Two games that I am big fans of are Engines & Empires and Retro Phaze by John Higgins. I've had the privilege to play both with the creator when I lived in Indiana.
I've talked about both games in the past and I highly recommend picking up the free PDF versions of the games at the very least. I actually own a hardcopy version of Engines & Empires that I have gone so far as to tab so I can get to certain sections quickly. The print versions are relatively cheap compared to similar books. About $10 + S&H for Engines & Empires and around $7 + S&H for Retro Phaze.
So can someone tell me why Noble Knight is selling the print version of Retro Phaze for $30? And why are they listing it as out of print? It's not out of print, it's print-on-demand! I would hate to think that someone would see that and get the impression that Retro Phaze was not available or too expensive and give it a pass.
If you are looking for a new twist on Dungeons & Dragons, please give Engines & Empires a try. If you are interested in a game that simulates the old 8-bit console RPGs like Final Fantasy, take a look at Retro Phaze. And check out John's blog Playing Dice with the Universe and give him some feedback. John's a very creative guy and a real asset to the hobby. And I really want to see more from him. Maybe a little encouragement would help.
Showing posts with label Engines and Empires. Show all posts
Showing posts with label Engines and Empires. Show all posts
Wednesday, January 9, 2013
Saturday, December 8, 2012
96 Days to GaryCon!
As I mentioned three days ago, I am running two games at this year's GaryCon. But I'm debating adding a third game. Specifically running the adventure "Steaks" from AD&D 1e's Adventure Pack I. The only thing that's keeping me from committing is deciding when I would run it. One of the problems I have had at past conventions is trying to fit too much in and burning myself out. So if I do run a third game, it will either be early in the weekend, or early on Sunday when things are dying down. I'm also debating tweaking things a bit and running it using Engines & Empires. But as I said, nothing is decided just yet.
Tuesday, April 17, 2012
N is for Names
A rose by any other name would smell just as sweet, but a bad character name can really stink up the joint.
Choosing a name for a PC is never easy. A good name should be appropriate for the campaign setting, as well as help establish the character itself. For example, when I was playing Engines & Empires, I played a fighter named Lt. Reginald Hornsby. The name was perfect for the character. First, it fit the pseudo-Victorian pseudo-England setting of the campaign. Second, the rank helped establish a sense of authority from a character that started with an 8 Constitution and a 9 Charisma. Third, the name was remarkably versatile in determining who was addressing him. Those that recognized his authority called him Lieutenant. To those who new him more formally, he was Reginald. To his best friends, he was just Reg. And you always knew when an enemy approached when they shouted "Hornsby!" By the time the campaign ended, he added "Lord Reginald" and "Baron Hornsby" to the list of addresses. It's of little surprise that he became the leader of the party. The only name that came close to my PC's in coolness was our party's scholar, Dr. Matthew DeVault. That was a name that said, "I am an erudite and cultured individual, and I slay monsters for a living." No wonder he ended up with the Sword of Dracus.
On the other hand, we had a few characters that naturally fell to the back of the pack. First there was Bob the gnome, a character that was sadly played by a woman who had no idea how to play an E&E gnome/tech. Bob's major contribution to the party was being cursed to grow an inch a week until he was 6'8" tall. Not exactly the stuff legends are made of. On top of that was one of the party's halflings. Engines & Empires replaced the thief class with the more versatile expert, a skill-oriented character that could quickly become a master of many things. Halflings were the demi-human counterpart to the human expert. So one would expect a character that made up for his lack of size by using intelligence and guile.
Instead we got Bayonetta, the halfling stripper.
Yes, a gaslight fantasy campaign filled with high adventure and political intrigue had a character named after a then-popular video game character whose weapon of choice was based on it doubling as a stripper pole. John eventually made the player change the character's name to something more appropriate, but I'll be damned if I can remember it. And why should I? The player obviously didn't give a damn about the game, and came up with a character that was only memorable because of some juvenile shock value. So it's no surprise that it fell into the ranks of the supporting cast. In the end, the party really consisted of four or five heroes and a bunch of glorified hirelings. and those at the front of the line were played by players that cared enough to give their characters a decent name.
