This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Anyone play Amazing Adventures? The C&C pulp game?

Started by Spinachcat, September 08, 2014, 01:56:55 AM

Previous topic - Next topic

Spinachcat

Anyone play AA???

Jason Vey (Grey Elf) wrote a pulp RPG called Amazing Adventurers that uses the Castles & Crusades SIEGE engine that got published in 2012. There is now a kickstarter to get the game in hardcover.

I've read the reviews on RPG.net and it sounds compelling, but I am not completely sold yet.
http://www.rpg.net/reviews/archive/15/15953.phtml
http://www.rpg.net/reviews/archive/15/15756.phtml

If you've played Amazing Adventures, I would LOVE to hear the pros and cons of this pulp RPG versus the rest of the lot.

Just for comparison, I loved Adventure!, didn't grok to Spirit of the Century, didn't enjoy Pulp D20, and felt the original Indiana Jones RPG was hit & miss.
I do like C&C and I own the original core books, but rarely have played it (S&W:WB is my go-to D&D).

finarvyn

#1
Quote from: Spinachcat;785775I do like C&C and I own the original core books, but rarely have played it (S&W:WB is my go-to D&D).
If you like C&C you'll like Amzing Adventures. The core rules are essentially the same thing, only tweaked to fit a more modern setting. (Glad to hear more love for S&W:WB, by the way.)

You mentioned Spirit of the Century -- I like AA a lot more because it is a more traditional "D&D-like" game and less of a "storytelling" game. SotC is based on FATE, which uses tags and aspects and makes my players' heads swim a little. The original TSR Indiana Jones game was okay, but was limited in that there was no set of character generation rules. (If I recall correctly, you had to play one of the characters from the movie.) If you mean the WEG version of Indiana Jones, I wasn't ever a big fan of their system.

Overall, I'd say that Amazing Adventures is a head and shoulders above both SotC and Indiana Jones. It plays a lot like C&C and has the "loose" rules feel that I can find there.

Just my two coppers.
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

Spinachcat

Interesting. Does it play like "Modern D&D" or does it achieve that Indy Jones, Mummy, Rocketeer feel?

MattyHelms

Quote from: Spinachcat;786072Interesting. Does it play like "Modern D&D" or does it achieve that Indy Jones, Mummy, Rocketeer feel?

The system does a nice job of not inhibiting the style and the D&D tropes are tweaked to help capture the right feeling. As Davenport's review mentions, AC is based on having the proper elements of a pulp costume. A masked vigilante would do well to wear a fedora.

I just backed the Kickstarter for the hardback version and supplements.

Spinachcat

BTW, I don't think "Modern D&D" would be a bad thing, it might actually be really fun; but to me, that would be a different thing than what I envision "pulp action" to be which is more Rocketeer/Mummy/Jones.

Anybody have any links to Actual Play reports? Play by Post?

The Butcher

This is interesting stuff.

Though I fear that, like StarSIEGE: Event Horizon (another sharp little game from the Trolls) it will be relegated to obscurity.

Brad

I like Amazing Adventures, mostly because it's easy as hell to run. I've played GURPS Cliffhangers, Pulp HERO, Savage Worlds, and some BRP pulp game I put together myself. I suppose CoC counts to some degree as well. All of them required ten times as much prep time as AA. Probably why I've been running C&C exclusively the past few months: it's fast as hell.

In my mind, pulp is "kitchen sink", but with fairly normal heroes. Indy battles all sorts of weird mystic shit, but basically uses his fists or a gun to solve problems. AA allows for that. It allows allows for Mandrake the Magician-style games, or Phantom stuff, by adding in a few elements.

It's not the "best" pulp game out there, but certainly gets the job done.
It takes considerable knowledge just to realize the extent of your own ignorance.

Spinachcat

Quote from: The Butcher;786159Though I fear that, like StarSIEGE: Event Horizon (another sharp little game from the Trolls) it will be relegated to obscurity.

WTF happened with StarSIEGE???

I was so excited about that game, then it comes out with less fanfare than fart in a nunnery, but worse, the damn thing was just painfully dry.

There were great ideas in that game, but somehow it just flopped in presentation. And Butcher, you might be right about the obscurity thing which is driving my reluctance to pull the money trigger. I set up a similar thread on RPG.net because they're pretty active on Kickstarter, but so far, not a peep.

The lack of marketing by Troll Lords during their KS isn't inspiring me either. Maybe I'm being a cheap bastard, but I'm trying to have my shelves full of either games I love to play or really useful reference texts. I just read and toss all the "meh" to eBay.


