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Planet FIST is a feature length ttrpg love letter to the MMO Planetside.

The PDF is 67 pages, with a clean, well organized layout and a selection of interior art that mirrors the core book. There's plenty of helpful graphics and maps as well, and a link to an online version is provided.

Content-wise, Planetside is a weird thing to convert into a narrative rpg. It's built around an endless cycle of getting fragged and respawning in a tech-assisted foreverwar, and this fits its MMO shooter gameplay. Going to a tabletop storygame without leaving this game loop creates an odd internal tension, and I feel like it might be stronger as a wargame, or if it sat in a narrative spot outside of Planetside's core gameplay.

Frankly, playing as a group of players playing Planetside could be really neat---you'd just need to add some light mechanics for doing stuff in your lives outside of your shared Planetside guild.

Still, the elements that Planet FIST pulls from Planetside *are* interesting. PCs can respawn rapidly after death. PCs can swap class Traits on respawning. Because everyone respawns constantly, taking and holding territory is more important than surviving engagements, and there are clocks that measure and track this.

Most rules are the same as in FIST Ultra, but Planet FIST makes a distinction between risky actions and safe actions in combat, and this is a great way of reframing 'attack actions' and 'move actions' in a game. If movement would be dangerous, it's a risky action. If an attack would be safe, it's a safe action. I'd love to see other games adopt this framing.

For players, there's a lot of customization options, and it's easy to respec or deploy different gear to adapt to changing battlefield conditions. There are also bonuses for supporting specific factions---and for having enough people in the party that one of them has to be an officer, There's even class advancement---although you're mostly expected to be rotating your class throughout play, so it's not excessively deep.

For GMs, there's a mission generator, maps, a bestiary, plenty of advice on how to run the game, and a few suggestions on ways to customize the experience. Some pre-game prep can be useful (you may want to use a battlemap or wargame table), but premade missions are also provided. Quick references are included at the back of the book for players and GMs alike.

Overall, this is definitely a strange game, but I think it's on to something. If you have nostalgia for Planetside, *definitely* check it out. And if you want a framework for playing an FPS MMO on tabletop, I think this is doubly worth your time. You might need to do some fussing with it if your goal with Planet FIST is to tell a particular story, but if you just want to sweat through some tactical engagements on a world of endless war, it 100% has you covered.

Minor Issues:

-Page 3, "many playtesters have never touched the it" no the

-Page 7, "when doing taking a risky action" no doing

-Page 35, "and that ever officer" every

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oh WHOA thank you so much for this thorough review! i am definitely aiming for a strange hybrid and my only hope is that people find that it works in play even if it's an odd balance in concept  😅 i borrowed a bit of the safe action vs. risky action from FIST: Ultra Edition (the optional Strict Initiative rules from the Intelligence Matrix use "non-risky action" and "risky action") but i do a lot of work to flesh out & define them and work movement into them into a different way than base FIST, and i am so honored you drew attention to that specific element—i thought a lot about it. thank you again!

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It's a really cool, really different FIST mod! Thank you for writing it!