After all, you can't make history if no one knows who you are.
Choosing a name for a PC is never easy. A good name should be appropriate for the campaign setting, as well as help establish the character itself. For example, when I was playing Engines & Empires, I played a fighter named Lt. Reginald Hornsby. The name was perfect for the character. First, it fit the pseudo-Victorian pseudo-England setting of the campaign. Second, the rank helped establish a sense of authority from a character that started with an 8 Constitution and a 9 Charisma. Third, the name was remarkably versatile in determining who was addressing him. Those that recognized his authority called him Lieutenant. To those who new him more formally, he was Reginald. To his best friends, he was just Reg. And you always knew when an enemy approached when they shouted "Hornsby!" By the time the campaign ended, he added "Lord Reginald" and "Baron Hornsby" to the list of addresses. It's of little surprise that he became the leader of the party. The only name that came close to my PC's in coolness was our party's scholar, Dr. Matthew DeVault. That was a name that said, "I am an erudite and cultured individual, and I slay monsters for a living." No wonder he ended up with the Sword of Dracus.
On the other hand, we had a few characters that naturally fell to the back of the pack. First there was Bob the gnome, a character that was sadly played by a woman who had no idea how to play an E&E gnome/tech. Bob's major contribution to the party was being cursed to grow an inch a week until he was 6'8" tall. Not exactly the stuff legends are made of. On top of that was one of the party's halflings. Engines & Empires replaced the thief class with the more versatile expert, a skill-oriented character that could quickly become a master of many things. Halflings were the demi-human counterpart to the human expert. So one would expect a character that made up for his lack of size by using intelligence and guile.
Instead we got Bayonetta, the halfling stripper.
Yes, a gaslight fantasy campaign filled with high adventure and political intrigue had a character named after a then-popular video game character whose weapon of choice was based on it doubling as a stripper pole. John eventually made the player change the character's name to something more appropriate, but I'll be damned if I can remember it. And why should I? The player obviously didn't give a damn about the game, and came up with a character that was only memorable because of some juvenile shock value. So it's no surprise that it fell into the ranks of the supporting cast. In the end, the party really consisted of four or five heroes and a bunch of glorified hirelings. and those at the front of the line were played by players that cared enough to give their characters a decent name.
After all, you can't make history if no one knows who you are.
Thursday, March 1, 2012
[Retro Phaze] New Wizard Weapons
I've been playing Final Fantasy V as of late. Final Fantasy holds a place in my heart from my days as as a young RPGer. While it probably isn't the first console RPG, it did grab my attention due to it having a setup similar to Dungeons & Dragons. It had character classes similar to D&D, monsters that seems to be culled from the Monster Manual, and even followed a Vancian magic system for it's three spellcasting classes. However, it was limited by a linear plot that's pretty unavoidable with computer and console RPGs. Eventually, the Final Fantasy franchise spun off from it's D&D roots to become a system unto itself.
Last year, after The Baron Lieutenant Reginald Hornsby and his band of ragtags vanquished the evil Zedikiah MacKenzie and recovered the Sword of Dracus in the world of Engines & Empires, John Higgins asked a select few of us to play in another game he created called Retro Phaze (formerly called Elegia), a tabletop RPG based on the original Final Fantasy.
Last year, after The Baron Lieutenant Reginald Hornsby and his band of ragtags vanquished the evil Zedikiah MacKenzie and recovered the Sword of Dracus in the world of Engines & Empires, John Higgins asked a select few of us to play in another game he created called Retro Phaze (formerly called Elegia), a tabletop RPG based on the original Final Fantasy.