Quote from: Brad;786181All of them required ten times as much prep time as AA.

What makes AA so much easier to prep than other pulp games?


Quote from: Brad;786181It's not the "best" pulp game out there, but certainly gets the job done.

What is the best pulp game in your opinion?

What keeps AA from being the best?

finarvyn

My problem with StarSIEGE is that it didn't feel like C&C. Too many changes. I was pumped for it at first because I thought that TLG was going to take the basic C&C rules and crank out different era sourcebooks ... space, modern, pulp, whatever ... but StarSIEGE wasn't really like that.

I don't blame them. I probably misunderstood what they were trying to accomplish. I wanted "C&C in Spaaaaace" instead of a new game.

Amazing Adventures is cool because it really is "Pulp C&C."
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

MattyHelms

Quote from: finarvyn;786529My problem with StarSIEGE is that it didn't feel like C&C. Too many changes. I was pumped for it at first because I thought that TLG was going to take the basic C&C rules and crank out different era sourcebooks ... space, modern, pulp, whatever ... but StarSIEGE wasn't really like that.

I don't blame them. I probably misunderstood what they were trying to accomplish. I wanted "C&C in Spaaaaace" instead of a new game.

Amazing Adventures is cool because it really is "Pulp C&C."

Yeah, that really sums it up. TLG did have a fairly big push on StarSIEGE - the quickstart was even their Free RPG Day item that year- but when it didn't meet with our expectations people didn't get behind it. It's not that it was a bad game, TLG maybe misread what the market wanted and a decent game ultimately suffered for it. It just wasn't what C&C fans wanted so it didn't get the push to stay popular that C&C enjoyed.

AA should do just fine.

Brad

Quote from: Spinachcat;786254What makes AA so much easier to prep than other pulp games?

What is the best pulp game in your opinion?

What keeps AA from being the best?

Prep time is close to zero, mostly because it's pulp via the C&C lens. Since you're already familiar with C&C, I don't have to explain how easy it is to use the system. But, for others, say I want to make a random mook for Indy to beat up. Level 1 mook, 5 HP, AC 12. Done. That took about one second. In GURPS or HERO or whatever, you can certainly do such a thing, but it isn't nearly as quick. To use a better example, making the end boss. How about 10th level Arcanist, pick spells on-the-fly as needed? It's literally that quick. Making a boss in HERO? That'll take a while, even with HERO Designer. The class-based system forces the proper paradigm, which moves the game along. No waffling. Even something like Savage Worlds, which is super fast, requires more thought than "Level X of this class".

Oddly enough, I think the Indiana Jones RPG based on MasterBook is the best pulp game, but fuck...anymore, I just don't have that kind of time. AA isn't the "best" pulp game probably because the system is in fact class based, which sort of goes against what I said earlier. Skill-based systems are probably better to emulate the genre. HOWEVER, it is trivially easy to use GM fiat and allow a Raider to read scrolls, or gain some psi powers. The flexibility of the system is enough to make up for the less-than-ideal implementation.

I think I just convinced myself that AA is actually at the top of the list...
It takes considerable knowledge just to realize the extent of your own ignorance.

RunningLaser

#11
Quote from: Brad;786595Prep time is close to zero, mostly because it's pulp via the C&C lens. Since you're already familiar with C&C, I don't have to explain how easy it is to use the system. But, for others, say I want to make a random mook for Indy to beat up. Level 1 mook, 5 HP, AC 12. Done. That took about one second. In GURPS or HERO or whatever, you can certainly do such a thing, but it isn't nearly as quick. To use a better example, making the end boss. How about 10th level Arcanist, pick spells on-the-fly as needed? It's literally that quick. Making a boss in HERO? That'll take a while, even with HERO Designer. The class-based system forces the proper paradigm, which moves the game along. No waffling. Even something like Savage Worlds, which is super fast, requires more thought than "Level X of this class".

Oddly enough, I think the Indiana Jones RPG based on MasterBook is the best pulp game, but fuck...anymore, I just don't have that kind of time. AA isn't the "best" pulp game probably because the system is in fact class based, which sort of goes against what I said earlier. Skill-based systems are probably better to emulate the genre. HOWEVER, it is trivially easy to use GM fiat and allow a Raider to read scrolls, or gain some psi powers. The flexibility of the system is enough to make up for the less-than-ideal implementation.

I think I just convinced myself that AA is actually at the top of the list...

If you are so inclined, check out a game called Astounding Tales by Howard Whitehouse.  It's a super simple skirmish/rpg that is fun to play and a great read.

