Wednesday, March 18, 2020

The Best of Both Worlds

"Amethyst Foundations" by Chris Dias Published by "Dias Ex Machina" and distributed by "Goodman Games" ISBN = 978-0-9841127-4-6 - 286 pages Table of Contents 01 - The Choices 02 - Races 03 - Lifepath 04 - Classes 05 - Paragon Paths 06 - Skills and Feats 07 - Equipment 08 - Expanding Characters 09 - The World that Changed 10 - The Look of the World 11 - Monsters 12 - Adventures Appendix A - Aliens and Cowboys Appendix B = Index Appendix C - Maps Appendix D - Character Sheets This system/setting is a wild and weird combination. It combines a true-to-life modern setting with realistic fantasy settings. The author postulates what would =really= happen if a magical world were to suddenly appear in a technology-based world like our own. Strangely enough, it does an extremely good job at conveying this change. Most larger cities (about 25,000 or so) survive normally (more or less). But smaller cities and towns are 'absorbed' into the new fantasy realms. In the cities that do survive, technology continues to work normally. Appliances, Computers, and anything based on modern conditions continues to work the way they always have. But, life outside the cities quickly transforms into fantasy realms. Dwarves, Elves, Halflings, and creatures and monsters exist just like they do in all of our fantasy literature. In fact, those Fantasy Realms =are= real fantasy literature brought to life. Oz, Narnia, Middle-Earth, Earthsea, Greyhawk, Blackmoor, and =all= the rest can be found if you survive long enough to find them. Some things change rapidly. No communication with any other city on the planet with each other works. Going too far outside the cities can be very dangerous. Every creature and monster that ever existed in our fantasy literature is =real=. There are two major ways to use this game. One is to assume that player characters are all from a modern realm. Soldiers, mercenaries, adventurers, and many others venture outside their walls into fantasy controlled realms. This part of this book reminds me of a game called "Morrow Project" where people from our time get suspended in time and then re-emerge later (=much= later than expected)! The other way assumes that the PCs are from one of the fantasy realms. If you can get everyone to be from just one of these realms, that makes life a little easier for a GM. This part of this book reminds me quite a bit of "Shadowrun". Of course, things can (and do!) go wrong. A team of researchers may decide to 'go rogue' and begin a new life with the 'outsiders'. But, if they do this, they risk a chance that a rescue party could come after them. On the other hand, a group of Chaparrans (sort of like Elves) could decide to leave their beloved forests and travel to the nearest techno city to make contact and perhaps more. This whole setting reminds me of "Numenera". But in Numenera, both magic and technology exist side by side. However, in "Amethyst", the distinctions between techno realms and magic realms are quite vivid. Magic generally does not work in techno areas. Magic is considered by this book as 'chaotic' and generally will not work in a technological city. The reverse is also true. Technology-based equipment begins to malfunction. Sometimes, they just don't work at all. But there are very rare times that a Techno gadget can explode! Techno equipment - from pistols and rifles, to complicated vehicles, will also begin to malfunction. They are considered "order" based. In other words, science works! They very rarely explode, but they can 'freeze up' enough so that it will not work at all, even if it is returned to a Technology-based area. In case you didn't know it by the other parts of this review, I =love= this game! So far "Numenera" is as close as I have ever gotten to the kind of campaign I would love to run! But I believe that this game is even closer to my ideal world. I remember running the old "Judges Guild" D&D settings for my friends. In the Wilderlands, you =may= be able to find the occasional old high tech gadget or ruins. For the record, then, this book and setting and system (although originally released for D&D fourth edition) has one of my very highest recommendations!

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