Archive for category SGR
Ok so even though I have a request in to do a review of another product I decided to go with Spycraft instead. Why, well it is a d20 game and this is the 20th game review I have set up, and my wife and I have been watching a lot of Archer lately and when I busted up during a season 4 episode I told my wife I could actually turn this whole thing into a RPG setting she actually said she would play it. Since she has never expressed even a joking interest in playing a table top RPG before it got me thinking very seriously about how to put a game together. And that train of thought lead me into Top Secret (the game not the movie), and Spycraft. Still have not settled on a game to use yet, but that is a story for another post.
So a little history on Spycraft. Spycraft is a d20 rpg that came out after the publication of the original 3rd edition D&D but before d20 Modern. Originally published by Alderac Entertainment Group (AEG) currently under license to Crafty Games, unless they have finally bought it completely and I have not heard. Now then the time line is a little funky on publication as I can only find notes online that say it was published in 2002, just a few months before d20 Modern came out, but I have a PDF and a copy of the book that says copyright in 2001 and lists that for the original print date. I know that distribution may not have happened until 2002, I mean if you look into the history of AEG’s early print and to shelf history it reads a lot like Palladium Books history. Sorry guys but neither company has a rep for getting things to the stores in a timely manner or anything close to when you stated it would be published.
Not here to rant about that though.
Spycraft took the original d20 Players handbook and stood it on its ear to create a modern setting. This was not the only game to do that, but in my personal opinion it is the one that did it best. They took a few hints from the licensed Star Wars RPG that Wizards of the Coast was publishing and improved on them. Examples would include having a defensive bonus instead of just an AC and having your Hit Points/Life Points being tied more directly into your Con than being based on a roll every level. Instead of a race you would have a Department, and the classes, while they stuck to a lot of the basic tenants of D&D at the time (there is a function that each class does really well and most others can only half @$$ at best), they also established a firm role for the characters in the setting unlike d20 Modern. The fact that you can still multi-class gives you the chance to make very detailed agents and enemies. They also added class level features called Budget Points and Gadget Points. Not as quick to use as simple cash, but better than the d20 Modern finance system by far. The initial setting reminded me a lot of the old Top Secret game but with a lot better depth and detail. Making a comparison on that is not really fair as Top Secret had to come in at under a hundred pages, and Spycraft came in at almost 300.
Second edition made some very interesting changes to pull it a little further from the basic d20 system, but that is also not something for this review.
Having had a lot of fond memories of being a teenager and really messing with Top Secret game sessions… (“Ahead of you in the darkness you see a stair case.” “Ok we stare back.” and “You have successfully snuck to the door without being seen. All of your intel says your target is inside that next room.” “Ok so we open the door just a little and toss a grenade in.” “You what?!”) I was really looking forward to having some fun with Spycraft. Unfortunately the first two groups I played with were all about recreating James Bond situations, and that meant that you could not really go off the rails and one of the players was always going to be the main spy. The games rarely lead to the types of teamwork the game engine makes possible or the levels of fun I was trying to recapture. So I let it go for quite a while. The potential was there, but my game groups did not really want to go in that direction. But now with Archer on my brain, I am looking again.
Ok so that gives you some background. How does it rack up in the scores?
Overall Fluff 3/5 – The art in the game is hit or miss, and the background material is sparse in some areas. Admittedly later supplements fleshed things out a lot, but the core rule book was more about making sure you could play, than making sure you had everything you might want in a setting. Like I said earlier though it is a big improvement on the old Top Secret game. It is enough to spur the imagination and not force you down any one path.
Overall Crunch 4/5 – Being a d20 game engine much of the rules are cut and paste. Easy enough to get by with. The added rules are good and do not bog down action, they just mean you need a little more time to set everything up before you begin an adventure. Overall I think it is one of the better d20 adaptations.
Overall Mod 4/5 – Again it is a d20 engine so you can mod the hell out of it. Because of its independent concepts it is a little challenging to bring in outside source materials, but a little effort there and you can come up with some really X-files like stuff.
Overall Fun 2/5 – Yeah this score is a little low. And that is more from my personal experience with the game than from its potential. A game setting like this is going to be something where everyone wants to be James Bond or Maxwell Smart. The one person who can get it all done. But RPGs are mostly about teamwork and story telling, not being a stage hog. Same sort of challenge you usually get in a pulp setting.
