rpg

For A Vast Future is really good by Matthew Marchitto

I wasn’t sure what to expect when I picked up For a Vast Future. I saw it recommended in a Quartet Kickstarter email, and picked it up on a whim. Advertised as a compact, Gameboy inspired RPG, I couldn’t help but give it a try.

A Vast Apocalypse

For a Vast Future takes place in a beautifully crafted apocalyptic world. You start out as Chel, an orphan who spends her days looking for scrap, until she encounters a cyborg who can’t remember his origins. Promising to help him, and maybe get some loot on the way, the two set out, kicking off the story.

The worldbuilding is fantastic, creating a world scarred by corrupt governments and a desperate war. But to really dig into it, you have to read the optional logs that can be found on bookshelves and interactable computers. Each is short and to the point, but they do an amazing job of laying out the context of the world, revealing the intricacies of the apocalyptic war and the experimental tech that grew out of it.

There are some weaknesses though. I’d describe the game as having a strong plot, but weak story. We move through the twists and turns at a fast clip, and it’s a satisfying pace. But there’s a lack to the character interactions and their role in the story that makes it feel plot driven, but not character driven. It’s a letdown, but not a dealbreaker. And the gameplay more than makes up for it.

Ammo, scrap, and wargear

Combat is turn-based and works around a simple but elegant ammo system, where each character has access to the same pool of ammo types. There’s basic, burn, ice, shock, which are some of the traditional damage types. Then there’s the interesting ones like delay (move enemies’ next turn further back on the timeline), vampire (absorb hp), desperate (deal more damage at low health), and so on. There's also an EXPLODE damage type. Which I find both hilarious and awesome.

Enemies can have strengths and weaknesses, where certain damage types deal more or less damage. The difference between a strength and weakness is significant, so it’s incentivized to try and exploit weaknesses to keep battles from turning into a slog. Especially after the first quarter of the game, because spamming attacks with basic ammo starts to do much less damage.

Then there’s wargear, which is stuff like first aid kits, grenades, and items that invoke a temporary weakness, like the oil can making enemies weak to burn damage. To my surprise, the simplicity of all this together made it so that I would be regularly using wargear, as it’s extremely effective, especially when you upgrade a character’s dexterity stat (it increases wargear’s damage).

In most games I tend to ignore damage items, but in For a Vast Future I used them constantly. It was made more fun since you can craft wargear with scrap. So if you need more grenades or tasers, you can get it from a junk-o-tron as long as you have the requisite scrap. And you get a ton of scrap, I never found myself wanting for basic items.

All of this works together in a simple yet satisfying system. Defeating enemies by using their weaknesses, getting a bunch of ammo and scrap after each battle, then stopping at a junk-o-tron to craft more wargear to defeat more enemies. I found it to be a lot of fun. There’s an elegance to the simplicity of its design.

Do I recommend it?

Yes.

The only letdown are the characters, who I wish we’d gotten more time with to fully flesh them out. Otherwise, fun combat with a straightforward ammo and crafting system, a fascinating apocalyptic world, and a compact 10 hour playtime make this an easy recommendation. For a Vast Future is a lot of fun and I recommend it to anyone looking for an old school RPG experience.

Check it out on Steam.


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GOBLIN DESSERTERS, a micro-RPG about trying to not get eaten by ogres by Matthew Marchitto

I felt inspired by HONEY HEIST and CRASH PANDAS, and CriticalRole’s one-shots of the former and the latter, so I decided to go ahead and try to whip up my own micro-RPG. I had a lot of fun writing it, and hopefully it’s also fun to play. This is my first time doing something like this, so I’m sure there are plenty of flaws in it. But, I figure the only way to get better is to put it out there and see what people think. If you give it a try please do send me a message and let me know how it went!!

GOBLIN DESSERTERS

Welcome to GOBLIN DESSERTERS, a world where monsters rule and humans are at the bottom of the food chain. You are a goblin soldier on the frontlines of the century long goblin and ogre war. But you’ve had enough, what’s the point in dying for a war that never ends? You’re going to desert and find yourself a nice little haven where there’s all the human meat you can eat. But you’ve got to make it out of the frontlines first.

Creating Your Character

Name: Are you Grimgut Orgreslayer? Hexa Wolfsbane? Canker Cutthroat? Or maybe just Bob, there’s nothing wrong with Bob. Give your goblin a name!

Motive: Why are you deserting? Are you afraid of dying? A pacifist? Or a veteran who’s seen enough? Or maybe you’re just looking to settle down on a nice human farm. What’s your motive for deserting the war? And do you have an end goal?

Appearance: Goblins in GOBLIN DESSERTERS come in all shapes and sizes, whether it be scrawny, rotund, burly, sinewy or anything in-between. One thing they all have in common is green skin and big pointy ears.

Stats: You have three stats:

  • BRAWN: This is all things physical, like pushing, lifting, jumping, biting, punching, kicking, swimming, and climbing.

  • BRAINS: This is all things that require mental aptitude, that includes dexterous tinkering, discerning some clever bit of information, and being able to manipulate a conversation.

  • RESOLVE: This is your ability to resist fear. Each goblin has three fear points, when you fail a resolve check, you lose a fear point. Lose all three fear points and you become scared.

Assign one of the following numbers to each stat of your choice. 4 (this is what you’re good at), 2 (this is what you’re okay at), and 1 (this is what you’re bad at).

When you do anything in the game, you make either a BRAWN, BRAINS, or RESOLVE check. Roll a number of d6 equal to your stat. Dice that roll 1s, 2s, and 3s are failures. Dice that roll 4s, 5s, and 6s are successes.