Sunday, January 15, 2012
New Monster: Clockwork Lich [Engines & Empires]
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Image from Marvel.com |
Practitioners of magic aren't the only ones that try to cheat death. Occasionally, a wily inventor finds a way to extend his life in ways that would turn most peoples stomach. Through a combination of chemical treatments, mechanical enhancements and various medicines, the inventor becomes effectively immortal. However, the result is nothing more than a brain in a jar of chemicals operating a mechanical analogue of a human being. The inventor's voice becomes nothing more than a series of phonograph tubes playing different sounds in a hollow mockery of speech. His senses are now dulled due to the replacements not being as effective as living sense organs. Between the extreme loss of humanity and the alienation of others due to the inventor's horrific appearance, it is no wonder that these beings eventually go mad. These cyborgs, called "clockwork liches" by some, typically reside in their old laboratories as they focus on the only thing that keeps them going, their work.
Clockwork Lich
No. Appearing: 1
Alignment: Chaotic
Movement: 300' (100')
Armor Class: 0
Hit Dice: as technologist class, minimum of 21st level
Fighting Ability: as technologist class
Damage: 1d10 + special
Save: as technologist class
Morale: 10
Intelligence: High
Hoard Class: Special
The clockwork lich attacks with it's mechanical hands for 1d10 damage plus a special effect depending on what the inventor's primary class. Physicists inflict an electrical shock that stuns the target for 1d4 rounds if a saving throw is failed. Chemists inject a psychotropic compound as per the 2nd degree ability. Biologists inject an anaphylactic agent that causes paralysis for 1d6 rounds unless a saving throw is made.
Clockwork liches are immune to cold, electricity and gasses. Their mechanical bodies are sturdy enough that they can only be damaged by weapons of +1 or greater. Contrary to their misnomer, they are not undead and cannot be turned. Curative magic cast on a clockwork lich will heal it as they do retain biological components. All clockwork liches are built using the kinetic engine degree, which accounts for the creatures movement rate and unarmed damage.
Being technologists, they can an will use technological degrees available per their level. It is not uncommon for clockwork liches to have 1d6 automatons that it can summon via radio. These machines arrive in 2d20 rounds. In a pinch, a clockwork lich may use it's own body to jury rig a device. This can inflicts 1d8 damage to the clockwork lich and can only be used three times a day before risking damaging the clockwork liches subsystems.
Tuesday, September 27, 2011
[September of Short Adventures] Day 22: Support Your Local Werewolf
Synopsis: It's Election Season in the coal mining town of Orc's Gulch in the Lemurian Frontier. As more people come into the town looking for work, there are also a growing need for a sheriff to keep the town safe from ruffians and bandits. The two main candidates are Artemis Chemung, a former soldier turned notary who keeps to himself when he's not working, and Mortimer O'Doul, a rough rancher who many claim has ties to the local bandits. While Chemung is promising to keep the town safe and to keep the travel routes safe for business, O'Doul is promising to rid the town of a monster that has been attacking cattle once a month. Things are starting to get heated as there are reports that some of O'Doul's men are starting to extort votes for their boss and spreading rumors about Chemung. Chemung has been sighted around some of the mines at night, but no one knows why.
Background: O'Doul is a thief and a ruffian, no doubt about it. His men are responsible for ambushing trade wagons and causing trouble for other ranchers. The only things that are keeping him in check are his political opponent and a creature that attacks cattle at night. What he doesn't know is that they are one and the same.
Artemis Chemung is a werewolf, cursed to take lupine form under a full moon and ravage the cattle ranches of his neighbors. As the town's notary, he has learned that there may be a vein of silver within the coal mines, and is concerned for his well being. He opposes O'Doul because he believes that as sheriff, he would be in better control of any silver that comes out of the mine, and as far away from Orc's Golch as possible. Also, while Chemung is a monster once every full moon, he sees O'Doul as a monster all of the time.
