A Song of Ice and Fire Rpg Review

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 · 70 ratings  · six reviews
Start your review of A Song of Ice & Burn Rpg: A Game of Thrones Edition
Katherine Simmons
Nicely done rpg, some niggles most the sheer corporeality of rolls needed for some parts just looking forrard to running and playing a campaign from this
Alexa Williams
Nov 08, 2016 rated it really liked it
Some bits are complicated equally shit and the whole thing would require multiple readthroughs by all players before you'd find a good groove, but in that location is incredible depth here and overall very well put together. Some bits are complicated every bit shit and the whole matter would require multiple readthroughs past all players before yous'd find a good groove, but in that location is incredible depth here and overall very well put together. ...more
Taddow
Oct 04, 2019 rated it liked it
I'm a fan of the A Song of Ice and Fire series, both the books and the telly serial and I was intrigued to see how the setting was adjusted into a role playing game (RPG). This volume covers setting information (including a basic primer on the urban center of King'southward Landing), graphic symbol and house creation, game mechanics, a bestiary, a game chief's section (which the game calls the "Narrator") and two adventures that could be played separately or linked together. While I won't get in-depth on details, I'm a fan of the A Song of Water ice and Fire series, both the books and the television series and I was intrigued to run across how the setting was adjusted into a part playing game (RPG). This book covers setting information (including a bones primer on the metropolis of King's Landing), character and house creation, game mechanics, a bestiary, a game main'due south section (which the game calls the "Narrator") and two adventures that could be played separately or linked together. While I won't get in-depth on details, here are some of things that I believed were "Pros" and "Cons" of the book:

Pros:
- Setting. This is a rich setting and fans of the books and shows will enjoy that aspect of the game. The default setting in the game is the time period after Robert's Rebellion, only before the beginning book in the series. At that place is some information on playing a campaign during a different time menstruation just the historical data on other time periods is limited.
- Game Mechanics. The basic game mechanics involves rolling a number of D6s (based on your character'due south attributes, skills and situational modifiers) and trying to ringlet equal to or greater than a target number representing difficulty that is set past the Narrator. There are are rules to add or re-curlicue the dice and keep the highest.
- Graphic symbol and Firm Building. The mechanics offer the ability to create interesting grapheme make-ups. You tin make a child character, an elderly character or anything in-between and create virtually archetypes portrayed in the books and shows. The Firm creation rules are very neat (and the highlight of this system) where a actor group collaborates with random tables and other information to create the business firm they hail from.
- Gainsay and Intrigue Rules. At that place are rules that embrace both combat and intrigue (which is very much a office of the books and shows). Characters have a Gainsay Defence and an Intrigue Defense that needs to be trounce to learn a successful "striking" in these situations and are defeated when their "wounds" in these situations (Wounds or Composure) are reduced to nil.
- Adventures. The two included adventures are not that bad. One is a road trip to King's Landing where the party will accept to negotiate social encounters and gainsay bandits. The other takes identify in Rex's Landing where the party is involved in conflict and intrigue during a Tourney hosted by the king; this risk tin be run right after the first.

Cons:
-Game Mechanics. This is the simply con but I recall that it's a big ane. While the baseline mechanics are simple, I remember they get quite complicated because some stats are added together to create another stat (similar to what'south done in the Polaris RPG) and there are special abilities/perks/flaws that modify skill rolls and situations, and some of these are not permanent and can be swapped out throughout a campaign. Additionally, there are modifiers to different weapons, combat tactics and such and I think all this starts to bog down everything because of all the number crunching involved (I'm sure some of this volition eventually become second nature to those that are veterans of playing the system).

Overall this is a skillful RPG (I'd requite it 3.5 stars if I could) with some promise for some practiced times for those interested in the setting and willing to put some work into grasping the game mechanics.

