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Legends Walk!

Reviewed by: Wayne Tonjes

Legends Walk! is an LODE system role-playing game by Silver Branch Games that has been revised to Version 1.1 for a new release through RPGNow.com. As this may readily imply, the game is available as an electronic PDF file, and that is its only form at present. The game is set in an alternative Earth, starting at 2020. As such, the setting works from nearly the same technological level of the real world with very minor changes, with one BIG exception. There are super powered beings walking, and flying, the Earth. Now, while superhero games are not a new media, this one provides an interesting twist in that these amazingly powerful characters all derive their powers from mythological figures. Thus, the mightiest of mortals of the modern day gain aspects of traditional gods, heroes, and monsters including a typically anachronistic view of the world with which the empowered parties must contend. The product website does a wonderful job of describing the setting and system, but just take this excerpt:

“Simple, quick and flexible character creation - no complicated maths. Work up your character as a "Normal", then choose a menu of Meta powers and buy options at 1-3 points each.
Resolve actions simply and quickly by counting successes on a pool of up to 10 (usually) six-sided dice. The system has lots of heroic conventions like making that extra effort, getting a lucky break, mowing through groups of henchmen, special "signature" moves, crashing through walls, personal codes of behaviour and the difficulties of monstrous appearance and habits.”

All of these claims are met expediently by the publisher’s LODE system, which is introduced through the character generation process and specific later sections. The character creation system is a basic point system with two sets of points for the respective ability categories. Both stages come with some defaults that are acquired for free and the option to take effective disadvantages for extra points. The normal abilities are discussed solely in the character creation section while the Meta powers are presented in two later sections. There is a distinct aim to keep things strongly tied to character concepts and fairly general. For example, skills are considered in a fairly broad sense, each covering a general field instead of having hundreds of highly specific skills to track.

To handle contests, the base number of dice rolled in a contest is set by the circumstances with relevant statistics, skills, quirks, and powers adding dice to this base. To be able to make an attempt at a task, at least one nice must be available after all the modifiers are applied. Success and failures are is easy to determine as checking if the die reads high or low, with special cases when all ones are rolled producing a fumble or all sixes giving an extra success. This makes a single die pool particularly dicey, no pun intended. Three pools of points, essentially luck, normal experience, and Meta experience points, are provided to either handle particularly hazardous situations or improve characters over time.

Another mechanic of the LODE system is geometrically increasing levels for rating distances, weight, collisions, time, and the like in a world of super powers. This lets a simple linear scale of statistics cover a truly vast range appropriate to a super powered game. Unfortunately, the level system is not consistently applied as ranged weapons and powers tend to be fixed measured distances in feet instead of a distance level. The combat system has a slight flaw as well, because defenders get at least two rolls to avoid damage, due to the relatively low, fixed number of life points for all heroes. Resisting powers that impose other effects than damage use a similar system, so at least it is applied consistently. Some of the typical powers are outlined after the combat system, with two distinct sections on magic and technology rules. These latter two can be significantly impacted by the Meta powers if not entirely stemming from their appearance, but the systems offered a pretty flexible and thorough without getting bogged down in a lot of codified numbers.

The system presented here has been specifically adjusted for the super hero genre of this game. A later chapter describes superb ways to adjust this flexible system for other genres, power sources, and play styles. Part of the world review focuses on the traditional environmental hazards that the game system may have to handle. Another section dwells on the critically important mythological figures, which determine a hero’s powers.

Three pantheons, the Greek, the Norse, and a combined Celtic group, and angels are provided with a range some of their history and an appropriate selection of powers and defects. The three pantheons offer a range of gods, heroes, and monsters, with the different types of beings providing a different number of powers and defects that a character may automatically take. The last group is more restricted to four angels, each given the same ranking of powers and defects that a god of the other pantheons is assigned. The author is very careful with this last group of sources, given their more active religious standing than Thor or Lugh currently holds. However, angels are mythological entities, so their inclusion is appropriate, if potentially touchy. A lot of attention is also paid to how super powers have affected the world.

