DriveThruFiction.com
Browse Categories
$ to $







Back
pixel_trans.gif
Colonial Gothic: Rulebook Second Edition
 

This product is no longer available from DriveThruFiction.com

Average Rating:4.4 / 5
Ratings Reviews Total
6 3
3 2
1 0
1 0
0 0
Colonial Gothic: Rulebook Second Edition
Click to view
You must be logged in to rate this
pixel_trans.gif
Colonial Gothic: Rulebook Second Edition
Publisher: Rogue Games, Inc
by Robert F. [Verified Purchaser]
Date Added: 09/18/2016 20:44:50

I actually really like this setting and system, it's very unique in its execution of character building and advancement. There are a few major typo's here and there such as the 45 a tribute points and the constant reference to willpower strength and dexterity as atributes(which is why I rated it 4 instead of 5) but otherwise I am very pleased with this game so far. I do hope rules for mechanical invention could be added at some point, so that players could design such things as the Turtle submarine and such, but one can only hope.



Rating:
[4 of 5 Stars!]
pixel_trans.gif
Colonial Gothic: Rulebook Second Edition
Publisher: Rogue Games, Inc
by Timothy B. [Featured Reviewer]
Date Added: 12/02/2014 10:29:13

The best thing about this book right out of the gate is it compatible with the older, and out of print, Colonial Gothic Rulebook. So all the books I have from Gen Con are still good. CG uses the same d12 based (I remember the guys at the Rogue Games booth going on with glee on how they used the often neglected d12!) system that you find in Shadow, Sword & Spell (I am not 100% sure, but both games look like they are completely compatible with each other). The core book comes in at 282 pages, plus covers. The second thing I noticed that this book is much better looking than the first core book. No slight against that book, but this one is a gem. The first book had a nice hip "indie" feel about it. This book manages to pull off "indie" and "big time professional" between it's two covers. I like that.

But what is Colonial Gothic? From the book: Colonial Gothic is a supernatural historical roleplaying game inspired by the history and setting of the American colonial period, from the founding of Roanoke in 1568 to the end of the War of 1812 at the Battle of New Orleans in 1815.

Pretty cool if you ask me. For me Colonial Gothic continues the story that Mage: The Sorcerer's Crusade began and Ghosts of Albion continued to the industrial age; science and reason over superstition and magic in a world filled with horrors. But CG is more than just that. In this game the "Americans" are on new soil, but it is only new to them. There are horrors native to this land and their are the horrors they brought with them.

The game mechanics are rather simple, which is a good thing, most often it is 2d12 +/- mods vs. a Target Number. It is called the 12° System. Often the Target Number is your Ability + Skill and rolled under. In other cases, such as an Ability test, you roll 1d12 and roll under the ability. Opposed Tests include things like combat. There are also Critical Success (double "1"s) and Critical Failures (double "12"s). Also the degrees of success (or failure) are important. In combat for example your degree of success is a multiplier to the damage. So is you need a 15 and roll a modified 10 you have 5 degrees of success. Simple. Chapter One covers all the basic rules from Abilities and Skills, to combat, to movement and even common ailments (and uncommon ones) to fear and sanity. Chapter Two is Character Creation. You get 45 points to divide out to your abilities (7 is human average). You can then choose a background ("class" for you class and level types; archetypes for everyone else) and then you get 45 points for your skills. These point totals can also be shifted up or down depending on the nature of the game. 40 for more grit, 50 for more action-adventure types. The new aspect is the choice of 5 character hooks. These provide your character with more detail and background and help explain why your character is an adventurer and not just a common Joe or Jane. Chapter Three goes into more detail about Skills and Hooks. Chapter Four covers magic, the magical arts and common spells and Alchemy. Magic has a price in CG and not everyone is cut out for it. Witches presented here are mostly evil, but there is some wiggle room. Chapter Five covers weapons, currency, equipment and trade. This is actually quite an important chapter since goods or the availability of them is not just part of the real Colonial history, but makes a great plot point.
Chapter Six is a guide to the Colonies. It is a nice mix of history, geography and the occult conceits of the game. If you know some of the history of this time then you have an edge up, but there is a lot of great information here. Obviously some liberties have been taken, but it is less alt-history than I feared. Chapter Seven covers enemies and monsters. Both mundane and magical. At this time even a mundane bear is a threat. Chapter Eight covers advice for the game master and campaign ideas.

If you want a cool game with occult dealings, magic, survival, or just plain good historical fun with a setting not often used in historical games then this is a must buy.