Mortimer O'Doul- Level 4 Expert, AC 8; 16 hp; FA: 2; Dmg: 1d8 (revolver); Save: 7; Alignment; C; Skills: Civics 3, Outdoors: 3, Perception: 3, Stealth: 3; Special: Critical hit on 19-20 for 3x damage; Gear: revolver w/ 12 rounds, knife, 40 sp and 5 gp
Artemis Chemung (human)- Level 4 Fighter; AC: 9; 21 hp; FA: 4; Dmg: 1d8 (revolver); Save: 8; Alignment: L; Skills: Civics: 2, Diplomacy: 2; Knowledge: 3; Special: Focused Strike 1/battle, Whirlwind Attack 1/battle; Gear: revolver w/ 6 rounds, sabre, chainmail +1 (in storage), 50 sp
Artemis Chemung (Werewolf)- AC: 5; FA: 4; Dmg: 2d4 (bite); Save: 8; Alignment: C; Special: only harmed by silver or magic, summon 1d2 wolves in 1d4 rounds, transmit lycanthropy through bite.
Friday, September 9, 2011
[September of Short Adventures] Day 8: The PCs Fight a Giant Shark
Game System: Labyrinth Lord or Engines & Empires
Synopsis: Every year, the aquatic elves and mermen engage in a surface-level swimming marathon. In need of impartial judges, they ask the PCs to fill the role. The PCs are taken out on a boat in the middle of the ocean with binoculars and telescopes to keep track of the participants and all the trail markers.
And then a giant shark attacks the swimmers.
Background: What more do you want? The PCs get to fight a giant shark! Innocent swimmers, PCs on a boat, cue the Jaws music. I bet you could get players that haven't payed in a while back into the game. "Hey Bob, wanna play D&D?" "Nah, I grew out of that years ago." "You get to fight a giant shark." "I think I have my dice around here somewhere."
Giant shark people. Sometimes these things write themselves.
Monster: Giant Shark; AC: 4; HD: 8 (40 hp); Dmg: 2d10 (bite); Save: F6; Morale: 9; Alignment: Neutral; Exp: 800
Thursday, September 8, 2011
[September of Short Adventures] Day 7: Agent Provocatuer
System: Engines & Empires (a gaslight fantasy supplement to Labyrinth Lord) more information can be found on the game at Ludandi Gratia.
Background: Long ago, an aspiring technologist was blinded in an accident while experimenting outside of the classroom and was expelled. No other schools would take him due to his disability. In turn, he became bitter and self taught himself in the field of biology. When he reached 5th level, he made a startling discovery. When using his Cellular Transparency ability, the scars on his corneas also disappeared and he could see again, but only when invisible. With his blindness as the "perfect alibi", he started the war between the physics and chemistry schools with the hopes of getting both driven out of West Gogledd. He plans on then setting up shop as the only technologist in town, maybe even an adviser to Lord Reginald himself.
If a tech or gnome PC examines the parts left over at some of the attacks, they mat notice a set of raised pips on some of the pieces. This is the Gaian equivalent of braille that the tech uses to identify parts when not in his invisible state.
Villain: Mr. Falston; Level 6 Tech; AC: 6; HP: 15; Dmg: 1d6 (hammer) or 1d8 (revolver); Degrees: Biology (6th), Chemistry (3rd), Physics (2nd), Alignment: Chaotic; Treasure; 25 sp, 8 cp; leather armor +1 (tech based), hammer, revolver with 12 rounds; portable lab; potion of gaseous form
Friday, April 22, 2011
Q is for Quests
Okay, this one is for real.
I won't purport to be an expert on this subject. But I have noticed a distinct difference between the nature of the quests in my last campaign and the one I am currently playing in.
When we played Engines & Empires, our quest to stop the evil Baron MacKenzie was an 'opt-in' quest. By that, I mean that there wasn't anything forcing us to go on this quest. We started at level one as a group of lawfully aligned adventurers that stumbled upon an evil sorcerer's plot to find an ancient sword. As we continued on our adventures, we discovered more about the plot and decided to take matters into our own hands. Players came and went with little to no issue (more an indictment on the players and not the adventure). By the time the queen of Avalon charged us with stopping MacKenzie, we were already level 6 and three steps ahead of her. We pretty much went to the queen for the rewards we knew she would give us for doing what we were already going to do. It was a win-win situation.