Total Score 13/20 – Could have been higher if I had a better time with it originally, but I still see a lot of potential to dust it off and run with it anyway. Anyone who is into d20 games could get this running really fast. I am still looking forward to putting together a Wheel-man / Black Ops character so that I can add a Transporter like character to a Spy game.
As always my final recommendation is to look it over and decide for yourself if this is the game that will do what you want and let you play what you want. If not then toss it. If it is, then AWESOME you got a winner. 🙂
Well thats it for now. Hope everyone is having a great 2018 so far and is remembering to date documents and checks correctly. Yeah checks, some of us still use them.
Now gimme the dice. I need to check to see what sort of random encounter is showing up here next.
Yeah so I am always on a superhero kick, it just has not shown itself here as much as it could have 🙂
I wanted to do this review more for adding a little bit more visibility to the publisher in a way that is not just bitching about them. There has been a lot of web traffic in the past few years about Palladium and the owner of the company than I have really seen for anyone else. I am not saying that the people ranting are incorrect in their points of view, but I want to put something out there that is not feeding those fires, and just talking about one of their classic products. If you want to read about or participate in those conversations then I suggest you look for them online elsewhere as I will actively delete any comments that bring those things up.
So Heroes Unlimited is another one of those super games that makes some interesting claims about what they provide, and when they provided it. They, at one time, called themselves the first complete superhero role playing game. If you are skilled with search engine image searches you can still find them. Since the game was first published in 1984 and there were a ton of other supers games coming out at the time I think you may have to take a broad perspective to get a real feel for who was first at what, most complete at what, or, well, anything really.
Just like anything else that has come out from Palladium the game engine is their Megaversal system. Which means it is a class and level system. Unlike some other class and level systems it does not allow you to multi-class. So your mutant will not also have cybernetics, or magic or anything else. They will always be a mutant and that’s it. Now then there are ways around that, like just going ahead and having the GM approve that the money your character saved up will buy a talisman that gives you something extra, or that the accident your character was in means you need to get them cybernetics as well. But this takes some home brewing and it can make things a little unwieldy. There are other elements that are very strict as well in playing the game. The combat system is a little bit hinkey, and if you are thinking about starting characters at first level, I really cannot recommend it. I remember sitting down to play a first level game back in high-school and we had one fight take hours. Unless you do some serious power tweaking on average you will need to have one character hit a thug at least five times to knock them out. If you are facing an enemy super you need to look more along the lines of about twenty five times with above average rolls. Part of the reason fights can take a long time is because of the way the Megaversal engine works with damage. Characters have classic hit points, but they also have SDC – Structural Damage Capacity. The rules describe the SDC as being the same as all the cinematic damage you see in the movies that makes the hero look beat all the hell and back but never actually slows them down. Personally I love the idea, but the number values that most characters build up means you can shoot one in the face with a rifle about six times and it will not faze them. On the up side they have things like a random background generator that you can have tons of fun with, and an alignment system that feels a lot more natural to me than the one you find in D&D. Also on the up side, even thought the system does not allow multiclassing, the individual classes themselves are actually pretty cool. Some allow for more customization than others, but you can still create just about anything you want.
The power level of the characters in the game actually can be seen as an issue for some players. The game engine does not really allow you to get a Superman or Thor level of power. You can look like it, but you cannot get a power level that will let you pick up battle ships and beat others with them, or use your optical laser to cut through a mountain. That is because the game engine is trying to keep things somewhat balanced between the mutants, the mages, and the super spies. It is a hard thing to do when you want to put rules into place so that a super spy feels useful when mages, psionics and alien robots are all on the same team. There has to be something unique that each character can do, or at least something they can do way better than anyone else. And still have it feel that way both in and out of combat. And that is something that the first edition, specifically the revised one, does really well.
The other challenge Palladium faced is that they want to make games that can all cross over. So their big gun Rifts can be crossed into your super world with everything else they do. Sadly the power creep in the Rifts setting makes this a pain in the butt to keep up with. But at the time of original publication, it worked and worked well.
When it was first published the game did not get a lot of support, and the only other book for Heroes Unlimited for quite some time was a licensed product for Justice Machine. A comic book series that most of you will never have heard of before. Still its in my collection because I know them, and loved the characters in the original two series. I think the reason they put that book out though is because they did not really put much into the original book in the way of setting, or pre-generated villains to fight. Of the five villains they did publish in the main rule book all of them are min-maxed and higher than level one. So there is no entry level play possible without some work by the person running the game. Even when they later published Villains Unlimited there was only one character in there that was level one. If I remember correctly. I don’t have that in front of me while I am writing this, and so if someone out there has the first edition VU and wants to correct me I will admit being wrong.
