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Frontearth Striders

Fantasy TTRPG striding kaleidoscopic land · By Gearoong

Review (5/5)

A topic by kumada1 created Feb 21, 2022 Views: 94
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Frontearth Striders is post-post-post apocalypse sword-and-rifles ttrpg built loosely on Into The Odd's foundation. You play as a group of outriders traveling and solving local problems on a politically balkanized frontier planet, working as an extension of the organization called UE. My first instinct is to compare Frontearth Striders to things like Arknights and Final Fantasy, but I think this would be doing it a disservice, because it's very much its own entity.

The PDF is 56 pages with a plain but very readable layout. There's also plenty custom art, and it's super charming. Honestly, the art style is cartoonish and quirky and very approachable, and even squeezed into the banners it does a lot to establish the game's tone and setting. The big pieces of the front and back cover are lovely, and would absolutely convince me to grab the book off a shelf.

Lorewise, Frontearth is based on Legacy Of Earenean---a Korean ttrpg that I don't think has had a formal English translation yet. Fortunately, you don't need to have read Legacy to understand Frontearth's world.

Mechanics-wise, there's a lot going on here. None of it is super complicated, but there's a whole strategy layer on top of the usual ttrpg gameplay, and your party as a whole (called an Expedition) has to track resources, relationships, pay, and other factors.

Individual characters are built from Mind, Body, and Skill, all rolled randomly with d6s. They also have Ancestries and Backgrounds, which function a bit like race and class---giving them innate powers and establishing who they were before they joined up with the Expedition.

The basic dice roll in Frontearth is (d20 - relevant ability) under Stat. So if you're trying to study a weird plant and you have Frontier Naturalist d8 via your Background and a Mind of 12, you roll d20, subtract d8, and succeed if the result is 12 or lower. However, you only make this roll when you want to change the consequences of an action. Otherwise, you always regular succeed or succeed at a cost.

Combat, weirdly, is even easier than the average dice roll. Attacks always hit. What varies is damage, which can be social or physical, and is absorbed by Skill first, and then by either Mind or Body. After taking damage, characters make a basic roll against the stat that was damaged, and are out of the fight on a failure.

Character advancement exists, and is handled in a really unusual way. Instead of characters getting exp, their player does, and it's for things like their character dying or getting knocked out or changing the world. Exp can be spent to improve individual characters, and it can also be used to help them grow emotionally.

The GM role is also a little loose, and there's specific mechanics for passing it between players. This is less of a game where one GM leads the group through a predetermined funnel, and more a game where the person who is the most passionate about telling the story in a given moment takes the lead.

In terms of GM tools, there's a condensed recap of the game's mechanics, a detailed writeup of the game's lore, and a semi open ended bestiary that prefers categories (big predatory animal, big water vehicle, etc) over specific listings (bear, battleship, etc.) There's a full guide to creating scenarios, and there's a sample scenario to run out of the box.

There's also character sheets and expedition sheets, and both of them are clean and well organized, and have a lot of great flavor.

In terms of the game's translation, there are a few spots that are a little rough, but the intent of the rules is always clear. 

Overall, if you want a game with a refreshing setting, if you enjoy rpgs with a rotating cast of characters, if you like resource management and political entanglements, or if you really want to play Arknights the ttrpg, grab this. It's super good.