Retro Phaze is a completely different scenario. For starters, there isn't anything resembling a hero in our ragtag bunch. We were a bunch of people in the wrong place at the wrong time who are now framed for a crime we didn't commit. I guess ideally we would come together as some part of a heroic galactic rebellion or the A-Team in Spaaaaaace! Two sessions in, and I have no idea how I'm going to play my character in this campaign. This shouldn't be a problem, I should be able to figure out what my niche in this campaign and carve it out and thrive. The problem right now is, I haven't figured out what it will be. I have an idea, but I can see another player stepping on my toes as I try to develop it. It's going to be a challenge that I hope I am up to.
I won't purport to be an expert on this subject. But I have noticed a distinct difference between the nature of the quests in my last campaign and the one I am currently playing in.
When we played Engines & Empires, our quest to stop the evil Baron MacKenzie was an 'opt-in' quest. By that, I mean that there wasn't anything forcing us to go on this quest. We started at level one as a group of lawfully aligned adventurers that stumbled upon an evil sorcerer's plot to find an ancient sword. As we continued on our adventures, we discovered more about the plot and decided to take matters into our own hands. Players came and went with little to no issue (more an indictment on the players and not the adventure). By the time the queen of Avalon charged us with stopping MacKenzie, we were already level 6 and three steps ahead of her. We pretty much went to the queen for the rewards we knew she would give us for doing what we were already going to do. It was a win-win situation.
Retro Phaze is a completely different scenario. For starters, there isn't anything resembling a hero in our ragtag bunch. We were a bunch of people in the wrong place at the wrong time who are now framed for a crime we didn't commit. I guess ideally we would come together as some part of a heroic galactic rebellion or the A-Team in Spaaaaaace! Two sessions in, and I have no idea how I'm going to play my character in this campaign. This shouldn't be a problem, I should be able to figure out what my niche in this campaign and carve it out and thrive. The problem right now is, I haven't figured out what it will be. I have an idea, but I can see another player stepping on my toes as I try to develop it. It's going to be a challenge that I hope I am up to.
Wednesday, April 13, 2011
One more item for Engines and Empires
I've come up with another item for Engines & Empires. In this case it's a gadget, meaning only technologists and gnomes can make use of it.
The following is designated as Open Game Content per the Open Game License.
The following is designated as Open Game Content per the Open Game License.
Electro-Magic Pulse Generator
This device appears on first glance to be a small manual electrical generator powered by gyroscopes and solenoids. It takes 1d4+1 rounds of hand cranking to get it started, but once that happens, it can power small devices for an hour, after which it needs to cool down for 1d6 hours. However, a technologist or gnome is capable of exploiting the generator's full potential. By carefully adjusting the dials and switches on the generator before cranking, the technologist can set up the generator to release a electromagnetic wave that resonates on the Astral and Ethereal planes. This pulse affects everything within a 30' radius as if it had been hit by a dispel magic spell cast by a 12th level caster. This feature permanently burns out the generator.
Monday, April 11, 2011
I is for Items

The following is designated as Open Game Content per the Open Game License.
Dressings of Amplified Curing
These light-green linens have a mentholated scent to them. Though they radiate magic, the power of these dressings in not apparent if they are used to simply bind wounds. Instead, these strips of magical cloth enhance the effects of any curative spell cast on a wound bound by them. If a character or creature has his wounds bound with these dressings, and a Cure spell is cast on the person within 24 hours of the treatment, the spell does an additional 1d4 points of healing. The magic in the dressings is used up once a Cure spell is cast, turning the linens white and removing the menthol scent. It does not enhance the effect of potions, healing skills, a technologist's herbal healing ability or regeneration. The dressings usually come in a bundle of 1d6.