There is a ton of material in the book for tools, toys, vehicles and so on, that anyone can get with the right money, so you can even set up a super hero base pretty easy and kit it out without much effort.
If you get the idea here that I am pushing even though I am bouncing around a lot, the game is very much a mixed bag. There are some really cool aspects of it, there are also some really ‘WTF did I just read’ aspects of it. It got a little better in the 2nd edition, but that is not being covered here.
So how does it score?
Overall Fluff 2/5 – There is some really cool art, and some really bad art. There is a very cool section about world hot spots that they used in a lot of their other games. There is no setting and only five NPCs so not a lot to work with. And unlike other Palladium games there is very little color commentary by NPCs or even book quotes.
Overall Crunch 3/5 – The rules are a mixed bag and I would honestly recommend that if you don’t play the Megaversal engine a lot you might want to start with another one of Palladium’s games so you can get accustomed to everything you will need to do to shake and bake the game to fit your needs.
Overall Mod 2/5 – Not only is the game not easy to mod while maintaining the balance it created it is necessary if you want to step outside the standards even a little.
Overall Fun 4/5 – So with all that in mind how do I still find it fun? I know the engine, I know the system and I really do like being able to play supers where I don’t have to worry about meeting up with some boyscout with an S on his chest making me and everything I do seem useless to the city. There is a lot of fun to be had if you are willing to invest the time to get to know the rules and make an investment in some of the supporting materials to take a little bit of the stress off the game masters shoulders.
Total Score 11/20 – Another low score for a game I have played for years and will keep playing. One of the reasons I loved this game right off was due to the fact I could mix it with the Teenage Mutant Ninja Turtles game and Robotech. That also required more than a few mods but still… heh that was fun.
So I hope everyone is remembering to have their own opinions and enjoying whatever games they love to play, regardless of what anyone like me says about them.
Now gimme the dice, I need to have a random encounter for breakfast.
Welcome back readers. Anyone who knows me even halfway well knows of my love for all things superhero. My long term love of comic books and the worlds built in them. And this of course leads to superhero role playing games. The very first one that I played was the Marvel Super Hero RPG that was published by TSR back in the day. Next came Heroes Unlimited by Palladium. Then Champions by Hero Games/ICE. After those three I sort of picked up games all over the place. One of them was Villains and Vigilantes (V&V) by Fantasy Games Unlimited.
I was first exposed to V&V by Dragon Magazine. This was back in the 80’s when Dragon was not just a magazine that supported Dungeons and Dragons, but it also had articles that would support other game systems and game companies. I do not remember the issue number for the magazine but they had an article about powerful female characters in superhero settings. Marvel Super Hero got a bit about Phoenix, and for V&V they published a character called Maxima I believe. They gave her a great background and by reading over the stats I was interested in how the game mechanics worked. It would be a few years before I got my hands on a copy of the game itself. Now then for those who only know the modern online version of Dragon Magazine I suggest you look back at the old issues. There is a lot of interesting things for a lot of games that you can find there. Even in support of Steve Jackson Games Car Wars, Dragon magazine was the first place that had rules published for using tanks in the game… heh.
Now then while FGU claims on their web site that V&V is the first successful superhero RPG, I am not sure I can support that idea. V&V was first published in 1979, and did not see a lot of popularity (according to their wiki) until 1982. Meanwhile Superhero 2044 was published in 1977, making it the first superhero game that I know of. And when Champions was released in 1981 it sort of took things by storm if the distribution people I have talked with are to be believed. So I am not sure I can believe that it was the first successful superhero game. Also remember that the US is not the only place publishing role-playing games. MANY other countries publish games and I would love to get more of them. Especially things like Golden Heroes from the UK. There are also very very indie publications that may have only seen local distribution in a city, not even getting to a large audience. So the claim is tenuous that they have the first successful superhero RPG.
Now then even though I have doubts about the game being the first successful superhero RPG, I can say that it is very long lived. Even though it has been around since 1979, there are still new publications coming out for the game. And FGU is still soliciting for new things to come out. The only other game that I know that is still sporadically publishing is Heroes Unlimited. Champions has been on hiatus for the last several years due to, well lots of things. Marvel Superheroes has been licensed to other company and the original game engine is now running a completely different game. DC Heroes has been licensed to others and so on. It looks like Superhero 2044 is going to make a comeback, maybe, but it never had a lot of publications to support it.
