It’s been a few months since school got back up and running. And let me tell you it has sucked all of my time, energy and will to be productive. Seriously, just raked and mowed my lawn for the first time since middle of August, it was getting long and snow is soon around the corner for us in the great Northeast. Seriously I’m writing this from the last baseball of my kids season and it’s wicked cold.
Now I have not been completely removed from the world of RPGs and while I thought I was going to start a series on Solo RPGs that has not happened. I have had very little time to think about playing let alone reading new systems or thinking about reviewing them. However, I had a chance to take a peak at Perplexingruins‘ new small form game Tomb. And let me tell you I am happy with it!
I read the short form game and loved the ease of rules for it. I even made my players roll up some characters to see how it would go, then I ran them through a cute little one page adventure by Josh Burnett, The Burial Mound of Gilliard Wolfclan.
The adventure was quick and painless to learn enough about to run it in about 5 minutes. Character creation in Tomb took about 5 minutes and with only a few rules needed to understand the game, my players and I were off in record time!
My players are used to DnD 5e, B/X (well OSE) as well as some OSR games like Maze Rats (I’m getting them more I got them). One of my players previously played a PbtA game with me (specifically we played a 4 shot of Uncharted Worlds).
They absolutely loved the speed in which they could make characters. After they rolled for stuff I allowed them to their swap gear around so they could make their own classes based on equipment. Tomb is a classless game and the feel of your character really comes from the incantations (the magic system in the game) and the gear. *Chef’s kiss* this is something I’ve really come to enjoy from a rules light game.
Incantations are a wonderful freeform way in which to run magic. A single word entry that is rolled randomly (although as with any game you could let them pick for more “class” control if you so choose). For incantations each if the players rolled and all ended up with Mind, so I allowed them to choose two of them to reroll for new ones. They loved the ability to interpret what the word meant in their use of the spell.
We did question how many times they could use an incantation word. I allowed them to use it as many times as they didn’t fail and lose it. I stole the list if complications from the wizard playbook in Dungeon World to help with complications and the players seemed pretty pleased with those options.
I added devil’s bargains to the game to add +1 on a roll. They loved the additional narrative power that the other players could add to the game. Oh and since I haven’t me ruined it yet the resolution mechanics are a very simple 2d6 roll resolving like a PbtA game with <6 fail, 7-9 success with complication and 10+ full success. Damage in combat was filed out by a weapon specific dice as you would expect, like a d4 dagger, d8 long sword, etc.
Character advancement is heavily inspired by Maze Rats. You get a point for completing stuff by session and you can pick to advance a skill, stat or HP. I let them do each for the conclusion in the second session if their 2 shot game we played.
Adding rules was easy and did not change the feeling of the rules light nature of the game. I would propose something as we played and the players would agree and we would move on with the ruling.
After reading the ruleset I was excited to take this to school and use with my middle school students, after running a game and getting so much fun out of the game, I am now even more excited to play this game with the students, there are just enough rules to keep them focused but not so many as to stifle or stop their creativity! The rules are free on Itch, a physical copy can be obtained from Perplexingruines’ webstore.
I hope to start writing more frequently again, though I can’t say I’ll promise anything for sure. Let’s try to make it every other week for now and see how we do with that.
Derek Bizier, the Halfling Master