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Colonial Gothic: Rulebook Second Edition
Publisher: Rogue Games, Inc
by Thomas B. [Featured Reviewer]
Date Added: 01/14/2014 18:06:49

WHAT WORKS: I'm a fairly psychotically patriotic, idealistic American, so playing or running a game at the dawn of the United States is cool to me, and adding in demons and devils and overwhelming eeeeevil just makes it cooler. I love a magic system with a chance of failure and consequences, which this certainly provides. It also provides utility spells, which are often omitted to the annoyance of many gamers of many games. The Action Points can easily make the game as cinematic as you like, by forcing success assuming you have any stockpiled at all, and you don't roll just miserably.

WHAT DOESN'T WORK: Not enough random tables. What? I like random tables. Rolling Ability Tests seems like a dicey proposition, as you are rolling 2d12 and trying to get under a single number ranked 1-12. The creation guidelines for monsters and adversaries worries me that the game could get a tad hefty on the book keeping end for GMs. Personally speaking, I would totally have placed the rules after the character creation. Just felt jarring to me.

CONCLUSION: I'd wanted to check this game out for some time, and I was glad to finally get a chance to. Supernatural action/horror in the time of the American Revolution ranks up there pretty highly on my list of "likes", right behind supernatural action/horror in the American West. Having not read the 1st edition, I can't tell you if it's worth buying if you already own that one, but for a first exposure to the game, I really enjoyed the subject matter and the presentation (aside from my quibbles with the organization). I'm slightly apprehensive about how the 12° system plays (specifically on Ability Tests), but the game has been around for quite a while and is in it's second edition without having that changed, apparently, so I'm willing to assume that the issue is bigger in my head. I would definitely like working this into my game table's rotation to find out for sure.

For my full review, please visit http://mostunreadblogever.blogspot.com/2014/01/tommys-take-on-colonial-gothic-2nd.html



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Colonial Gothic: Rulebook Second Edition
Publisher: Rogue Games, Inc
by Alexander L. [Featured Reviewer]
Date Added: 12/17/2012 10:03:07

Originally Posted at: http://diehardgamefan.com/2012/12/17/tabletop-review-colonial-gothic-rulebook-second-edition/

Colonial Gothic: Rulebook Second Edition is part of an ongoing series of reviews for the game Colonial Gothic, which has just received another treatment of its core rules by Rogue Games founder Richard Iorio II.

For earlier reviews in this series, check out The Ross-Allen Letters, Organizations: The Templars, Locations, and The French-Indian War.

Twas a Few Weeks Before Christmas

Anyone who pays attention to the Rogue Games website may have noticed the “12/12/12 12:12:12” announcement that something was coming on that date. Well, my friends, that something was a splendid gift of the second edition of the core rules for Colonial Gothic. I must say that it looks great, and everything has been really nicely re-worked and situated as a whole. Clocking in at 284 pages, this version is actually a few pages less than the revised version of the first edition rulebook (released in 2009), however, it remains a bit larger than the first edition of the core rulebook (which I actually have in print) at 211 or so pages. I think one reason this second edition is a little smaller than the revised edition is because they removed Jennifer Brozek’s flavor text intro, which was extremely similar to the exchange found in The Ross-Allen Letters, and overall trimmed other unnecessary or odd bits here and there. Sections of rules have also been rearranged and organized differently.

Needless to say, I am quite pleased to see a second edition of the rules here, and the book shows how far Rogue Games has come since Colonial Gothic’s release in 2007. The table of contents is tighter, more succinct and professional-looking, and in the PDF is hyperlinked! That’s always nice. The layout is slick, I really like what they have done here. Headers have a nice font, and the body text is nice and readable. Each page has a textured background that is not at all intrusive or distracting, and the pages remain clean. I do have one gripe about the page background, but that will come later. You can read more about what Richard did with this edition at the Rogue Games blog, which includes a bit of an embarrassing tidbit about one of the reasons for this new edition: he couldn’t get the old layout files for the previous version to open. Well, Providence favors us this day, for one game designer’s computer issues have brought the gaming world a much improved product in the form of Colonial Gothic Rulebook Second Edition.

What Do I Like About Colonial Gothic?

Okay, so I’ve been doing a series on the game and ranting and raving about this and that, but why do I actually like this game and what are some cool things about the system? I don’t think I’ve mentioned this before, but I have a thing about dice. I like it when games use non-standard (i.e. non-D6) dice, and a role-playing game using regular six-sided dice just doesn’t feel as fun to me. I know, it’s stupid. FUDGE dice are okay, but they are still six-sided. It would be awesome if there were such a thing as “SUPER FUDGE” dice that had eight sides and some funky symbol on each side that could be as easily interpreted as the simple plus and minus symbols. My point is, Colonial Gothic uses not one, but two 12-sided dice. This mechanism of rolling 2d12s against a Target Number (you want to roll under the TN) is called “12 degrees” by Rogue Games. They are also using this system in their fantasy-themed game Shadow, Sword & Spell.

