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BRP Ashes, to Ashes


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Still waiting for a dead tree version, but will definitely get one then.

A bit unfortunate that Chaosium didn't make a cover that gave a better feel of the setting, but it's the inside that counts. Anyone got the pdf yet?

SGL.

Ef plest master, this mighty fine grub!
b1.gif 116/420. High Priest.

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Yes, I have the PDF of Ashes to Ashes...

It's public-domain-19th-to-early-20th-century-art helps give the setting a . . . strange feel. The writing is engaging without being too flowery.

The "map of the world" isn't terribly big, which will cause some to complain and give others great ideas for how to expand The World.

Layout is double-column and clear. The heading font isn't my favorite, but is easy to read and not tiring to look at. (I'm a stickler for fonts!)

The *content* documents a very harsh world, overrun by demons, paranoia running rampant, and all resources in short supply. Magicians are (to say it lightly) shunned by society; religion is drawing in on the reins on the commoners for their own good.

Then, there's the demons' agendas.

Looking over the stat-blocks for NPCs, the Allegiance option is being used to inform the GM what motivates them, as well as detailed write-ups on their position within the setting. (Note that typed "motivates them" - they are referred to as "Allegiance Tendencies"...)

It also appears that hit locations are NOT used.

I'm only about 50 pages into this 180-page PDF, and am enjoying it entirely!

Well done to the author! Thanks for sharing this very bleak world.

Emerging from my Dark Age...

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Thanks everyone for the positive comments!

To try to answer some of the questions:

Well, the demons are both everywhere and nowhere. Their influence is extremely pervasive. However, they operate from the shadows (with a few exceptions). They have "people" to do their dirty work for them: corrupt generals, innocent generals, corrupt church leaders, innocent church leaders, superstitious mobs, etc. One of them, Zazeer, is a hyperintelligent social engineer who has created new social structures that reduce or in most cases eliminate the need for the demons to reveal themselves to the general populace. A big part of the campaign is the players finding out that there are actually demons still around, and that they are pulling society's strings. (There aren't enough surviving demons for them to work safely in the open, but they are calling the dance).

In terms of rules set, there are a couple of chapters on this. One discusses which BRP rules, skills, gear, etc. are in play, and another is a variant magic system. I assume access to the BRP main book, and then talk about things like these skills are available, these aren't, these are under limited circumstances, use this rule, don't use that one.

The art was a deliberate choice. There's some social commentary under the surface of the setting.

I did only do one continent and an island. I am considering doing a couple more regions in a sequel. However, there is a reason for this (read the chapter on Marine Travel; the demons are heavily invested in preventing seafaring for a very specific reason, so no one really knows what lies across the ocean).

I'm not sure what is up with the dead tree version other than I was told that one is coming shortly. Not even I have a dead tree version other than my core file that I printed out.

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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Thanks everyone for the positive comments!

To try to answer some of the questions:

Well, the demons are both everywhere and nowhere. Their influence is extremely pervasive. However, they operate from the shadows (with a few exceptions). They have "people" to do their dirty work for them: corrupt generals, innocent generals, corrupt church leaders, innocent church leaders, superstitious mobs, etc. One of them, Zazeer, is a hyperintelligent social engineer who has created new social structures that reduce or in most cases eliminate the need for the demons to reveal themselves to the general populace. A big part of the campaign is the players finding out that there are actually demons still around, and that they are pulling society's strings. (There aren't enough surviving demons for them to work safely in the open, but they are calling the dance).

In terms of rules set, there are a couple of chapters on this. One discusses which BRP rules, skills, gear, etc. are in play, and another is a variant magic system. I assume access to the BRP main book, and then talk about things like these skills are available, these aren't, these are under limited circumstances, use this rule, don't use that one.

The art was a deliberate choice. There's some social commentary under the surface of the setting.

I did only do one continent and an island. I am considering doing a couple more regions in a sequel. However, there is a reason for this (read the chapter on Marine Travel; the demons are heavily invested in preventing seafaring for a very specific reason, so no one really knows what lies across the ocean).

I'm not sure what is up with the dead tree version other than I was told that one is coming shortly. Not even I have a dead tree version other than my core file that I printed out.

Can you tell me more about the new magic system? I'm very interested in the crunch elements of the setting before I think about getting the PDF.

Cheers!

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I can try...it's going to be hard to summarize a chapter succinctly.

Basically, magic was fractured and rendered rather chaotic by the Abjuration that blew up the World. Magic is innate with certain (rare) people, but there is no one to "teach" it out in the open. As a result, Adepts have to proceed by trial and error from childhood. And the Adepts who learn to keep their gift secret are the ones who probably survive to adulthood.

Basically, an Adept can try to cast any published spell (with exclusions: no summoning things, no banishing things, no non-physical travel, since the World is isolated), but unless they have had a lot of practice or learned some way to "jury rig" that kind of magic through adventuring, it is likely to blow up in their face. The basic mechanic is:

(Adjusted POW) x3 vs. (MP of the intended spell effect) x10 on the resistance table, limited by available MPs. Success means the spell goes off; failure means it doesn't, physical damage may be taken depending on how bad the failure is, and fumbles really smart. It's dangerous and never certain to cast spells, since magic is chaotic and the Adept has never been formally taught. It allows for blaze of glory suicides as well.

