
Game: Reign, A Game of Lords and Leaders
Author: Greg Stolze
Page Count: 363
Price: $49.30, hardcover (both cover styles)
Website: www.gregstolze.com/reign/
My Pre-Actual Play Review: 4.5 out of 5
This is my first post about a tabletop role-playing game. I’ve been playing tabletop RPGs, also known as paper-and-pencil RPGs, to distinguish them from computer and console games, since I was in junior high. RPGs have come a long way in terms of design, style of play, content, etc, and Reign is no exception to the ongoing changes occurring in the roleplaying game market.
For those who don’t know what role-playing games involve, I’ll explain that in a future post. For the gamers out there, here’s my “never played yet, but have only read the book” review of Reign.
Overview
Reign is a beautiful book. The version I picked up was the hardcover version of the game with the cover illustration by Daniel Solis. The binding seems sturdy and looks like it can handle regular use by a group at the gaming table. The art is mostly atmospheric with a few full-page black-and white pieces, but is, overall, stylish and lends an “ancient mediterranean” feel to the game. The layout is also easy to read yet utilizes a number of graphic elements that enhance the look of the book and the game’s atmosphere.
Although Reign is set in a unique fantasy world (more on that later) and players create individual characters, Reign’s focus is on either each character, or the entire group of the players’ characters, leading a “company,” which that game defines as “a group, faction or party who are joined together in pursuit of some shared objective.” My impression is that scale plays an important role here. Examples of companies in the Reign core book include a religion, a political cause, a mercenary troupe, a secretive conspiracy and a government.
Now, Reign has two sets of mechanics that revolve around Greg Stolze’s One-Roll Engine, the first being similar to those in Greg Stolze’s other games, Godlike and Wild Talents, and focuses on traditional character and Gamemaster (GM) interaction. The second set is the game’s Company mechanics, which allows companies to interact and for characters to affect and improve their companies.
The One-Roll Engine is fairly simple once you get the hang of learning how to read dice results, and I thought the system has a good balance of “crunch” while maintaining fast character creation and prep for the GM. The book also comes with a handy table that allows GMs to create NPCs quickly using the ORE mechanic.
Characters
Player Characters (PCs) in Reign are not generally your average peasant farm boy or girl who leaves home seeking adventure, though this is definitely a possible character type (though not the default character type in terms of beginning skill and power). Instead, PCs are aspiring nobles who rule parts of kingdoms, leaders of rebel groups, founders of new religious cults, heads of merchant houses and other individuals who are in charge of, or at least have a vital leadership role in, a company that the group creates. In fact as characters earn experience (called XP), they can either spend it to improve their own abilities or those of their company, blurring the lines between the power of the individual character and that of the company.
Characters are defined by six Stats, basic attributes that define a character’s general capabilities: Skills, specific learned abilities; Passions, character motivations; Martial Paths and Esoteric Disciplines, learned special abilities that give the characters heroic competence in a variety of fields; and Advantages, a group of characteristics that enhance a character’s capabilities but aren’t easily categorizable. One last optional type of characteristic is “Problems,” handicaps of various sorts (not just physical, but mental and social as well) that can reward your character with more XP if you incorporate that particular handicap into play.
Magic is handled somewhat differently than in many other RPGs, being very focused on accomplishing specific tasks, be it harming enemies, personal enhancement or enchanting items in specific ways. It’s completely optional, and to create a starting character who is skilled in magic will be at the cost of other types of skills, disciplines and advantages. The core book doesn’t really have a system for creating your own types of magic, but it does offer guidelines and game balance tips if you choose to get creative and go that route.
I found the character options to be interesting and varied but not overwhelming. Again, the available options still make character creation relatively quick and fun.
Company
The Company rules are really one of the best parts of this book. They give a group a simple framework for playing out larger scale conflicts between armies, kingdoms, secret cults, thieves guilds, merchant houses and other social organizations, allowing the game to take on a broader scope than your traditional fantasy RPG. The only aspect of these rules that I thought could use more explanation and clarification is how you combine the company rules with the traditional RPG mechanics where there is GM and the group of players. The best advice in the book for making this work is on pg. 161 (PCs and Companies: A Final Note). The book offers suggestions for dovetailing the rules in play, by having a “company” session at the end of a regular session of play where the characters undertook some quest or dealt with a particular problem. Another option suggested is to alternate sessions of play where the focus is on the party of characters in one session and on the group’s company in the next.
Personally, I would have preferred a “default” structure of play for combining these rules with more advice on how to make this work, but that’s just me. One advantage of these two sets of rules is that you can incorporate them (they are the heart of this game, after all) easily or you can just as easily ignore them, depending on what your group prefers.
Setting
The default setting for Reign is a fantasy world that its inhabitants know as Heluso and Melonda, two continents on a unique world whose origins hearken back to ancient creation stories from Greek and Norse culture and Hinduism. I won’t spoil it for you here, but the setting is one of the more original fantasy worlds I’ve seen that is distinctive but not over the top or totally bizarre.
The core book gives details on four of the major cultures, though Stolze references numerous others throughout the book. The majority of the special abilities are specific to the world of Heluso and Melonda, though it would be fairly easy to port them to a fantasy setting of your own creation if you wanted to do so.
Pre-Actual Play Review:
Based on my reading of the book, I give Reign a solid 4.5 out of 5. It has an interesting, non-traditional setting, unique mechanics that focus on a dimension of play ignored by most games, great writing, layout and presentation. I can think of a few areas, specifically how to make use of the company rules in the context of regular play in a structured way, that I would have liked to see more information on, but the game is one of the best I’ve picked up this year. Now, if I can just get my group to try it out…
I’m going to make a point to play this game, so at some point I’ll post a shorter review of our actual play session(s) and let you know what I thought.
Oh, one last note is Greg Stolze’s “Ransom Model” for supplements for Reign. He has a system set up whereby when the “Ransom” number (a dollar value) reaches a set amount, he releases a new PDF supplement for the game. Contributing to this new release is totally optional, and even if you do contribute, you don’t get charged unless enough people contribute to the ransom amount asked for. So far Greg Stolze has released two supplements for Reign, both of which offer great rules information, GM NPC creation and general prep aids, and color to the setting of Heluso and Melonda. He’s also writing short fiction to go along with these supplements to further develop the game’s setting.
Here’s a link to the “supplements” page for Reign. There is also a great Reign “wiki” out there, created by Stolze, that provides even more background information on the world of Heluso and Melonda. You can find that here.