Yesterday was Free RPG Day and I visited my local store to pick up some of the offerings and buy some books as well. All gaming products were 20% off!
I'm not gonna lie. I went there early hoping to get my hands on Wrath & Glory. Besides a few vague teasers on blogs this was to be the first preview of this new RPG. When news of this RPG first came on my feed I quickly dismissed it thinking it used the same system as the others in the series. It was only after actually reading about it that I learned it was going to use a dice pool and narrative system. Color me interested.
So here I am a day later. I read the quickstart rules and the adventure summary. I'm here to tell you what you missed out on and share some of my impressions.
Wrath & Glory - Blessings Unheralded comes shrink wrapped. The cover and back is printed cardstock inside of which is a map. Inside is a 32 pages booklet containing the quickstart rules and the adventure. There's also a token sheet printed on cardstock and 4 character folios.
The production quality is top notch. Starter sets like FFG Star Wars offer basically the same thing, and charge you for it. This one is free and holds up to it.
The Booklet
So Wrath & Glory takes place in the WH 40k universe. It's a grim gothic sci-fi universe where the last bastion of humanity fight xenos, corruption, heretics and daemons. I've always been a fan of the lore, but not the system. I read Dark Heresy and Rogue Trader and played in a few games over the years but never ran it.The writers warn that this is an introduction and that some rules have been simplified in this Quickstart. The full game promises not to restrict your warband to only Imperial archetypes. That means you could an Eldar or Ork boys if you want. I'm not a purist. I can see how this may offend long time fans but I welcome this change. I think it can only lead to interesting roleplay opportunities.
Sorry about the glare! |
The Core Mechanics
Task resolution is dice pool based. You add a number of d6s equal to your skill and linked attribute, add bonus dice and you roll against a Difficulty Number (DN), usually a 3 but it could be higher or lower depending on the difficulty of the task. A 4 or 5 counts as one Icon (success) and a 6 counts as two Icons. If you meet or exceed the DN, you succeed.
Then you have the Wrath Dice. One dice out of every pool is designated as the Wrath dice and should be of a different color. If that dice comes up as a 6, you accumulate Glory. If it comes up as a 1, a Complication is added to the scene. You can gain Wrath or Complications regardless of if the test is successful or not.
Glory is a pooled resource for your warband. Complications is something the player and GM work together to add unexpected drama to the scene. If you can't think of anything, you can elect to give the GM a point of Ruin.
Then you have Shifting. Shifting is a resource you can use to gain additional effect. If you've accumulated more Icons than needed to accomplish a task you can deal more damage, improve the quality or speed. It's basically a crit.
You start with 2 Wrath Points. This is a meta currency not unlike Bennies, Fate Points or Force Points. You can spend it to re-roll failures (not the whole roll), restore Shock (stress damage) or make a Narrative Declaration. You can gain more Wrath Points with good roleplaying or accomplishing personal objectives (included on the pregens - they're pretty cool!).
Glory is a representation of the Heroes' will to win. As previously stated, it's a collective resource. You begin with 0 in the pool but gain some by shifting Exalted (6s) Icons into the pool or with a 6 on the Wrath Dice. Note that there's a set maximum number of Glory points you can have, at which point you can't gain more. So it's good to use them instead of hoarding them. You can use Glory to increase a Dice Pool, damage or seize the initiative.
Ruin is the GM's equivalent of Wrath. You gain some with failed Corruption or Fear Tests and with 6s on the Wrath dice as well. You can spend Ruin to active special abilities, interrupt the PCs during initiative or seize the initiative, re-roll failures, restore Shock or Soak Wounds.
I think you can see the influence of games like FFG Star Wars and Genesys here. I sense a bit of 2d20 here as well. What do these two have in common? Jay Little. He didn't work on this game, though. At least not that I'm aware. No. The lead designer is Ross Watson. He's worked on many RPGs but I know him better for his work on Savage Worlds products such as Savage Rifts and Accursed. And the adventure is written by John Dunn, who also worked on Accursed.
While the core mechanics offer just a faint hint, the combat options (such as multi-actions, firing into melee), interaction attacks (tricks and tests of wills), the way damage works and combat effects (hinder and vulnerable), feel familiar to a Savage Worlds player like myself. Defiance checks feel like saves vs death from D&D 5e. So there's a bit of everything. It feels like they've used fun mechanics that work well together that I understood instantly.
Character Folios
The character folios are gorgeous! Full character portrait on the front, the character sheet spread with cheat sheet tables in the middle and a bio plus a handout on the back. My only complaint is that I wish there were one or two more.
Token Sheet
Then you have a token sheet. They aren't pre-perforated, though. But this is a free package, remember? Use some scissors and make sure your tongue is sticking out while you do that. They cover everything from the PCs, NPCs, troops, tracking wounds, shock and statuses.
The Map
Finally, there's the map. I have yet to read the adventure so I don't know what it represents but it looks pretty good to me!
Conclusion
I'm hoping this is made available in digital format soon for people that couldn't get a copy. If this was something you could purchase, I'd tell you to go grab it. I'd have paid $5-10 for something like that. Meanwhile, I started scanning it, hoping I can run this online for my friends soon.
I have to say I'm looking forward to see the full book. Although a bit crunchier than I usually like, I quite dig the system from reading it. Sometimes you read something and it isn't as complicated when you play it.
I have to say I'm looking forward to see the full book. Although a bit crunchier than I usually like, I quite dig the system from reading it. Sometimes you read something and it isn't as complicated when you play it.