Another thing, and this is probably what I like the most about the game, is that it is full of theme, the theme is unique and interesting, and the design focuses on this theme. This is not a rulebook for a universal game system like GURPS or Palladium’s system, this is a book that is dedicated to a certain cause, and the game is stronger for it. The setting is from the Colonial period of America, a few hundred years before the Revolutionary War, to about forty years after the war. In the first edition of the rules, the time period was meant to be just before the war, when tensions were high and a lot was going on; this is mostly still the case, but it is up to the GM if they want to put the game somewhere else. I personally think the pre-war period is really an interesting and exciting time to set a game in, as there is just so much going on and so much opportunity for players to get mixed up in something.

The third thing that I would say tickles my phant’sy about the game is that it is not too crunchy. It has some math, some sort of archaic calculations and such, but lets a lot of little things go to discretion. There are not rules for every little thing, there are overall guidelines and structures. The book gives rules and information for helpful areas, then lets the GM come up with anything else that is needed. 2d12 is enough dice to be interesting without the dice pools and modifier complexity of, say, Burning Wheel.

So, those are the main things I like about the game. Mostly, I just really enjoy that there is a game dedicated to horror-tinged historical fiction in the Revolutionary Colonies.

It Puts the Chocolate in the Peanut Butter

Ah, but this is not simply a historical game. More precisely, this is a historical game that wants you to incorporate fictitious elements, thus making it a historical fiction game. Not only do you adventure in early America, you deal with the occult, the strange, the dangerous and the mysterious. You may help put down a Royalist uprising in Plymouth, or you may be pelting a horrendous beast that has just appeared from a dark forest with musket balls. You may be seeking an agent of a dangerous occult sect, or you may be running a letter accompanied by a vial filled with a strange substance from New York to Boston. Something weird is happening in the Colonies, and it is up to the GM and the players to decide what that is and how they deal with it. I really appreciate that the danger and wonder of the New World is mixed in with the danger and wonder of the supernatural in Colonial Gothic. Of course, how much all of it works depends on the imagination of the participants, and whether or not they are into historical situations and the Colonial period. Seriously though, who could not be interested in hanging out in the Colonies just before the Revolutionary War?

As far as character creation and game mechanisms go, it’s pretty simple, though Richard has added some mechanisms that have become popular in some games in the last few years. Characters have abilities and skills, like in many other games, though the names are a bit different and streamlined. For instance, abilities are Might, Nimble, Vigor, Reason, and Resolution. Characters also have a Sanity score which is basically how much strangeness they can handle before they start to suffer from disorders. Characters also have “Hooks” which are like Aspects in Dresden Files, little phrases or sentences that say something about who the character is or what they believe. Action Points are the in-game currency that anyone can use to help them pass a test in a pinch, even after they have failed the roll. Beyond that, when you make a test, you just add the skill you are using to the attribute tied to the skill, and then add or subtract any modifiers. That gives you your Target Number, then you roll the d12s and see whether you succeeded or failed and by how much. That’s basically it! Of course, as with most games, there are spells, equipment, a bestiary and all that stuff that give hard numbers for the players and GM to use. Really, the fun is in getting everyone into a story.

Other Cool Bits and Final Thoughts

Combat, physical and social

Combat is straightforward, you take the skill you are using (archery, brawling, melee, etc.) and then roll against that, plus the attribute, as your Target Number. If you succeed, you hit, and the degree of your success measures damage. However, there are conditions and tactics you can use to affect how hard it is to hit, and you can try to avoid damage. There are tactics like Charge, Aim, Defend, Take Cover, and a few others. Basic, but even those add a little flavor to combat instead of just whacking the opponent. The book says that combat is meant to be swift and deadly… and it definitely can be. I would personally disregard the short section on movement during combat, as it does not appear to make any sense, especially since earlier in the book Richard defines a round as a very amorphous time period (giving a rough definition of five seconds), however in the combat section a round seems to be quite long. How else could I move fifty feet in a round without running? I can’t say I’ve ever seen movement rules during combat that I liked AND that had hard numbers attached to them, and I don’t understand why this section seems so strict when many other parts of the book are free-flowing.

There are also rules for social combat, which were part of the Revised edition but have now been refined a little more. Essentially a person’s disposition toward you affects how difficult it is to use one of your social skills to influence them to your point of view. Dispositions now have modifiers attached to them, so that if you are trying to chat up someone who is antagonistic towards you, you will have a tougher time with them than if someone were simply unfriendly or neutral.

Magic and Alchemy

Naturally, in a world of the supernatural and the occult, there must be some strange practices occurring. These are largely going to fall into the realm of magic and alchemy. If you didn’t know, alchemy was a sort of mystical term for a long time before modern science. Alchemy involved everything from extracting the essence of a juniper berry to purifying precious metals. Alchemists might have sought legendary things like The Philosopher’s Stone or Solomon’s Gold, and some were crackpots and some were legitimate scientists. In Colonial Gothic, alchemy is very much a legitimate art that can yield chemicals and elixirs, the equivalent of potions.

