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Symbaroum - an invitation to check it out

Started by rgrove0172, October 21, 2016, 05:33:17 PM

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rgrove0172

If you haven't checked out Symbaroum yet, do yourself a favor and do so. Here are a few links...

https://www.youtube.com/watch?v=7NGTBzviPwA - music an original score from the game plus an intro blurb performed.

https://www.youtube.com/watch?v=dOpOU65un-o - a review

https://www.reddit.com/r/Symbaroum/

https://plus.google.com/communities/106406067470920243064

It may not be for everyone, it is a bit smaller than I was used to in scope but what is there is awesome. It has a very distinct flavor that might just wake your players up!

rgrove0172

Well I hope at least some of the 47 views were at least interested in what they say at the end of my links. I wasn't expecting a host of comments but ... none? Laugh
Feel free to ask any questions you have about the game, it really is worth investigating.

crkrueger

I'm taking a look at the reddit, I despise G+.  Basically just been busy with playing, GMing, helping a friend get his homebrew system ironed out as well as all the other useless shit we have to do like work, etc. :D
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

K Peterson

The artwork looks fantastic, and the brief setting description in the YouTube review sounded interesting. Then I caught a whiff of classes and archetypes and completely lost interest. A shame.

What's the magic system(s) like? Does it - or do they - match the evocativeness of the setting?
What would you consider to be the 'power level' of the game to be? Gritty, middling, or fantasy super-heroic?

I'd like to hear more about it. But if I developed any temptation to purchase it, it'd be with the intent to use the setting, and gut the system out of it and replace it with something that more closely matched my preferences.

rgrove0172

Quote from: K Peterson;926421The artwork looks fantastic, and the brief setting description in the YouTube review sounded interesting. Then I caught a whiff of classes and archetypes and completely lost interest. A shame.

What's the magic system(s) like? Does it - or do they - match the evocativeness of the setting?
What would you consider to be the 'power level' of the game to be? Gritty, middling, or fantasy super-heroic?

I'd like to hear more about it. But if I developed any temptation to purchase it, it'd be with the intent to use the setting, and gut the system out of it and replace it with something that more closely matched my preferences.

Well don't be so hasty. As far as Archtypes go, they include suggestions only, your not required to assign your character any of those included. As far as classes go, yes there are but there are few actual rules that differentiate between them, anyone can use magic for example, wear armor, use any weapon etc.

The magic system is pretty straight forward and suitable grim. Use magic and gain 'corruption', a sort of magical taint. Gain enough and it effects you, physically (think growing horns, getting sick, stinking etc.) Gain too much and you will transform into an abomination, hideous monster - game over. There are ways to rid yourself of corruption though, but it aint easy. Nice way of limiting magical use without memorizing spells and such. Id say it fits the setting perfectly.

I would call the setting power level pretty gritty. Maximum hit points for example for any typical character is 15, with weapons doing d4 - d12 damage and sometimes with additional dice as bonuses. Its not that unusual to be hit by a d6+d4 or something regularly. Death is practically guaranteed is what Im getting at. A couple players (not mine) have commented that you have to get into the mind set that the game is about the mission, the quest, the story and not about the characters as they can be pretty disposable.

I can see how another more detailed and expansive system could do the setting justice. I thought about that myself but decided to give the inherent system a chance, it was sort of package deal with the designers were writing it down so I figured they might just merge perfectly, and sure enough, they do!

Its not a grand - epic, monster of game in rules or setting but a more... I don't know, intimate approach to a fantasy roleplaying experience. Smaller area of adventure, fewer rules to run with, kind of refreshing actually having jumped full tilt into games like Pathfinder and the Inner Sea before.

K Peterson

Quote from: rgrove0172;926888Well don't be so hasty. As far as Archtypes go, they include suggestions only, your not required to assign your character any of those included. As far as classes go, yes there are but there are few actual rules that differentiate between them, anyone can use magic for example, wear armor, use any weapon etc.
You'll have to pardon my aversion to classes. After playing and enjoying d100, skill-based systems for decades I don't have a lot of patience for class-based systems and what I consider to be their disadvantages. And when a new fantasy system is released and includes classes/archetypes I'm left thinking: "Seriously? Why?"

Could you provide some examples of what defines an Archetype and what defines a class in Symbaroum? Or point me at a review that explains this?

What are the differences between classes and archetypes? Are they simply bundles of skill package suggestions based upon occupation, culture or species? Are there benefits or features that either provide? If you opt out of an archetype or class, does chargen default to pure point-buy?

rgrove0172

Archetypes and Occupations are terms used in the rules to essentially provide templates for beginning players. Warriors and the occupations like Berserker, Duelist, Captain etc.  Mystics with Sorcerors, Witches, Theurgs (Clerics) and the like and Rogues with Charlatans, Witch hunters, Thugs, Rangers and so on... they are all simply character builds. You can use them, or not and build your character from scratch. At no point in the game do I recall ever seeing an ability or any other factor depend on an Archtype specifically.

Essentially when building a character you assign stats (or roll) and then may pick a limited number of abilities, boons and burdens(advanced rules - essentially advantages and disadvantages) and then assign racial traits and your done. Mystical Powers (Spells) are the same as abilities as far as generation goes. The difference between a trained professional (Someone picking a mystical tradition like Sorcery, Wizardry, Witchcraft etc. as an ability) is that for the untrained corruption is far more dangerous when wielding supernatural powers, and therefore limited.

bat

#7
Quote from: K Peterson;926894You'll have to pardon my aversion to classes. After playing and enjoying d100, skill-based systems for decades I don't have a lot of patience for class-based systems and what I consider to be their disadvantages. And when a new fantasy system is released and includes classes/archetypes I'm left thinking: "Seriously? Why?"


People still release classes and levels for many reasons, for some it is familiar (especially if you have worked in manufacturing), for some it is what they see the game as due to pop culture, for some due to video games it is what they know and for others it is just easy to grasp (don't get me wrong, I am a big RQ/Mythras enthusiast, I am not saying either is right or wrong, but classes and levels are easy to teach newbies).

As for Symbaroum, I love the evocative, muddy concept style art which looks unfinished to some but is there to set a dark mood. The classes and archetypes are simple and not really like D&D classes, they are looser and more a suggested role or base to build from. The shakeup with races is refreshing as is the premise, a lot of intensity in a little area of the world.

Edit: One aspect of most level based systems has that Symbaroum doesn't is the creeping hit point pool, this game avoids that which does keep combat deadly and maybe even more familiar to a BRP player.
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Running: Space Pulp (Rogue Trader era 40K), OSE
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rgrove0172

Your right about the deadly combat for sure. That was the hardest thing to get used to for me. My first few practice battles were an eye opener. Definitely changes how the players should approach the game.