System Reviews: Wendy’s Feast of Legends

I moved across provinces back in 2017. My spouse and I spent a little over a year apart, before deciding that we would both stay here in Saskatchewan long-term after my second degree. We made a few good friends when we moved here – Ben and Eric, but as they were my friends ‘first’, I wanted to give my spouse some time to get to know them without me around, so they wouldn’t just be “‘Beef’s friends’, but ‘our friends’. So, the Fast Food Aventures Trio was born! They don’t actually call themselves that, but basically the three of them would get together every few months and try weird fast-food menu items – the “Meat Mountain” secret menu addition at Arby’s, the limited edition “Double-Down” at KFC, etc. My spouse rarely eats that sort of stuff, so it was always kind of a fun event to do.

About a month ago, I discovered that Wendy’s (yes, the fast-food chain) put out a free tabletop roleplaying game a few years ago called Feast of Legends as part of a marketing scheme. I knew I had to run it, though I obviously doubted its quality -first – my name is Beef, so the fact that the world map of the game was called “Beef’s Keep” was a blatant irony I sought desperately to exploit. And second – this actually kind of lines up with my spouse’s activities and it would be a nice opportunity to bridge our interests: I figured that while my spouse wasn’t normally into tabletop, he would acquiesce in favour of combining it with ordering food from Wendy’s with Ben and Eric. So, a few weeks later we set a date, and a new legendary journey begins…

I’d like to split this review into two parts: first, the actual game mechanics, and second, the adventure campaign module that comes written along with the system. I should note that Wendy’s actually removed the game from their website a while back, but you can still find it from various internet archive sources. First, mechanics-wise, Feast of Legends is surprisingly functional. It’s a D20 system, probably a bit of a hack of D&D, and all the stats and etc. make sense. The writing is great – the ‘roll 4d4 for your stats, just like our 4 for $4 deal’ and ‘if you eat these Wendy’s items in real life, you get a bonus’ are quite clever little additions. On that note, though – the character sheets aren’t very well designed, or perhaps the food item bonuses aren’t clear, but it reads as if you add your temporary bonus to your base stat, not the modifiers, and there’s no spot to the character sheet to put these bonuses, which means you have to manually adjust your base stats and modifiers and then remember to put all the numbers back at the end of the session? Huh. A bit of an oversight that would have just been helped by an extra box. Chargen is fast at least (literally just pick your ‘class’ and roll stats), but it also weirdly doesn’t have good rules surrounding how to handle initial equipment (you may want to plan ahead what is OK and what isn’t OK for the game) – but I mean, you’re playing a TTRPG put out by a fast-food chain: Who cares if they get the ultimate fried chicken armour and wield the 1d10 damage whisk?

Spellcasting is also not really discussed – technically it’s just “you can use these skills and they function as spells”, but it feels weirdly phrased and almost like magic is ‘absent’ from the game – despite pretty much every “Order” being ability/magic-focused. A player asked me how he cast spells and I had to pause and say “I don’t know. You just… do them…?”. Welp. There’s also some terminology that got missed in editing – the actual stat is called ‘Grace’, and there are references in the Orders to not being able to use ‘graceful’ weapons, but then weapons are categorised as ‘finesse’ weapons on the actual tables – most likely they changed the name from finesse to grace and then forgot about it. But, hey – this is a free TTRPG, clearly made by like four people (there’s a bit of interjected genuine very author commentary throughout about their playtests, which I enjoy) and I forgive the company for making a few missteps here.

Whoever got this past the editors at Wendy’s, you are a star.

That said, the adventure module is objectively terrible. I was going to just run it with minimal prep (this is a ‘just for fun’ game, after all), but reading it I was immediately struck with wasted time, ‘let your players explore aimlessly until they see the fountain’, dead ends, and, worst of all, a lot of ‘they have to answer all four riddles correctly in a row or else the doors close for two hours and the party just kind of has to sit there until they reopen so they can try again even though the time punishment has no effect on the narrative’. That last one isn’t an exaggeration – it’s literally in the book:

Incredible.