Once I got the game in hand I quickly found it both very cool and very frustrating at the same time. On the frustrating side is the combat system. Instead of setting up skills the game engine uses the powers to govern combat. Making it harder or easier to fight based solely on the power you use. Defense is also governed the same way. So they made a table for it. Then you modify the table with other tables that govern experience and a few other things. Now then, to be honest, in most respects this really simplifies combat. However it makes it so generic that you will not be able to get much variety between characters with the same powers. On the positive side they had some really innovative ideas about things like character generation. You see in this game you are supposed to start with an honest assessment of yourself for your basic stats. That’s right this is one of the few games where you are your character. And one of the things that this means is that if YOU have a skill or a knowledge so does your CHARACTER. Brilliant really. When every other game system is warning players about the difference between what you know and what your character knows and the challenges of role-playing that difference, these guys just said shuck it and ran with the idea of you being your character. They do not kill the option of just randomly rolling stats, and they give options for it, but to cover skills they, well they dont really save to talk about taking on a profession and you can do those things. The second is experience. Now then with most level based advancement systems you are going to see very specific growth. In a point based system you have the option of doing whatever you want even if it does not make sense for the character. Well much like 3rd edition D&D and Pathfinder this game combines them. Once you start your character you select a mode of training. This training will give you advances when you level up. Every time you level up you can select a different type of training. They give a lot of suggestions but also have a little marker that says ‘Whatever’ (no, it literally says Whatever) because all of the training listed is suggested. You can come up with your own ideas and the GM can approve or not.
Now then please remember this review and my comments about the game are based on the 1982 Revised version of the game. There are newer editions and even alternate versions of the rules that were revised by other game companies during the life of this game. So if you know of alternates to the things I am talking about, that is cool. I know they are out there and I even have some of them, but this is where I got my start with the game and this is what I am reviewing.
Ok so background and flavor text in place. Lets take a look at the numbers I put on it.
Overall Fluff 2/5 – Other than the art by Jeff Dee, there is really very little you can call fluff in this game. There is no setting, there is no background. All that is up to you and the people you play with. I give it two stars because I really like Jeff’s artwork.
Overall Crunch 3/5 – I talked a bit about the rules above. One of the things that really caught me up in the game was that they also talked about the legal ramifications of superheroes. Citing actual laws and how they could be applied. Some might think of this as fluff, but I see it as a part of running the game.
Overall Mod 3/5 – This is a tricky one. You can mod within the rules, a little. But mostly if you want to mod it you need to get home brew and find ways to slip in changes that dont kill the system as it exists. Its not that easy really, but it can be done.
Overall Fun 4/5 – So with only twos and threes above how can I still call it a four for fun? Easy. In-spite of the challenges it is fairly easy to play and replay. It is one of the few games that tells you to play yourself and rewards you for it. It is inexpensive in a world of high priced game books and it lends itself to just about any super hero world you can imagine.
Total Score 12/20 – Ok so its only a 12 of 20 but it is still fun. I still like it and even have both digital and paper copies. Would I recommend it to others? Only on a limited basis. If you like supers and you enjoy the ideas above then yes, whole-heartedly. If you enjoy putting your own world into place and don’t need a background, then yes. If you want to play in a pre-made world or don’t have the time for building your own then no. So just like everything else I review, its going to come down to you and what you enjoy.
Ok so thats in the tank. 🙂 I will be back next week with more of… something. 🙂
Hope everyone out there is having a grand ole time and if you happen to be in the US and celebrate Thanksgiving or Native American Remembrance or whatever excuse you want to have family and friends over to binge on turkey and other foods then I hope you have a great time.
Now gimme the dice, I need to see if I can make a defense against feline mind control.
Wow, ok it was June last time I did a game review. And like I told you in the last post this is one that I have not played yet.
So how can I review a game I have not played yet? Well people on other sites do it all the time, but this time I have, I feel, enough experience with most of the material to make a few jumps in logic without an actual game session under my belt.
You see Starfinder is the latest game from Paizo, the company that created Pathfinder and kinda took over for the massive crowd of gamers that loved D&D 3.0 / 3.5 when Wizards of the Coast stopped supporting that product line. Since shortly after the initial release of Pathfinder there have been elements in the game community that have been begging Paizo to do a Pathfinder Modern like WOTC did with d20 Modern to put the d20 system that ran D&D 3.0 / 3.5 into modern and futuristic settings (look at the supplements list on the d20 Modern wiki and you can see d20 Future for sci-fi and other settings – you can also take a look at the d20 version of Star Wars [Not my favorite version of Star Wars RPG], in many ways these licensed products are why there was so little support for d20 Modern). Several fans have cooked up their own materials and published them online. I wont give links to those because half of them seem to have predatory adds and its a pain to keep up on who has what. Feel free to go looking but keep your security monitors up at full speed when you do.