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Neal
Jan 18, 2019 rated it really liked it
For those who beloved D&D, and Game of Thrones, will like this book. The idea of role playing in this setting is crawly. Information technology has quite a lot to read and make sense of. I like the concept of players being from the same house, and creating your own house is fantastic. As it is meant as a game your can tweak things to suit. I imagine after a bit of feedback they may add together some additions to firm creation i the future. Creating characters has fifty-fifty more pick. I like the charts that assistance create character For those who love D&D, and Game of Thrones, will similar this book. The idea of role playing in this setting is awesome. It has quite a lot to read and brand sense of. I like the concept of players beingness from the aforementioned house, and creating your ain house is fantastic. As it is meant as a game your can tweak things to suit. I imagine later a flake of feedback they may add together some additions to firm creation i the future. Creating characters has fifty-fifty more pick. I like the charts that assist create characters- either random dice rolling or selecting. Having a dorsum story, with vices and virtues among a few, is a nice style to flesh out your characters. In D&D y'all had 6 master stats- here you lot have 19! And yous can further specialise. Rather than "Charisma" you lot tin choose to have "Cunning", Deception" or "Persuasion" which definitely has a Game of thrones feel to it. In that location are a few other extras such as having destiny points. Beingness able to choose is peachy as you lot are limited to a traditional character class, yet can utilize those as an example. It feels similar your characters have a lot of depth to them.
As far equally game play goes it seems you have running your House, gainsay, warfare and intrigue.
I would think beingness the Narrator (DM) would crave quite a bit of preparation, but the flip side is that you can basically create loads of NPC's to suit your story management. The book comes with two adventures that seem quite comprehensive, and could follow on from each other. I hope they come up with a few more in time to come. A skillful read.
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D'Argo Agathon
Mar 01, 2021 rated it really liked it
Can't give information technology 5 stars yet since I haven't run a entrada, and on top of that it'southward a pretty well-adult system with lots of options that players will have to run through a couple of times before diving in... but this looks fantastic, and if your DM (this ruleset calls the narrator) and players take experience with something similar D&D, this should a super fun experience with minimal "growing pains". From developing your own House and playing at a strategic level, to making a single character and Tin can't give it 5 stars yet since I haven't run a campaign, and on summit of that it's a pretty well-developed system with lots of options that players volition have to run through a couple of times earlier diving in... but this looks fantastic, and if your DM (this ruleset calls the narrator) and players have experience with something like D&D, this should a super fun experience with minimal "growing pains". From developing your ain House and playing at a strategic level, to making a unmarried character and playing the micro-level, or doing both and playing the characters that will atomic number 82 your Firm to greatness, there's a lot for DMs to play around with and adjust campaigns. More than than that, I love the three combat systems -- minor-grade Gainsay like D&D, Warfare combat for strategic Business firm interplays, and a cool Intrigue "combat" that shames D&D and really develops the books' focus on persuasion, seduction, deception, intimidation, and negotiation.

I ran through House creation and character creation, got a PDF that I split into sections to give to players (I bought the hardcopy, and at least ane of my friends who wants to play has a hardcopy equally well), and I also got the Campaign/Chronicle Starter which I'll accept a await at soon. The Entrada Guide is basically a lorebook (in the vein of Martin's The World of Ice and Burn down), and and then won't give ASOIAF fans much new info, but is worth at least taking a look at for the stats of volume characters and Houses (if your characters might meet Robb, or exercise business organisation with the Lannisters, etc.).

Looking forward to this!