The character creation review devotes a section on how empowered ability scores change the perception the gifted individual has of the world. Similarly, the world review opens with a discussion of how the appearance of super powers has affected the world. A timeline of events since their appearance, a partial gazetteer of current nations, and several potential agencies that player characters may encounter is offered. Some of the groups offered are quite intriguing as employers, villains, allies, or mysterious gray spots to be unraveled with care and delicacy. A few sample characters connected to different organizations and nations are offered as well.

A general overview on running this game is also offered. This section includes a random generator for helping to seed adventure ideas and a list of typical animals a bunch of heroes might have to contend with as often happens when facing shape shifters or eco-terrorists. A table that groups the various powers by themes and main abilities and a collection of system tables are handily given at the end of the book, too.

Legends Walk is an excellent game, with a lot of thought put into the setting and a fairly flexible system. The editing is very good with hardly any typos, although American audiences should be warned that the book is written with British spellings. There are some minor inconsistencies, but this is a well-written game. The layout is fair, with good use of the PDF book marking option as well as a standard textual table of contents. If there is one prominent flaw, it is the lack of art. The closest attempts at art were two cases of paperwork from the setting world being printed a slightly askew page atop a page style. These attempts failed, as the resulting boxed text was all wavy from characters appearing alternatively at different heights to accommodate the slant. While the limited list of pantheons is a bit of a let down, the projected expansions for this game will readily improve on this game, so get in now with the basic rules. This game is truly a Herculean work, literally, so take a look.

For more details on Silver Branch Games and their new LODE system RPG, Legends Walk!, check them out at their website http://www.silverbranch.co.uk and at RPGNow.com.

(Product Summary)

Legends Walk!
From: Silver Branch Games
Type of Game: LODE system role-playing game
Game Design by: Tim Gray
Number of Pages: 170
Game Components Included: PDF File
Retail Price: $9.50 (US)
Email: info@legendswalk.co.uk
Website: www.silverbranch.co.uk

Reviewed by: Wayne Tonjes

Added: January 18th 2004
Reviewer: Wayne Tonjes
Score:
Related Link: Legends Walk! at Silver Branch Games
Hits: 430
Language: eng

  

[ Back to reviews index | Post comment ]

Legends Walk!
Posted by JohnTaber on 2004-01-29 11:11:20
My score:



Hi Folks,

I gave this a 5 rating because I have NOT read the product yet. It appears that I cannot post a comment without a rating. ;-)

My only comment is that this does not seem like a new setting to me. It sounds very similar to the comic Mage II from Matt Wagner. I am a big fan of the book and have been contemplating the setting for an RPG for a while. In Mage II the powers of the various characters are derivied from gods, pantheons, magical beings, etc. The concept is VERY similar to Legends Walk...or at least at a high level from reading this description that appears to be the case.

Do I care? No. Just wanted to post this as a comment.
John T>

Legends Walk!
Posted by Anonymous on 2004-01-27 03:43:31
My score:



Hi! Tim Gray, Legends Walk! designer, here. Many thanks to Wayne for that very positive review. Glad you liked it!

I just want to point out a few things for clarity.

* The system doesn''t have to be used in the published setting - it can serve equally well as a general supers engine. You''d just need to ignore a few bits.

* "Three pools of points, essentially luck, normal experience, and Meta experience". In fact they are Presence Points, which reflect that extra bit of effort drawing on inner reserves and willpower; Destiny Points, which are luck (eg allowing re-rolls) and normal experience; and Favour, which measures your standing with your Source and hence whether it''s inclined to grant more powers.

* "defenders get at least two rolls to avoid damage, due to the relatively low, fixed number of life points for all heroes." There aren''t life points in the sense of D&D; hit points. Characters accumulate Hurts and Injuries without limit, but there are fixed thresholds at which you get stunned or knocked out and have to make a roll to recover and get back in the fight. The two rolls are defence (dodge, parry, etc) and resistance, the latter determining how much the incoming damage actually affects you.






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