site hit counter

[8NH]∎ Libro Free PERK Core Rulebook Buddy Wagner 9780692207178 Books

PERK Core Rulebook Buddy Wagner 9780692207178 Books



Download As PDF : PERK Core Rulebook Buddy Wagner 9780692207178 Books

Download PDF PERK Core Rulebook Buddy Wagner 9780692207178 Books

P.E.R.K. is a rules-light, strategy-deep roleplaying system that is simple enough for kids but contains enough depth and character variation to keep experienced gamers interested

PERK Core Rulebook Buddy Wagner 9780692207178 Books

Update: After reading through the core rulebook, or trying to, I have changed my rating from 4 stars to 2 stars. I am beginning to feel that every person who believes rules writing is easy also likes to design rpg's. The two are somehow linked.

I didn't notice any typos, and the grammar seems fine. But the presentation of game concepts is bad enough to send me to the store for ibuprofen. I'll give one example. In the pages describing Perks (character talents or special abilities), there is a listing for "Hulk". There is also a listing for "Brute". The description for Hulk says simply, "see 'Brute'". This verbage suggests the two are synonymous. So why list Hulk at all? Its entry is just taking up space. Well, it turns out that Brute can be upgraded, and when it is, its name changes. I guess "Brute level 2" wasn't cinematic enough. But since only Brute characters will have any use for Hulk, it is pointless to give it a listing by itself. The author is gratuitously using writing and reference conventions without understanding them.

The book is full of those sorts of references, where the author seems to have gone out of his way to make the book complex and wordy. A dozen "keywords" related to Perks are defined at length, and we are made to feel they are critical to understanding the Perks descriptions. But I found a few that don't appear in any perk description whatsoever. Disappointing to spend time learning a game mechanic that doesn't exist, or maybe was a hoax? Maybe the mystery keywords are aspects of perks the author discarded but neglected to remove from the text. In any case, it sends the reader on a wild goose chase, looking for explanations that are prompted but ultimately did not make it into the text.

In my opinion, the arcane and fragmented writing will drive any reader nuts. There may still be a good game here, but it will require detective work to know for sure.

Most startup designers seem to persuade themselves that writing rules isn't a big deal. But actually, is. It's the entire deal.

My four-star score is based only on sample pages from the company site and the preview here at Amazon. I currently have the book on order and will update after reading and playing.
,
The game appears roughly the complexity of FATE or Savage Worlds. Dice pools are used, but the designer has added some nuance to the dice pool system that seem useful, fun, and creative. It appears that even character weaknesses can have modifying attributes, possibly allowing great subtlety in the crafting of characters. Attention is paid to character color, such as mechanics for the fading prior-life memory of a man turned werewolf. In my opinion, this kind of flavor-mechanic is what all RPG's need more of.

The writing is good. Artwork is simple but very decent line drawings intended to spark creativity rather than hang in the Louvre Museum, and I believe they succeed.

I am a fan of the Savage Worlds system but PERK may have taken things to the next level. More after I have a chance to really study it.

Product details

  • Paperback 116 pages
  • Publisher Dire Ninja Media (November 12, 2014)
  • Language English
  • ISBN-10 0692207171

Read PERK Core Rulebook Buddy Wagner 9780692207178 Books

Tags : P.E.R.K. Core Rulebook [Buddy Wagner] on Amazon.com. *FREE* shipping on qualifying offers. P.E.R.K. is a rules-light, strategy-deep roleplaying system that is simple enough for kids but contains enough depth and character variation to keep experienced gamers interested,Buddy Wagner,P.E.R.K. Core Rulebook,Dire Ninja Media,0692207171,GAMES & ACTIVITIES General,Games Gamebooks Crosswords,General,Hobbies, quizzes & games,GAMES General
People also read other books :

PERK Core Rulebook Buddy Wagner 9780692207178 Books Reviews


I had the opportunity to test drive this game system at the Kublacon 2014 convention. While it wasn't an in depth exploration of the system I was instantly impressed with the game. Enough to pick up a copy at the 'con. Since then I've been reading through the book and setting up a small fantasy campaign. The cool part about this system is that it already has rules for fantasy, historical, and modern settings. If sci-fi is your thing then it really isn't too hard to just use the modern elements as a starting point and build what it is that you need.