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Mikael Cerbing
Jul 05, 2018 rated it really liked it
The premise of this RPG is great equally most People by at present have a practiced thought almost Martins world. That means that the GM wont need to spoonfeed the players information about the world, we can just jump in and play. The trouble With this is that yous are not free to do anything (the Writer says that you can practise everything equally this is Your Version of the earth, but for myself at to the lowest degree I would have a problem whit the characters killing Cercei for instance. Fifty-fifty if a compleat reimagination of the main story The premise of this RPG is great as well-nigh People by now accept a good idea nigh Martins globe. That ways that the GM wont need to spoonfeed the players information about the world, we tin just spring in and play. The trouble With this is that you are not free to do anything (the Author says that yous tin can exercise everything as this is Your Version of the world, but for myself at least I would take a problem whit the characters killing Cercei for instance. Even if a compleat reimagination of the main story would make a great campange).
The system is quite simple and D6 based, peradventure a few to many rules around combat for my taste. And what I really similar when you offset making characters is that kickoff yous make Your own great or small house. Something that makes this game a bit unlike from most generic fantasy games. The main problem I have With the game is how intrigue Works. There are a lot of rules effectually it, and it supposed to be a primary office of the game (it is A song of ice and fire later on all), but I think information technology might exist quite difficult to rollplay to make information technology interesting. And put a lot of preassure on the GM to make it work better then only game mechanics. Simply we will see, information technology might piece of work first-class when I get my players to finally play it.
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Robert J. Schwalb, a author and award-winning game designer all-time known for his work on Dungeons & Dragons, got his beginning in 2002 and has never looked back. He has designed or developed almost two hundred gaming books in both print and digital formats for Wizards of the Coast, Greenish Ronin Publishing, Black Industries, Fantasy Flight Games, and several other companies. Some of his best-known books i Robert J. Schwalb, a author and award-winning game designer best known for his work on Dungeons & Dragons, got his start in 2002 and has never looked back. He has designed or developed well-nigh two hundred gaming books in both impress and digital formats for Wizards of the Declension, Green Ronin Publishing, Black Industries, Fantasy Flight Games, and several other companies. Some of his best-known books include the Dark Sunday Campaign Setting, Role player's Handbook three, A Song of Water ice and Fire Roleplaying, Grimm, and Tome of Abuse. Wait for Robert's first novel in tardily 2011.

What does Rob take to say?

Fresh from my second get at college, all flushed and giddy for having graduated Magna cum Laude with special honors, I was ready to start writing fiction for a living. Reality didn't waste any time intruding on my grandiose dream. The demand for a steady task—beyond peddling liquor at the now closed Esquire Discount Liquors—became evident when the pupil loans clamored for repayment. Carpeting, tile, and hardwood sales would exist my future for a time. A friend ran a store in town and offered me a job. My previous careers had been selling men's clothes, fast food, and then extended warranties. Floor was none of these things so I jumped at the run a risk.

I was terrible. I shouldn't have been surprised. I had a degree in English and Philosophy. Floor customers don't quite go pre-Socratics humour. I stuck information technology out though and supplemented my income by selling liquor a few days a week. I got to chat upwardly the regulars at the liquor shop who happened by for their thrice-daily pints of Kessler/Skol/Wild Irish Rose. Information technology seemed my fate was to bring together many other Philosophy majors and practice cipher with my grooming.

However, 1 night, I ran across Mongoose Publishing's open up phone call for book proposals. I idea about it for all of 3 seconds before working upward my outset pitch. A little under a year later on, my first book, The Quintessential Witch, striking the shelves. When I wrote the Witch, 3rd edition rules for Dungeons & Dragons were still new and fresh. The d20 organization was gathering steam and gaming entered something of a renaissance every bit companies were created just to feed the clamorous appetite for all things D&D. There were probably more companies than there were writers and thus it proved a perfect time to break into the industry.

At present I was no stranger to gaming. My Dad introduced me to board games when I was very young with Sorcerer's Quest by Avalon Hill. Then I discovered Conan, Dune, Gor, the Lord of the Rings, Narnia, and so on. My interest in fantasy kept growing so when my neighbor offered me Tracy and Laura Hickman'southward Rahasia for a quarter, I happily paid. That little take a chance changed my world forever. I didn't have the rules and had no idea what I was doing. I was hungry and figured out plenty from the take a chance to pattern my beginning roleplaying game. "Passages" became popular in my form for a calendar week or two. We'd play during study hall or recess.

My Dad noticed and when he went off to a publishing convention (he worked for a famous Bible publisher in Nashville), he talked with a TSR rep, who I imagine might take been Gary Gygax. My begetter told him that I was designing my own games, and so the TSR fellow, in a deft and generous move, gave him a stack of books and adventures. I had everything but the rules of the game. Luckily, a trip to the bookstore and meeting my before longhoped-for Dungeon Master Landon, put the Red Box in my hands and my first grapheme in my imagination. Creating the graphic symbol was far less interesting than talking about comics, yet when nosotros broke out the dice the adjacent week and played the first game, I was hooked for life.

This all happened at a time when conspiracy theories well-nigh Satanism gripped the nation. Sure members of my family bought into the hype and idea my soul was in peril. Then I stepped into a much wider world of RPGs. I played everything I could. Pinnacle Hole-and-corner, DC Superheroes, Gamma World,

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