Magic is rather self-explanatory. There is a list of spells in the book, put into Common and Arcane categories. Common spells are easier to learn and cast, and have a shorter duration with less powerful effects. Arcane spells are more powerful and long-lasting. Thematically, magic is not widely accepted in the Colonies, and everyone more or less knows of its existence. Unlike in Dresden Files, where most of the populace might not even be aware that the supernatural is happening around them, magic is accepted as being completely real but considered dangerous and largely repressed.

Setting Information and Gamemastering Advice

There is some information in this book about the Colonies, what was going on and where it was happening. Timelines of events, religion, even libraries are discussed. This is a great resource for the GM, especially one who doesn’t know a lot about the time period. Even if you do know, this section sums up a lot of information very nicely, as the series seems to do a lot. Still, it’s not exhaustive, and I would definitely recommend picking up other books in the Colonial Gothic line, like the Gazetteer (keep an eye out for a review upcoming). What is interesting is that there is a lot of information about the various Native American tribes, which is really great.

The other section that I really like is the section on being a Gamemaster. Richard has some great advice, and it is obvious that he has run his share of sessions. The curious GM will have pages and pages of advice to read through on various subjects, including history, villains, running a horror campaign, and just going with the flow. Even for veteran GMs this kind of stuff is always a good reminder.

Final Thoughts

Whew, there is a lot of stuff in here! I like almost all of it. Really, this manual will define Colonial Gothic for the next few years, if not more. I hope the production of this book carries through to future releases, as everything looks really great. Even the clipart and images that I have complained about in other books really look nice and sharp in this PDF version, and everything is laid out wonderfully. My one complaint about the background of the pages (did you think I forgot?) is that when I printed them out, they were way too dark! I was surprised, because the background looks so light on the screen, but even with only black and white settings and the fast draft option chosen and all that, the background looked like a dark gray with graphics in white boxes. I don’t know enough about digital publishing to know if that is a problem on my end or something with the PDF. I think it’s something with the PDF, since I just printed out a bunch of stuff for another game and it was totally fine.

Anyway, I will definitely try to get a print copy of this book when the softcover is released in a few weeks. I assume it is softcover, since Rogue Games focuses on affordability and none of their other products come in hardcover. By the way, did I mention there is a creature builder in the bestiary section? There is, and it is pretty cool. I’ve already made this article too long, but there is a lot to cover here. For any fan of the game, this book will probably be a must-have, but it is not strictly necessary if you already have the Revised first edition book. There are rules changes here and there, skill specializations are gone, and various other tweaks have been made in the re-write that Richard feels makes the game better and more streamlined. However, these are tweaks, not major revisions. Those still holding on to the first edition (not the Revised) should finally upgrade. You might expect a revised version of this book in a few years, but I think Colonial Gothic has finally reached a plateau of refinement and maturity. I just hope the production values in future books are consistent with the ones seen in this volume. Three cheers for Rogue Games and the team that supports it, you guys have worked hard to get this game to the community, and I’m sure they will be grateful!



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Colonial Gothic: Rulebook Second Edition
Publisher: Rogue Games, Inc
by erik f. t. t. [Featured Reviewer]
Date Added: 12/16/2012 16:23:47

For a bit of background, I have my BA in History, with my concentrations in Early American History and The Middle Ages. You study what you enjoy, as it makes the hard work just a tad more enjoyable. So when I saw that the Colonial Gothic RPG had just released a a new edition of the rules (which I had missed the first time around) I had to take a peek.

I'm fairly impressed.

Under the hood it uses the same D12 system as Shadow, Sword & Spell. (I have SS&S and will have give it a second look at some point, as I have now found the system intriguing)

I like the alternate history that is shown. I like the idea that you can set a "dial" of sorts for the campaign's horror component - not all groups will be comfortable going "all in". I really like the flavor. I really like the adversary / creature design chapter. Heck, I'd love to do something similar for the OSR (I know of Raggi's Creature Generator, but it doesn't always fit my needs)

The big missing piece?

There's no short adventure to kick things off with. Believe it or not, although they often feel like throw aways, this little pieces often showcase how a game system works and make a good example of game design for the rule system. Coming from my OSR roots, I'm sure I could bang something together but I'm not sure it would good fit for the system.

I guess I'll need to track down an introductory adventure at some point.



Rating:
[4 of 5 Stars!]
pixel_trans.gif
Displaying 1 to 5 (of 5 reviews) Result Pages:  1 
pixel_trans.gif
pixel_trans.gif Back pixel_trans.gif
0 items
 Gift Certificates