It is important to remember that this book is only a Starter Kit for role playing. Once Mr. Wagner has published his other supplements the different options will truly expand the scope of what you can play 'out of the box' with little effort. However, if you like taking a system's concept and running with it, or playing with rules of a more limited scope, then this is for you.

The best elements here are the ways that different Skills and Perks interact with each other. You can do a lot with these and create a wide variety of character concepts. I'm haveing a lot of fun making NPCs (Non Player Characters) to both help and hinder my players.

Combat has the potential to be both forgiving and deadly, yes I said that right. It is dependent upon dice pools. This is where a lot of the strategy comes into play. You can choose which parts of the combat round your character is concentrating on, and which parts he/she will leave to their instincts. While it might look daunting at first I found myself slipping into it very easily during the first few rounds of the fight. Concentrate all your efforts on defense and it will be much harder for your opponents to hit you, and it feels much more satisfying then the way such an action plays out in other systems' I've tried. Go full on attack and you will cause some damage, but you'd better hope that your opponent doesn't have a buddy ready to avenge them. Its' a fun balancing act.

In a nutshell; if you are tired of some of the idiosyncrasies of the various d20 systems, but still love making feat and skill combinations, then give this one a shot. I'm glad I did. It does exactly what it says on the 'tin' so I give it Five out of Five.
Update After reading through the core rulebook, or trying to, I have changed my rating from 4 stars to 2 stars. I am beginning to feel that every person who believes rules writing is easy also likes to design rpg's. The two are somehow linked.

I didn't notice any typos, and the grammar seems fine. But the presentation of game concepts is bad enough to send me to the store for ibuprofen. I'll give one example. In the pages describing Perks (character talents or special abilities), there is a listing for "Hulk". There is also a listing for "Brute". The description for Hulk says simply, "see 'Brute'". This verbage suggests the two are synonymous. So why list Hulk at all? Its entry is just taking up space. Well, it turns out that Brute can be upgraded, and when it is, its name changes. I guess "Brute level 2" wasn't cinematic enough. But since only Brute characters will have any use for Hulk, it is pointless to give it a listing by itself. The author is gratuitously using writing and reference conventions without understanding them.

The book is full of those sorts of references, where the author seems to have gone out of his way to make the book complex and wordy. A dozen "keywords" related to Perks are defined at length, and we are made to feel they are critical to understanding the Perks descriptions. But I found a few that don't appear in any perk description whatsoever. Disappointing to spend time learning a game mechanic that doesn't exist, or maybe was a hoax? Maybe the mystery keywords are aspects of perks the author discarded but neglected to remove from the text. In any case, it sends the reader on a wild goose chase, looking for explanations that are prompted but ultimately did not make it into the text.

In my opinion, the arcane and fragmented writing will drive any reader nuts. There may still be a good game here, but it will require detective work to know for sure.

Most startup designers seem to persuade themselves that writing rules isn't a big deal. But actually, is. It's the entire deal.

My four-star score is based only on sample pages from the company site and the preview here at . I currently have the book on order and will update after reading and playing.
,
The game appears roughly the complexity of FATE or Savage Worlds. Dice pools are used, but the designer has added some nuance to the dice pool system that seem useful, fun, and creative. It appears that even character weaknesses can have modifying attributes, possibly allowing great subtlety in the crafting of characters. Attention is paid to character color, such as mechanics for the fading prior-life memory of a man turned werewolf. In my opinion, this kind of flavor-mechanic is what all RPG's need more of.

The writing is good. Artwork is simple but very decent line drawings intended to spark creativity rather than hang in the Louvre Museum, and I believe they succeed.

I am a fan of the Savage Worlds system but PERK may have taken things to the next level. More after I have a chance to really study it.
Ebook PDF PERK Core Rulebook Buddy Wagner 9780692207178 Books

0 Response to "[8NH]∎ Libro Free PERK Core Rulebook Buddy Wagner 9780692207178 Books"

Post a Comment