This is one that doesn't really interest me much, since it's designed for old-style dungeon bashing, though with a new and apparently improved set of game mechanics, character classes, etc. No comments at the end since I'm working on my iPad which really doesn't like the entry screen Dreamwidth uses - my feeling is that it's really looking for an audience that isn't me, and since I don't run old-style dungeon-bashing adventure the clever mechanics etc. are wasted on me. As usual there appears to be reasonably good value for money if you like this sort of thing.
"Canadian designer Zzarchov Kowolski made his rep with innovative adventures for Old School Revival RPGs, such as Thulian Echoes and Scenic Dunnsmouth for Lamentations of the Flame Princess. Zzarchov also publishes his own OSR-inspired game, Neoclassical Geek Revival ("Geek," not "Greek"!).
Neoclassical Geek Revival is a take on classic FRPGs to the extent that none of the original mechanics survive. Like Dungeon World after it, NGR presents unusual mechanics for class, conflict, stealth, magic, and experience that maintain the Old School vibe but deliver a highly individual experience. For instance, wizards have the power of Degeneracy. Their delirium-spawned insights grant them spellcasting bonuses according to whether they're Eccentric, Withered, Corrupted, or Doomed. Bards have no rogue powers nor magic; they just talk. But they can reshape the campaign world through oration and leadership, and use razor-sharp wit to cause deep psychological scars. Warriors get "trademark items" that grant presence bonuses in combat, and rogues get parkour-style movement. Multi-classing is easy, and characters can dual-class as Fools, fish-out-of-water non-adventurers who get luck modifiers. There are many other unusual touches.
Last October a player in Zzarchov's own NGR game, Dan D., analyzed the game on his blog, I Failed My Save. One highlight: "Every facet of NGR awards XP in a slightly different way that de-emphasizes combat while still promoting risk-taking. A great example is that you get increasing XP for each new room in a dungeon you explore. As you deplete your resources, that next room could be worth 450 XP now, or zero XP once you come back to the dungeon a second time. That's because that room will then be your first new room, whereas it's the tenth new room this time around. That sort of press-your-luck enticement is embedded in NGR (and Zzarchov's GM style, for the record). It puts a heavy risk-versus-reward ball in the players' court at all times, and it's when they are faced with real, meaningful choices that players get invested in the game."
Zzarchov publishes a well-rounded line of sandbox-style Neoclassical Geek Revival scenarios and toolkits. Each scenario includes statistics for both NGR and for generic Old-School D&D retroclones. His lively conversational writing makes each book a pleasure to read. This offer presents three versions of the NGR rulebook and most of the support line for a bargain price.
We provide each ebook complete in .PDF (Portable Document Format). Like all Bundle of Holding titles, these books have NO DRM (Digital Restrictions Management), and our customers are entitled to move them freely among all their ereaders.
Ten percent of each purchase (after gateway fees) goes to this offer's designated charity, the Electronic Frontier Foundation.
The total retail value of the titles in this offer is US$89. Customers who pay just US$5.95 get all six titles in our Starter Collection (retail value $38) as DRM-free .PDF ebooks, including the complete Neoclassical Geek Revivalrulebook (in three separate versions illustrated by Dyson Logos, Alex Mayo, and Scrap Princess), the 1st-level adventure The Temple of Lies, the handy play aids Hark! A Wizard! and Rampaging Monsters, and two remarkable scenarios from our November 2015 Old School Revival 3 offer: The Gem Prison of Zardax and The Gnomes of Levnec.Those who pay more than the threshold (average) price, which is set at $15.95 to start, also get our entire Bonus Collection with five more titles worth an additional $51, including City of Tears (a desert-themed dungeon and campaign setting); Under the Waterless Sea (the siege of an undersea city burned to the ground -- rather, to the ocean floor); and the holiday adventure Down in Yon Forest, plus the play aids Lost in the Wilderness (wilderness encounters) and The Price of Evil (use a pack of cards to generate a haunted house).
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