Revolver of Ricocheting
This +1 revolver can be of either technological or magical enhancement. It's main ability is to allow the shooter to target opponents that are not in line of sight, or protected by cover, by performing a trick shot that bounces the bullet off other hard surfaces within range. Shots can be bounced off of stone or metal surfaces, but not wood. Performing this shot incurs a penalty as if the shot was from one range class higher than what a direct shot would be (ex. a target medium range would be treated as if in long range). The target gets no benefit from cover to his Armor Class. The shooter can use this ability to shoot at targets around corners, provided he has visual knowledge of the target's location (by seeing the target run around the corner to escape for example).
Wednesday, April 6, 2011
E is for Engines and Empires (or, Dave waits until after the campaign ends to suck up to the GM)

For the past six months, I have been playing in a weekly game of Engines & Empires, a retro-clone of the BECMI version of Basic D&D with a rather interesting twist. While most fantasy role-playing games are set in a medieval setting, E&E takes place in a fantasy setting that has just experienced it's version of the Industrial Revolution. This setting is the basis for a new look at a classic game.
While it possesses the staple elements of fantasy role-playing: swords, plate armor, magic, elves, etc, the introduction of a more technologically advanced society has introduced some new races and classes to E&E, as well as making changes to the traditional game. The most noticeable is the introduction of the Technologist class, a scientist who uses devices the way wizards use spells. The Technologist (and it's demi-human counterpart, the gnome) specializes in one of three realms of science; biology, chemistry or physics, and uses that knowledge to create items that can heal, damage, or create other effects normally in the realm of magic.
Monday, April 4, 2011
C is for Character

One of the things that separates RPGs from board games is the fact that the characters within the game are unique individuals. Granted, there are archetypes and stereotypes in every game (the miserly dwarf, the sneaky thief, the mysterious man in the black cloak, etc.). But what allows RPGs to be more than other games is the investment the players and GMs put into the characters. Fleshing them out turns the game from a series of combats in a dungeon into an interactive story where the players have a vested interest in what happens beyond "what is in the treasure chest?""Well... lah-dee-freakin'-dah! Seriously, where does this pig-headed macho bullshit keep coming from? If you want to play in a role-playing game where the characters don't have any character, that's fine, I guess. But it sounds damned dull, if you ask me." - John Higgins, Ludandi Gratia
Saturday, April 2, 2011
B is for Beginings, New

My Saturday Engines and Empires game finally came to an end today. Now, that wouldn't normally seem like something to be happy about unless the game was bad or the other players were a bunch of jerks. But my GM was John Higgins, creator of Engines and Empires (which I will talk about Wednesday), who knows how to tell a story and allow players to do what they want. I also made a lot of new friends in my fellow players, so that isn't an issue either. So why is the end of a six-month long campaign a good thing?
For one thing, I have been a GM for the majority of my gaming tenure, so it was nice to finally be out from behind the screen and acting as a player again. And being on the other side has allowed me to re-evaluate my GM skills and approach to the game. I also took a character from a simple archetype to a fleshed out character. Though that story will have to wait until Monday, what it I can tell you is that it inspired me to try something new as a GM.
Basically, my character went from a standard fighter to a lord with a run down barony to oversee. Even before the campaign ended he was spending his share of the treasure on rebuilding the infrastructure of this place. And that gave me an idea; what if in the middle of this rebuilding a new evil emerged? One that is too small for a high-level party like mine to face, but too big to ignore. One that would require a new party of young, low-level adventurers to face.
So after talking it over with John, I am now working on what I hope will be my first OSR module for the Engines and Empires game, with my character as an NPC and his barony as the setting. While I have created my own adventures before as a GM, this will be the first time I try to do something that is for lack of a better word, official. I just hope I am up to it.
Next week, I start on a new campaign in a space opera setting. Same GM, same players, new game. Sometimes the end is the end, and sometimes it is just another chapter.
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