Most other conventions (incantations for particular spells, runes tied to a kind of magic, experience, magic items) function within the boundaries of this formula. Many provide a bonus to adjusted POW depending on the type of magic, particular spell, etc. There are also circumstance bonuses (out of combat, book learning based on finding some books) that may apply.

In addition, Adepts get some freebies depending on achievement of story-line goals. (This is a mechanic I use throughout the setting; if you accomplish x in the story-line in the Keeper's discretion, then you might get bonus power y).

There are also rules for Wild Talents (people who have an odd bit of unpredictable magic but who aren't really Adepts) and Faithful (holy people who have unpredictable but limited "miracles" go on around them).

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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Well...

In terms of a preview, that's up to Chaosium. The best that i can do is an add-on, which is laid out the same way as the main document. There is one in the files folder of the Yahoo group

ashesttoashes : Ashes to Ashes

(Yes, 2 Ts)

Apart from the magic rules (which are pretty involved), the setting is pretty close to option neutral. Use whatever ones you like. The one innovation is a story-line based achievement model--join this group, get x benefit; achieve this goal, get y benefit. The add-on illustrates an application of that mechanic in the context of a guild (a prestige class of sorts in which benefits aredoled out based on storyline goals). I don't use SAN or Allegience although I do use Allegiance as a general reference for some NPCs and regions (e.g., Fallingstar tends to be neutral and lawless; Eglantine very law oriented)

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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Am now advised that a hard copy of Ashes to Ashes will be out in July (i.e., prior to the next con they are going to).

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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  • 6 months later...
  • 2 months later...

Well, those couple of day took their time, but here it is, as it appears in the Review section:

Ashes to Ashes, written by Jeff Moeller aka neorxnawang forum, is the first fantasy setting that was released for BRP. With the subtitle: "Exploring the Darker Side of Human Nature", this dark post-acopalyptic fantasy setting is probably as far from the standard tolkienesque fantasy setting you can get. This beetle review will first take a look at the content of the book, the art and layout, and then a Triff says summary.

Ashes to Ashes is a monograph published by Chaosium, available in both PDF and printed versions. It can be purchased online from Chaosium.

C O N T E N T :

Chapter 1: Introduction (page 3-4)

Chapter 2: History (page 5-8)

Chapter 3: The Present (page 9-11)

Chapter 4: The World (page 12-20)

- The first four chapter gives an overview of the setting and the World of Ashes to Ashes. It's all well written and interesting, and quite manages to convey the atmosphere of the setting.

Chapter 5: BRP Rule Variations (page 21-29)

Chapter 6: BRP Rule Variations - Magic (page 30-42)

- Chapter 5-6 deals with character generation, new skills, a new wealth tracking system, typical gear and the use of Magic in the World. I didnt' like the wealth tracking system that much, but the magic system is both simple and brilliant.

Chapter 7: Religion and the "Circle" (page 43-44)

Chapter 8: Inhabitants of the World (page 45-52)

Chapter 9: Organizations (page 53-69)

- Chapter 7-9 details the dominant religion, the various races that inhabit the World, and organizations the players can join. Again, well written and interesting to read. Only problem with the organisations is that they aren't really that fitting for player characters in a traditional adventure group.

Chapter 10: Gazetter (page 70-135)

- The biggest chunk of this monograph. The different regions of the known world is described in high detail, including an overview, history, geography, culture and daily life, resources, ways and traditions, leadership and governance, plot hooks, sites and features, important people and a map for each and every region. VERY well done.

Chapter 11: Points of Emphasis for Roleplaying (136-139)

- Some usefull tips on running the setting.

Chapter 12: Scenarios (page 140-171)

Chapter 13: Some Noteworthy Demons (page 172-176)

Chapter 14: Index (page 177)

- Chapter 12-14: Two scenarios, The Lord of Nothing and The Redoubt. Both are good, and give some necessary help in understanding what type of scenarios can be run in this setting. Some of the more imported demons are statted up (which is always good), and there's an index in the end.

L A Y O U T :

The layout could allways be better, but does the job. The art is mostly black and white photographs, not allways that good. The map is hexagon-based and colour, and creates quite a contrast to the B&W photos. I do not know exactly why, but I actually like both the layout, the art and the maps a lot.

T R I F F S A Y S :

I loved reading through this monograph. It is very well written, and describes a highly detailed, believable, original and interesting setting. The only cons I can see with this setting is that it will probably only appeal to a certain subset of roleplayers, as it's pretty dark and gritty.

Final verdict: 5 beetles - b1.gifb1.gifb1.gifb1.gifb1.gifb2.gif

I would recommend this book to anyone who would like a great read, and highly recommend it to anyone who are interested in a really dark and gritty fantasy setting.

There is also a Yahoo! message group for Ashes to Ashes moderated by the author in support of the setting, which have maps and addons in their file section. A sequel, which I will certainly buy when it's out, Dirt to Dirt, is currently in the planning stage.

SGL.

Edited by Trifletraxor

Ef plest master, this mighty fine grub!
b1.gif 116/420. High Priest.

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Thanks O beetley one. I am happy to chat about the setting.

Also, I am looking for anyone who might be interested in doing some spot illustrations and/or a cover.

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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Also, I am looking for anyone who might be interested in doing some spot illustrations and/or a cover.

I may be able to help a little. I pretty limited in what I can do, but if you let me know what you have in mind I could try and whip something up.

294/420

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