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Colonial Gothic is not Flames of Freedom

Started by RI2, May 31, 2024, 11:52:29 AM

Previous topic - Next topic

RI2

I think the subject line is clear.

I tend not to post but I felt like it was time. The reason is Colonial Gothic has launched its Kickstarter today, and I wanted to get this out of the way.

This new edition keeps the flavor and style of what has come before. What does that mean? Nothing found in that game is found in Colonial Gothic. Yes, some world background is there, but it is not even close to what you find in Colonial Gothic 4E.

Knowing this place, I am sure you will have questions and comments. So ask away. Note that there are some things I cannot talk about.

Richard
--
Richard
Rogue Games
http://www.rogue-games.net

HappyDaze

You should focus on telling us what it is, not what it is not.

RI2

Quote from: HappyDaze on May 31, 2024, 12:58:56 PMYou should focus on telling us what it is, not what it is not.

This is the new edition of the game that has been around since 2007. Like always, it is set during the start of the American Revolution, but now the timeline has been pushed back to the aftermath of the Battle at Concord-Lexington. The tone and setting are still the same.

Colonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved. Most Colonists have either chosen to deny the supernatural or rationalize it away. In contrast, others have been irreversibly damaged by their experiences with it. But some know and accept it for what it is and act accordingly, willingly choosing to place their reputations, faith, and sanity on the line to fight back. Seeing themselves as the last line of defense against the onslaught of evil; these characters war with the terrifying forces that lurk in the shadows.

Mechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail. I have made a few tweaks to them, but they already play. an earlier version, you can still use the previous supplements with the new edition.

Where the game stands out is the historical setting material included. This has been expanded, in some cases extensively added to, and designed to get gamers up to speed on a topic they might not know much about.

The game speaks for itself, and thankfully, the other game does not.
--
Richard
Rogue Games
http://www.rogue-games.net

JanDevries

Quote from: RI2 on May 31, 2024, 04:04:30 PM
Quote from: HappyDaze on May 31, 2024, 12:58:56 PMYou should focus on telling us what it is, not what it is not.

This is the new edition of the game that has been around since 2007. Like always, it is set during the start of the American Revolution, but now the timeline has been pushed back to the aftermath of the Battle at Concord-Lexington. The tone and setting are still the same.

Colonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved. Most Colonists have either chosen to deny the supernatural or rationalize it away. In contrast, others have been irreversibly damaged by their experiences with it. But some know and accept it for what it is and act accordingly, willingly choosing to place their reputations, faith, and sanity on the line to fight back. Seeing themselves as the last line of defense against the onslaught of evil; these characters war with the terrifying forces that lurk in the shadows.

Mechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail. I have made a few tweaks to them, but they already play. an earlier version, you can still use the previous supplements with the new edition.

Where the game stands out is the historical setting material included. This has been expanded, in some cases extensively added to, and designed to get gamers up to speed on a topic they might not know much about.

The game speaks for itself, and thankfully, the other game does not.

Why so down on FoF? When it was in development, and shortly after its release, you had good things to say.

Bones McCoy

Quote from: RI2 on May 31, 2024, 04:04:30 PMMechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail.

Hello,

1. Does the game have an advantage/disadvantage mechanic?

2. Can my character own slaves in the game?

Thanks

Lurker

I have always liked the idea of Colonial Gothic type setting and over the years I got Colonial Gothic (I think in a Bundle of Holding deal), along with a few other similar setting systems, but never got to play any of them.

I liked Zweihander, at least when it first came out. Loved the grim dark feel and the similarity to Warhammer. However, over the years they got more annoyingly virtue signaling for my taste. I did end up backing their 'Flames of Freedom' but didn't dig into it too much expecting that it would just make me mad with the decent into wokeness. 

Didn't know CG was making a new updated book.

What is the plusses v minuses to the older version of CG v the planned new version. Also v the Zweihander game (assuming the wokeness can be trimmed out of it and still be playable)


RI2

Quote from: JanDevries on May 31, 2024, 06:42:43 PM
Quote from: RI2 on May 31, 2024, 04:04:30 PM
Quote from: HappyDaze on May 31, 2024, 12:58:56 PMYou should focus on telling us what it is, not what it is not.

This is the new edition of the game that has been around since 2007. Like always, it is set during the start of the American Revolution, but now the timeline has been pushed back to the aftermath of the Battle at Concord-Lexington. The tone and setting are still the same.

Colonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved. Most Colonists have either chosen to deny the supernatural or rationalize it away. In contrast, others have been irreversibly damaged by their experiences with it. But some know and accept it for what it is and act accordingly, willingly choosing to place their reputations, faith, and sanity on the line to fight back. Seeing themselves as the last line of defense against the onslaught of evil; these characters war with the terrifying forces that lurk in the shadows.

Mechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail. I have made a few tweaks to them, but they already play. an earlier version, you can still use the previous supplements with the new edition.