So finally now Paizo took their Pathfinder rules and made a sci-fi game setting. Starfinder is it.
Here is where things get a little hairy. It is not a straight translation. There are a number of rules and mechanics changes that will make game play different. However they do have a section on how to play Starfinder with Pathfinder, and I could see from the get go that while there are changes the basic structure is so closely similar that it would be easy to just skip the difference in some of the mechanics and roll with it one way or another. In some respects I look at the engine and changes as being a possible Pathfinder 2.0 game engine. There are only two game engine changes that I do not really agree with, but it is easy enough to put those aside.
Paizo already has a few products planned to support the new setting. But it remains to be seen if this is going to be a long term, and well supported game. Looking at everything Paizo has done over the years to support Pathfinder, I have to say that I am kinda hoping that they will put just as much time and effort behind Starfinder. And I also hope they avoid the long term decline that we have seen in the quality of Pathfinder products… that is a rant for another time though, and considering how many people have already ranted about that online I would feel like I am in the middle of a ‘been there done that’ moment.
So what has Paizo changed in Starfinder? Well lets start with character generation. The primary format they suggest using (see its not the only way to do it but they call it out for game balance reasons) is that you use a point based stat generation system and that no stat should start above 18 after all the race and background modifications are in place. It is not a bad system overall, but when you compare it to the way you could roll an 18 and add race mods and so on to a Pathfinder character and start with a stat of 20 or more it seems a little out of place. Thankfully the roll option is still there for those who cant live without it. Next change is that players have three selections they need to make for their characters to get things started. Pathfinder has race and class. Starfinder adds Theme to that. Theme is an interesting new aspect that basically flavors your class in a number of ways. It provides level dependent benefits that can also shape your character. While you can multi-class still you cannot multi-theme. And for those who worry that adding a theme element might make you more restricted in how you can design or play your character, don’t worry they actually have a ‘theme-less’ theme so that you can free form it a bit. Next big changes come in the areas of combat. I want to start with something that comes up in character generation but is not really worked with much until you talk about combat. Characters in Starfinder have Stamina Points, and Hit Points. Stamina Points (SP) get burned quickly and recover quickly. Once your SP are gone you burn Hit Points (HP) and they are harder to recover. This mechanic reminds me of the Palladium Books SDC (Structural Damage Capacity) and HP set up. However I think the Starfinder version is better defined. The big challenge here is that by adding SP you make it harder to kill things. The sad part is that this mechanic is needed because the weapons in this setting do more damage than you may be used to if you have been playing Pathfinder. Next change is that you have two versions of Armor Class in Starfinder. Energy and Kinetic. I know that Kinetic is a type of energy, but… well… yeah ok just roll with it. Both are calculated from the same base, but one protects you better against some of the energy weapons and spells (yeah there is still magic here) and the other against ones that just use brute force. You will notice that there is nothing in my statement about ranged or melee attacks and that is on purpose. Next up is a modification to the Combat Maneuver system. One of the best innovations that Pathfinder did to improve on d20 was to simplify combat maneuvers. Things like tripping or tackling an opponent. Starfinder changes the way you calculate the values but nothing else really. It does not change much, but it does change the overall values a bit.
None of the changes are bad, they are just different.
Some of the cool adds that they have in the game include several new races, new classes (one of which reminds me more than a little of a leveled version of a Green Lantern or a Nova Corps member) and a ship design system that I wish I would have had ages ago playing d20 games. Yeah, its pretty cool even if it relies heavily on an initial template, after that you can smeggin go to town and make some really cool ships.
The setting for the game is tied in tightly with the Pathfinder solar system. They give a lot of tasty tidbits and history in the main book. For a core rule-book it is fleshed out pretty well, so it is really interesting to think where they will take it from there.