I went ahead and went through every page and crossed out all unnecessary portions, and probably ended up with like a 2-3 session campaign that would have been significantly better than the multi-year-long adventure module in terms of actually having people play through it. The campaign itself, even, has a magical item at the end of the first area that instantly max-levels every character. So there’s no reason to keep playing for…. months after that. Just take them right to the boss for a final hoorah! Anyway. Maybe I’ll post my cut-up remix later if anybody actually wants to read it (I doubt it, but you never know). I would appreciate being able to showcase my edits in some fashion though, because, hilariously, the actual game barely happened: everyone ate their meals and then we played for 45 minutes, with one single combat, before the players had to leave. All my effort into learning and reading and running a Wendy’s TTRPG… wasted. The party literally ran into a mysterious guy, he told them to defeat the evils in the French Fry Forest, went over and fought two kobold-analogous enemies, and then went back, job done, saved the kingdom, hooray!

Overall I give it a solid 6/10 game system. Maybe 7/10 for the humour.

System Reviews: Ryuutama

I really ought to start this blog strong. But, the post I wrote (released yesterday) seems a bit too heavy and overwhelming for the first blog post, so I figure I should quickly just talk game reviews!

I did not run Ryuutama: Natural Fantasy Roleplay as a GM- it was run by one of my colleagues in my playtesting server so this is my perspective as a player (and having read through the rulebook after the fact). My basic understanding of Ryuutama is it is a travel/exploration-focused Ghilbi-esque TTRPG – sorry “TRPG – Table-Talk Role-Playing Game” with a bizarre amount of lethality and inventory management crush for its cutesy exterior. On to my general thoughts:

+ Worldbuilding together was great, though admittedly I ran a little late and missed a bit of it. Reminded me very much of Microscopelike worldbuilding and I had a lot of fun with that game!

+ I think the emphasis on travel is both a bane and a boon, to be honest – I feel as though travel is the weakest in most tabletop games in terms of mechanics and actually being familiar enough to be able to handle it as a GM. D&D5e doesn’t do travel well. Numenera doesn’t do travel well (though a new book on that is coming in the mail this month for me). A lot of popular tabletops just don’t do travel well (or, rather, it’s not the focus). Unless you’re a hexcrawl master like Justin from The Alexandrian, travel is probably one of the weakest points I’ve seen in other GMs (and in my own GMing). To that end, it was probably a good exercise, but it seemed like it would be tricky to run if you don’t already use a lot of travel elements in your other games. I typically just handwave most travel, and I’d really have to brush up on my skills if it was me running this. I also found it sort of boring. I would really like to see this pulled off by a GM who is experienced in running travel games just to see this system shining at its peak.

+ Unfortunately, during our one shot I was unable to experience the actual combat system, however, my character did nearly die twice anyway. This system is probably OSR-levels of realistically lethal.

+ Inventory management was weird. there’s a lot of encumbrance/weight and carrying capacity nonsense that the simulationist in me found fun, but it seems like a strange amount of crunch when the rest of the game has no crunch at all. I think I spent 80% of character creation organising my inventory, and then I never used any of it during our one-shot (I imagine in a full game it would have more use, but, alas)

+ I liked the condition mechanic (and accompanying roleplay expectations) a lot. Basically, for those unfamiliar, you roll certain stats to determine your ‘condition’ (how healthy/alert you are) for the day. A critical fumble/10+ score has other mechanics in-game, but for roleplay specifically, we were asked by our GM to play our characters according to what we rolled. In the games I run, I usually just ask players straight how they’re feeling that morning but I might incorporate similar things in other games. I will report back on my findings putting this into play elsewhere (fun note: I regularly rolled horribly on condition and enjoyed playing a very elderly frail of mind and might man).

+ Rolling different dice depending on your stats was very fun, and it gave a nice advantage while also still allowing you to do things quite poorly even if you were normally very good at it. I like being able to fail a lot. That said, as I wasn’t running the game I’m not sure how accurate the target # difficulty scaling is.

Personally: would I run this for anyone? No, probably not, it’s outside of my regular wheelhouse and I’m not sure it includes elements I find fun to run as a Game Master (a lot of overhead, travelling as a core mechanic). Would I play it again? Also… probably not? I wouldn’t say no, and it’s not bad, I do love the JRPG elements, and I appreciate some of the simulationist bits… but the setting and tonal dissonance of mechanics vs theme are… mediocre. It’s a perfectly average “TRPG”. I make no offence to those who enjoy the system, I can definitely see its appeal, and I’ll still recommend it to people who like travel and like simulationism, but I’ll mark this one down as ‘not for me’.