Where the game stands out is the historical setting material included. This has been expanded, in some cases extensively added to, and designed to get gamers up to speed on a topic they might not know much about.

The game speaks for itself, and thankfully, the other game does not.

Why so down on FoF? When it was in development, and shortly after its release, you had good things to say.

Sometimes, reality is not what it appears to be. You go into a situation thinking the best and then discover the situation is bad.
--
Richard
Rogue Games
http://www.rogue-games.net

RI2

Quote from: Bones McCoy on May 31, 2024, 06:49:17 PM
Quote from: RI2 on May 31, 2024, 04:04:30 PMMechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail.

Hello,

1. Does the game have an advantage/disadvantage mechanic?

2. Can my character own slaves in the game?

Thanks

No advantage/disadvantage mechanic.

Once you buy the game, what you do with it is out of my hands. I do write about slavery, and I have a background that deals with being either a freed slave or a former servant.

--
Richard
Rogue Games
http://www.rogue-games.net

RI2

Quote from: Lurker on May 31, 2024, 09:03:36 PMI have always liked the idea of Colonial Gothic type setting and over the years I got Colonial Gothic (I think in a Bundle of Holding deal), along with a few other similar setting systems, but never got to play any of them.

I liked Zweihander, at least when it first came out. Loved the grim dark feel and the similarity to Warhammer. However, over the years they got more annoyingly virtue signaling for my taste. I did end up backing their 'Flames of Freedom' but didn't dig into it too much expecting that it would just make me mad with the decent into wokeness. 

Didn't know CG was making a new updated book.

What is the plusses v minuses to the older version of CG v the planned new version. Also v the Zweihander game (assuming the wokeness can be trimmed out of it and still be playable)



Colonial Gothic is nothing like FoF. The tone is like all the books that came before it. My approach is simple: once you buy the game, you can use it how you want. There is not one true way to play the game. There are no purity tests.

As for the changes, I posted the list as an update today. I will copy it over to here.

Change 1 — A name change

Resolution is now Resolve. It still does the same thing, but it fits better with the other stats, sound-wise.

Change 2 — Stats

The "big" change is that stats are no longer static. That means that instead of having, say, a Nimble 7, you would have a Nimble +2. Like the old system, you use your stat, in this case, the +2, to see if you succeed. Basically, Ability Rank + Skill Rank + 2d12 ≧ TN = Success. I will use the example below.

"For example, you want your character to climb a wall in a raging storm. Your character has Nimble +3 and an Athletics skill of +8. Your Gamemaster tells you that the Target Number is 24. You roll 2d12, and your result is 8 and 1, for a total of 9. Adding your Nimble (+3) and skill (+8) is equal to 20 (9 [die roll] +3 [Nimble score] + Athletics skill [+8]). Since 19 is less than the TN of 24, you fail. As to what happens, your GM describes it to you."

So why did I make this change? It makes more sense mechanically. A static number for a Stat means nothing if you use the associated +/- to see if you succeed or fail. Also, the game runs faster since every bonus or penalty is on your character sheet.

One of my players made this change in the campaign she is running, and playing this change, the game does feel like what I wanted it to be. I've moved this change over to Shadow, Sword & Spell, which adds to the action style I was going for.

Change 3 — Actions

Every Round, you get 2 Actions and 1 Free Action. With each Action, you can move, attack, cast a spell, or take a miscellaneous Action, such as unsheathing a weapon, standing up from a prone position, reloading a weapon, etc. When your turn comes in the Initive Order, you can take all your Actions. No longer do they split.

Why the change? With how Stats are, I needed a way to move over multiple actions like the previous editions. Also, this change plays more like the action scenes you see in movies like The Last of the Mohicans.

Change 4 — Rate of Fire

There is a set Rate of Fire depending on the weapon used to make things easy and keep the action moving. Ancient weapons, thrown weapons, and the like have a Rate of Fire of 1. Any firearm—be it a musket, rifle, blunderbuss, or flintlock—has a Rate of Fire of 2.

For firearms, you can shoot and reload on your turn and be ready to fire on your next. Or, you can shoot two arrows, toss two tomahawks, or throw two knives.

Change 5 — Fear and Sanity

This has been tweaked a little, but the big change is that disorders no longer exist. They have been replaced with Phobias.

Why the change? Personal reasons.

As many of you know, hell, probably everyone by now, I suffer from pervasive depression (new term), anxiety, PTSD (childhood), and, well, sometimes a desire to depart this Earth. I chose to do this because the current rules make me uncomfortable. Yes, there is still Sanity; it comes into play in many ways. Phobias work better and add to your character's personality.

You roll 8d12 to see what phobia you get when your Sanity reaches 0—you have to love the d12.

Change 6 — Posion and Anidotes

Cleaner and easier to use mechanically.

Change 7 — Character Creation

Ok, this is my favorite change.

