Hit Die.

Within each category is a nice selection of enemies to pit against the players. Each is historically represented and culturally accurate. Each enemy comes with a complete stat block; many entries include additional information or tactical information to further bring each to life.

Read the rest of the review on Rolling Boxcars Blog



Rating:
[5 of 5 Stars!]
Nations and Cannons: Core Rules
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
FT 0 - Prince Charming, Reanimator
Publisher: Purple Duck Games
by keith m. [Verified Purchaser]
Date Added: 08/23/2022 19:48:22

A delightfully deadly funnel adventure for DCC. Every time I run this the players all enjoy it immensely. The familiarity of the fairy tale is something most people can cling to, but there are so many little twists included that make it enjoyable to play and to run.



Rating:
[5 of 5 Stars!]
FT 0 - Prince Charming, Reanimator
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
too close to home
Publisher: Chaosium
by keith m. [Verified Purchaser]
Date Added: 09/04/2019 11:35:41

The story created by Ben has all the elements you’d expect in a one-shot investigation. There is a mystery to solve that is well laid out in a concise, yet colorful fashion. The key locations are nicely detailed and everything seems to click and work.

Although the scenario is linear, it is by no means a complete investigator “railroad”; he also includes ways to spice it up a little and a resourceful Keeper will be able to adapt scenes on the fly. At the end of the day, there is an endpoint that must be reached.

Without a doubt Too Close to Home is worth picking up! With Too Close to Home's linear nature, I think it would be great for in-store and convention one-shots.

You can read my full review over on Rolling Boxcars



Rating:
[4 of 5 Stars!]
too close to home
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Modern Floorplans: An Average Modern Shopping Mall
Publisher: Fabled Environments
by keith m. [Verified Purchaser]
Date Added: 01/05/2019 08:09:28

A fantastic tabletop accessory! The PDF is layered which give the GM lots of flexibility in what is containted in and at the mall.



Rating:
[5 of 5 Stars!]
Modern Floorplans: An Average Modern Shopping Mall
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
OWB001: WWII: Operation WhiteBox
Publisher: Small Niche Games
by keith m. [Verified Purchaser]
Date Added: 12/23/2017 08:59:33

Operation WhiteBox is excellent in many ways. First, the quality of writing and the attention to detail that went into the design of this game is excellent! Second, the support by the designer is amazing. There are a number of existing support products that give GMs lots of missions from which to choose from. The game gives a taste of war at the tactical level with familiar underlying mechanics. If you are a history afficiando or an OSR gam looking for something different, this is a game for you.



Rating:
[5 of 5 Stars!]
OWB001: WWII: Operation WhiteBox
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Displaying 1 to 5 (of 5 reviews) Result Pages:  1 
pixel_trans.gif
pixel_trans.gif Back pixel_trans.gif
0 items
 Gift Certificates