Two new rules "Variation" books have been written by the Illustrious Mr. J Gray and published by those Fine Persons at Fat Goblin Games.
The Second Tarot Variation.
The Second in Mr J Gray’s series on Castle Falkenstein rules variations, once again ,covers the use of Tarot cards instead of an ordinary pack of cards but this time as the general Fortune Cards pack rather than one for Magicians only. There is a very useful page of discussion about the effects on game balance that using a Tarot-based Fortune pack produces and suggestions of a variety of ways this can be balanced or used to enhance the wild card nature of the Major Arcana cards. Just like the previous Tarot Variation, the Minor Arcana cards simply act like slightly altered normal pack of cards. The Major Arcana produce a range of quite powerful negative and positive, but always interesting, outcomes on play.
From my strictly personal view, I won’t be using this Variation in my campaign. I really like the idea of the Tarot pack being a special set of cards just for magical purposes (as in the first Variation) and since Magick gives great power to a Dramatic Persona (or character, if you like), I love the idea of Magicians having less control over the outcome that the Major Arcana cards bring to the game system.
An ordinary pack of Fortune Cards feels better for me for use in mundane (i.e. everyday non-magical) activities. I feel that the Second Variation having, in effect, twenty-two wild cards in the pack overloads the players’ hands in terms of plot manipulation. Just having the two Jokers is enough for me.
That said, what I may do is make a small Host’s pack made up of just Major Arcana cards and use Mr.Gray’s excellent ideas on wild card effects. So, when a joker comes up in the mundane pack, I, as the Host can draw a card from my little pack and gain inspiration for the outcome the players receive.
As ever, this Fat Goblin’s Games product is beautifully laid out with clear text. Even though I am not making use of all of it myself, it scores 5/5 as this is a quality product that many Hosts of “The Great Game” will like.
The Ability Variations.
The Third in Mr J Gray’s series on Castle Falkenstein rules variations, this Variation deals with Ability specialisations, varying the suit of Fortune Cards played for an action and Ability improvement points.
Firstly, the Specialisations Variation allows players to gain an advantage in a specified area covered by an Ability. Secondly, the Divorce Variation gives the opportunity to apply the value of a Fortune Card of a different suit to the one normally used with that Ability, under certain circumstances. Thirdly, the Improvement Variation finally gives a clear format for acquiring new Specialisations and increasing existing Abilities with a choice of mechanics for short or long term campaigns.
In my opinion, this is the best of the variation series yet produced. The other two were nice tweaks but this one makes play easier. Unlike the original Castle Falkenstein books (much as I love them), Mr Gray’s personal Great Ability seems to be in the succinct and clear explanation of rules. These Variations fit very well into the mechanics and spirit of the game. They also clarify and improve the existing rules.
As stated in all the Variation series, the new rules are optional for each Host’s campaign, but I will definitely be opting in with these. A score of 6 out of 5 for this one!
You can keep up with the latest on CF-related Fat Goblin Games’ products via their Castle Falkenstein Blog.
No comments:
Post a Comment