Difficulty of Checks:

  • Normal - 1 success needed

  • Hard - 2 successes needed

  • Very Hard - 3 successes needed

Fear and being Scared

Goblins are prone to being chickenshits. You have 3 fear points. Whenever something really fucked up happens, the GM will call for a RESOLVE check, if you fail you lose 1 fear point. When you lose all your fear points you become scared, and start screaming and flailing and running, and generally having a very loud freakout.

Your goblin friends can attempt to restore a fear point to you. They can either slap the shit out of you (BRAWN check), or try to talk you out of it (BRAINS check). They make a BRAWN or BRAINS check versus your RESOLVE check, if they have more successes than you have failures, you regain a fear point, if not then you continue to have a meltdown.

Ogres want to EAT YOU

Goblins might be easy to kick around, but they’re damn tough to kill. The only way to kill a goblin is to get eaten by an ogre.

Ogres are giants that tower over goblins, and they’re also really hard to kill. Cut off a limb and it’ll still try and wobble toward you. The only way to kill an ogre and all its appendages is to crush its skull.

When an ogre grapples you, you and your goblin friends will have a series of chances (at your GM’s discretion) to break free. But if you pass the threshold of an ogre’s gaping maw, you enter last chance.

Last Chance: Once you’ve passed the toothy threshold you have one last chance to save yourself. Your friends can’t help you with this, you’re on your own. Describe what you want to do, roll whatever check the GM deems appropriate, and pray to your goblin gods. If you fail, that’s it, your goblin’s dead.

Optional Rule: If your goblin dies, then you take control of an ogre. Your ogre has 5 BRAWN, 1 BRAINS, and no RESOLVE because they cannot become scared.*

Bonus Dice

There are a few ways to gain additional bonus dice to your rolls.

  • Do something cool.

  • Use an item creatively.

  • Be especially savage.

  • Get weird.

  • Impress the GM.

Items

Your body is littered with little pouches, sacks, and hidey holes. You can carry as many items as you want. Choose three items to start with, or roll a d20 three times.

  1. Broken sword hilt: It would be nice if it had a blade, but you could still use it to bludgeon someone to death.

  2. Wooden shield: It’s really just the top third of a tree stump with a bit of rope, but it’ll get the job done.

  3. Metal armour: You’ve tied old, dented pots and pans together to make...armour?

  4. Food rations: Dried manflesh is a great post-cry pick-me-up.

  5. Ogre heart: You’ve heard this can be used with old magic, but you’re not sure how.

  6. Werewolf skull: A trophy or heirloom? Either way, it’s dang cool.

  7. Black powder: Who thought it was a good idea to trust you with explosives?

  8. Chicken: An adorable live chicken. You’ve heard that humans used to eat them, barbaric.

  9. Gyrocopter certificate: You won it in a raffle, so you’re pretty sure that means you’re a qualified pilot.

  10. Vinno homme: Delicious wine made from the finest pulped human meat. You can even taste the bone fragments.

  11. Map: A map of the surrounding area. Handy.

  12. Tinker box: A little box filled with precision tools, good for fixing gizmos and picking locks.

  13. Hungry sac: A membranous sac filled with teeth, it’ll eat anything you put inside. It’s kind of scary.

  14. Orb of annihilation: Cool name, it’s a black marble.

  15. Executioner’s axe: It’s big, mean, and sharp.

  16. Crossbow: It’s string is made of unicorn hair, and anything shot from it catches fire.

  17. Lightning rod: It’s a long metal pole.

  18. Jewelry: A handful of rings, earrings, and necklaces. Pretty.

  19. Your baby teeth: Why would you keep these?

  20. Incubus snot: Snorting this stuff gives you a hell of a high.

Special Items

Special items are unique, often magical, and usually do something cool. These are hidden throughout the world, good luck finding them!

Magic wand: Six inches of hard oak laced with pixie dust and dipped in a phoenix’s earwax. Point in a direction and hope something good happens. Roll 1d6 and see what happens from the list below.

  1. A lightning bolt shoots down from the sky.

  2. Whatever you’re pointing at turns into a bunny.

  3. Whoever you’re pointing at develops really bad indigestion.

  4. Summon Cerberus, the three headed hellhound of Hades.

  5. Your pouches are filled to bursting with gold coins.

  6. Teleport the ogre king to your location.

Excalibur: A legendary magical sword, used back when humans thought they were tough shit. This blade can cut through anything, literally.

Warhorn: A hollowed out Minotaur’s horn covered in magical runes. When blown, every creature within earshot becomes horribly confused, as though they’re trapped in a labyrinth.

Sunspot lantern: An elegant brass lantern that never goes out. There’s a piece of the sun trapped inside, so don’t open it—ever. (When opened everything in the vicinity catches fire.)

Dragon scale armour: Not only is it protective, but it also lets its wearer breathe fire. And it’s cozy.

Alchemical concoction: A vial filled with peculiar rainbow coloured fluid, it’s unsettlingly viscous. Drink it and roll 1d6 to see what happens from the list below.

  1. You’re filled with adrenaline, too much of it. You go into a rabid rage.

  2. You see the entire universe, the end times, and the beginning of it all. You immediately learn the solution to one problem you are facing.

  3. Everything around you slows down, time has stopped. Wait, no, time hasn’t stopped, but you’re moving incredibly fast. You gain super speed for a short duration.

  4. You feel light, like you weigh nothing. And why’s the ground  receding beneath you? For a short duration you’re as light as a feather.

  5. You feel heavy, like you weigh a ton. And why are you sinking into the ground? For a short duration you weigh a metric fuck-ton.

  6. This potion thingy isn’t agreeing with you, and you feel sick. You vomit acrid sputum in a direction of your choice, slathering the area in acidic fluid.

*Edited on July 10, 2019: Changed this to be an optional rule. I realized that having players take on adversarial roles against each other isn’t fun for all groups.