If memory serves, you just use a single d6 to roll.

The Grey Elf

Hey, everyone, I'm Jason (the author). I just stumbled upon this thread and am thrilled to see discussion about Amazing Adventures!  It seems to be pretty well-liked, which I'm gratified to see.

I'd be remiss if I didn't reference our current kickstarter for the second print, which is at http://bit.ly/amazingrpg , and includes not only a revised and expanded corebook in hardcover, but a full monster book and a massive sourcebook which is going to blow the doors off the system, allowing for steampunk, wild and weird west, planetary romance, and a bunch of other sub-genres of pulp as well as new character classes, a new magic system, expanded vehicle rules, and a ton of other stuff.

Anyway, I'll try to be around in case anyone has any questions. You can also find me at the AA facebook page: http://www.facebook.com/amazingadventuresrpg and on Twitter @AmazingAdvTLG

I don't have a G+ community currently, but want to rectify that soon.

Spinachcat

Tell us about the plans to promote the game post-KS. My lack of interest in the Mutant Chronicles KS was because I didn't see how the KS was about creating an actual play community, and to me it looked like yet another RPG KS just selling more books to collect dust on shelves.

Also, will the game be playable from the new KS funded core book? Or will the new book just be a PHB? It sounds like your original book was an all-in-one, what will your new core book have that the old one did not and what will it lack by comparison?

Will there be some kind of OGL for fans to produce stuff for AA?

AKA, sell me on the notion that AA will have a presence in the mindspace of online and offline gamers.

The Grey Elf

#14
Quote from: Spinachcat;786794Tell us about the plans to promote the game post-KS. My lack of interest in the Mutant Chronicles KS was because I didn't see how the KS was about creating an actual play community, and to me it looked like yet another RPG KS just selling more books to collect dust on shelves.

I'm not sure what you mean by "promote the game." TLG has a very active and vocal fan community who support all their games. Are we going to have an organized play system like WotC or Pathfinder? No, unlikely. TLG doesn't have the resources for that kind of thing.

As far as SUPPORT goes, we will continue to release regular adventure modules (we've done three thus far) and I try to include something worthwhile beyond just an adventure in these--a new monster, guidelines for jungle survival, etc. Eventually, if the game keeps improving its sales, I'd like to get a team of writers on board to offer more robust support, but right now it's just me doing the writing for it. Fan support (or lack thereof) will determine where it goes from here.

QuoteAlso, will the game be playable from the new KS funded core book? Or will the new book just be a PHB? It sounds like your original book was an all-in-one, what will your new core book have that the old one did not and what will it lack by comparison?

The game is 100% playable with just the core book. If you're a fan of C&C you know that TLG doesn't do "editions." This book will see revisions, clarifications, errata incorporation, and new material but will be in line with the first printing. A couple character classes are getting a facelift, we're expanding the GM section, including a Rogue's Gallery, and thanks to one of the stretch goals I'll be adding a section on secret societies in pulp games to the new printing. In addition, I've clarified and tweaked the rules throughout to make things easier, clearer, and faster playing.

The monster book will greatly expand your options for threats and will include about 2 dozen brand new monsters as well as classic ones adapted for the pulp genre.

The sourcebook (the third book in the KS) is going to expand the entire game, with new classes, live action rules, rules for playing in sub-genres like steampunk, planetary romance, swords and sorcery, lost world, hollow earth and more, expanded vehicle rules and more vehicle stats, mysterious locales in the real world that are perfect for pulp gaming...the list goes on. I really want to use the sourcebook to make AA the go-to core for modern gaming with the SIEGE engine.

This article from Bleeding Cool talks about the game, the new printing, and plans for the future:

//www.bleedingcool.com/2014/08/30/unleash-a-madcap-pulp-world-with-the-amazing-adventures-rpg-kickstarter/

QuoteWill there be some kind of OGL for fans to produce stuff for AA?

There will not be an AA-specific license anymore than there is a C&C-specific license. However, like C&C, the game is written and released under the Open Gaming License. Fans won't be able to release AA-branded works for profit, but we actively encourage fan materials online.

QuoteAKA, sell me on the notion that AA will have a presence in the mindspace of online and offline gamers.

Well, we sold all but 12 copies of the core book that we brought to Gen Con and sold out of the GM screens and character sheets. I'd say that indicates a pretty active support community. I'm really not sure how to address that particular request. But then, I'm the author of the game, not the publisher, and some of these questions may be best addressed to the Trolls themselves.