You need to choose your side, choose your background, and choose your profession. There are 27 professions in the Rulebook; more will come in future supplements (I have 4 in various stages now. I will write about that later).

Professions are presented in the following format:

  • Name: The name of the Profession.
  • Background: The origin of your character.
  • Starting Vitality Bonus: This is the base Vitality you begin with.
  • Skills: These are your starting skills. Each skill has a starting Rank.
  • Gear: Three items that you begin your career with.

Creating a character now has meat to it and gives you a sense of where your character fits in the world.

Besides the above, the book covers a lot more ground. There is a lot of source material. Since the book size will be 8.5x11, I have more room to provide more to make the game approachable.




--
Richard
Rogue Games
http://www.rogue-games.net

Insane Nerd Ramblings

Quote from: RI2 on May 31, 2024, 04:04:30 PMColonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved.

Does it posit a world where uniquely American myths are real? Like say Rip van Winkle and the like? Are there European mythical beings that 'jumped the pond' with the Colonists?
"My political opinions lean more and more to Anarchy (philosophically understood, meaning abolition of control not whiskered men with bombs)" - JRR Tolkien

"Democracy too is a religion. It is the worship of Jackals by Jackasses." HL Mencken

yosemitemike

A thing I have never heard is not another thing I have never heard of.  Informative.
"I am certain, however, that nothing has done so much to destroy the juridical safeguards of individual freedom as the striving after this mirage of social justice."― Friedrich Hayek
Another former RPGnet member permanently banned for calling out the staff there on their abdication of their responsibilities as moderators and admins and their abject surrender to the whims of the shrillest and most self-righteous members of the community.

Simon W

I did have the original Colonial Gothic. I did quite like it, but not enough to run it. For a colonial period vibe, I really like Times That Fry Men's Souls. It's a hex crawl, and really well done. I did run that.

Lurker

Quote from: RI2 on May 31, 2024, 11:31:53 PM
Quote from: Lurker on May 31, 2024, 09:03:36 PMI have always liked the idea of Colonial Gothic type setting and over the years I got Colonial Gothic (I think in a Bundle of Holding deal), along with a few other similar setting systems, but never got to play any of them.

I liked Zweihander, at least when it first came out. Loved the grim dark feel and the similarity to Warhammer. However, over the years they got more annoyingly virtue signaling for my taste. I did end up backing their 'Flames of Freedom' but didn't dig into it too much expecting that it would just make me mad with the decent into wokeness. 

Didn't know CG was making a new updated book.

What is the plusses v minuses to the older version of CG v the planned new version. Also v the Zweihander game (assuming the wokeness can be trimmed out of it and still be playable)



Colonial Gothic is nothing like FoF. The tone is like all the books that came before it. My approach is simple: once you buy the game, you can use it how you want. There is not one true way to play the game. There are no purity tests.

As for the changes, I posted the list as an update today. I will copy it over to here.

Change 1 — A name change

...
Professions are presented in the following format:

  • Name: The name of the Profession.
  • Background: The origin of your character.
  • Starting Vitality Bonus: This is the base Vitality you begin with.
  • Skills: These are your starting skills. Each skill has a starting Rank.
  • Gear: Three items that you begin your career with.

Creating a character now has meat to it and gives you a sense of where your character fits in the world.

Besides the above, the book covers a lot more ground. There is a lot of source material. Since the book size will be 8.5x11, I have more room to provide more to make the game approachable.






I didn't realize you were the game designer. Thanks for sharing the changes

I did back it for the PDF. My wife has banned me from buying any new physical books, at least until we buy/build a house large enough to have my own room with lots of bookshelves.

I've always like the idea of it, but have never had a group to play it with.


PencilBoy99

I bought Flames of Freedom and a nifty campaign for it and it seemed fine, but I haven't run it. I did run a long Zweihander campaign, and it was great, my major criticism was that combat was too "wiffy". I backed the new campaign as I do think the 2d12 system is nifty. I'd probably run it in the pre-Revolutionary war era. I have a nifty campaign for the older versions (Porstsmouth), but I'd need to hack that campaign because it has an old style "one of your PC's is the chosen one" trope.

RI2

Quote from: Insane Nerd Ramblings on June 01, 2024, 04:08:20 AM
Quote from: RI2 on May 31, 2024, 04:04:30 PMColonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved.

Does it posit a world where uniquely American myths are real? Like, say, Rip van Winkle and the like? Are there European mythical beings that 'jumped the pond' with the Colonists?

In the rulebook, I do not touch on that topic. In an upcoming book? Yes. However, I have both the Jersey Devil and the Headless Horseman (I renamed him Headless because I liked how it sounded). As  European creatures, you will find vampires, werewolves, banshees, and a few other. The bulk, however, are ones specific to native culture lore. Also, keep in mind that animals are a risk as well.

I have four follow-up books in some form of readiness. A lot more will be added to the game via the monster book (I have not settled on a title yet).
--
Richard
Rogue Games
http://www.rogue-games.net