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I don't remember exactly when I read this book; must've been around 2004-2006, either before or after I spent a week in Paris in the fall of 2005. ItI don't remember exactly when I read this book; must've been around 2004-2006, either before or after I spent a week in Paris in the fall of 2005. It was a fantastic read. Gopnik evokes Paris in a way that makes you feel like you're there alongside his family, and leaves you missing the city when you're done....more
I picked up Lighthouse because I have found that my tastes in roleplaying game systems have drifted more towards the simple and narrative, rather thanI picked up Lighthouse because I have found that my tastes in roleplaying game systems have drifted more towards the simple and narrative, rather than the complex and rules-laden. Everything I read about Lighthouse told me it would be along the same conceptual lines as other games with those qualities I already liked, so I went for it.
I like a lot what Kinsman has done in Lighthouse, a lot. This is a narrative-focused system that highlights descriptive devices, using dice mechanics sparingly and meaningfully to drive the story forward with an eye towards drama.
In Lighthouse, characters are built using descriptions with varying levels of importance/complexity--Big, Medium, and Small Things--each with its own numeric bonus. Rather than get bogged down in extensive skill lists and abilities, what a character can do is derived organically from each Thing description in conversation between the player and the Guide (Game Master).
The resolution mechanic is simple, using a d20 + modifiers to achieve either a low (1-10) or high (11-20), odd or even result. You then put forth a die bid, a die which determines how much you're investing into that particular roll, ranging from d4 (barely invested) to d12 (you're all in). A low result is a failure, high is a success, odd means Guide narrates, even means rolling player narrates, with the bid die determining the level of success/failure.
Threats to the characters are handled using narrative devices called Consequences, which are tied to the bid die. Characters have five slots of increasing degree of seriousness with which to absorb "damage" received during conflicts, from d4 (a very light consequence) to d12 (a potentially-permanent consequence). Consequences are dictated by the narrative, and are meant to evoke drama, not bad luck with the dice, so that no one bites the dust unless everyone playing agrees it is the proper, dramatic consequence.
The Lighthouse book includes a number of character examples drawn from easily-identifiable pop-culture stories, showcasing the versatility of the system, while the example of play helps the reader see how the pieces all fit together when in use. To this add that the book is only $3.00, and you have an easy-to-use, new-player friendly, storytelling-driven, affordable game that can power pretty much any story you and your friends want to play through at the table.
Dancing Lights Press has already published a couple of games powered by Lighthouse, and I can't wait to see how the system moves for each of those settings, as well as in what ways it can be hacked at home.
If you like Fate Accelerated Edition, or value dramatic storytelling over task simulation in your roleplaying games, pick up Lighthouse and give it a spin. Personally, I can't wait to do so....more
I absolutely love this comic. The story continues to unravel at a delicious pace that leaves you wanting more with every page, and the art is as beautI absolutely love this comic. The story continues to unravel at a delicious pace that leaves you wanting more with every page, and the art is as beautiful and ethereal as ever....more
Fate Accelerated Edition (FAE) is the perfect mix of simplicity and complexity that I want out of a game at this point in my life. The game is completFate Accelerated Edition (FAE) is the perfect mix of simplicity and complexity that I want out of a game at this point in my life. The game is completely laid out in these 40+ pages, written in such a way that anyone can pick it up and be playing in a short amount of time, making it a perfect game to introduce new players to RPGs. FAE also can handle pretty much any genre you throw at it with just the basic rules provided, whether it's an original setting, or a pop-culture one. Add to that the extremely low cost, and you have an all-around winner....more