Now then my initial testing of the game (I do this with just about everything that I get that has related rules in another game… hence why I know so well the Palladium power creep) I made up a couple of Starfinder characters and pitted them against Pathfinder characters of the same level. First level characters in Pathfinder got mopped. Not because of higher skills or abilities, but due to gear and Stamina Points. Fifth level was actually a closer match but only when the Pathfinder characters thought ahead and used their skills. Tenth level if you have a Pathfinder mage you come out on top, monks also do some significant wiping up. Fighters and rouges have serious issues unless they have feats that allow them to get a-hold of Starfinder gear and weapons to turn them against the Starfinder characters. To my mind the rules changes do not make this a case of power creep though. Starfinder characters are in a world with more fire power, and slightly different mechanics. But take it as you will.
Ok to get down to the numbers so this does not turn into a really huge post.
Overall Fluff 5/5 – The art, the background, the flavor text. Yeah this is a quality publication when it comes to the fluff. Most of the book is very easy to read and can give you a ton of ideas. Not just for a Starfinder game, but there are some interesting things in there about relations between some of the races and cultures that just sort of sings.
Overall Crunch 2/5 – The rules in this game are mostly well placed. However I found myself diving into the index a lot to get more information about topics. In the exact opposite to the fluff the initial rules material is usually enough to tease you about something but not explain it well. So to really understand some of the rules you need to go to a couple of places to make sure you know what the changes from the Pathfinder system means. I have been told that if you are completely new to the game it is easier to follow than if you are experienced.
Overall Mod 4/5 – So yeah, it is a Pathfinder/D&D 3.5 product. If you know anything at all about the engine you can mod the hell out of it.
Overall Fun 2/5 – This one is just an estimate as I have not played any more than my power creep tests. I think it will be fun, but finding a crew to play a sci-fi pathfinder that has both tech and magic will not be fun. Yeah I know I did not really go into that but yeah there is magic and tech.
Total Score 13/20 – I do see a lot of potential here. And to be honest some of my scoring may be biased by the fact that I am currently looking at rules engines for my own sci-fi setting and want the perfect one. Also that I may be impacted by the slow decline in quality that I have been seeing in Pathfinder products for the last few years. So I will accept that I may be biased, but I am honestly looking forward to seeing what can come out of this game.
Allright so that covers the review… Usual disclaimer that this is all my personal thoughts and you will need to think for yourself to really figure out if this game is for you or not.
Now gimme the dice… I need to roll for dodging kitten claws while typing.
Ok so here I am hiding from the heat (yeah yeah I know its not all THAT hot, but I only really enjoy temps up to 65 degrees), and making sure my music keeps pumping. All so I could go over a couple of new game books my wife got me (she heard I was having a bad day during the week and picked up some great food and a couple of first ed D&D books on her way home. If that is not the definition of a loving wife there needs to to be a freakin update because that was just awesome). And also here comes a new review.
A few weeks ago I got a gift from a dear friend The Wheel of Time RPG. Now then this is an item that has been on my get list for a while. So while my main man over there at Dan On Games got me the gift, there is a serious history here. See my friend and I were in high school together when Robert Jordan‘s first book in the Wheel of Time was published. And as you can imagine, a couple of game geeks, with a strong new fantasy setting that starts with three teen male leads and a couple of female teen leads, written in a way that would make Tolkien go ‘Dayyyumnn!’, or at least in my mind it would, yeah we both got a little hooked.
Anyway, it took a while but Wizards of the Coast created a little system called d20 in 2000 that they put their latest version of D&D into. With that under their hat they created several licensed products using that game engine and the Wheel of Time RPG was one of them. And really no that is not the full story, that is why I put all the bloody links in these things these days so I don’t have to write all of history over and over again. So tell me how this all started… “Well first the earth cooled and then the dinosaurs came, and they got big and died and then…” Yeah, no, I don’t have time for that.
Anyway, the Wheel of Time RPG came to us in 2001 amidst a flurry of other products that were all using the d20 open game license (no you don’t get a link for that one, you should know your way to Wikipedia by now). And to be totally honest at that time we were on book eight or so of the series and things seemed to be taking sooooooooo long that I really did not want to add the game to my collection at the time. Even to dissect yet another version of the d20 system. So instead interest on my side fades until about 2010 when I start rereading the series, and then the hunt began. Not in earnest mind you but if I would have found it I would have picked it up. Last year shortly after the wedding I started reading the series again while on the train back and forth to work (yea I have a regular job and have to commute… I have told you people this like a… no… no I am not going to get off track again.) and so I dropped it on my Amazon wish list just in case anyone could find it for the Yule/Xmas season. And then tahhh dahhh. Gift come round. So yeah, now I have it.
I have played plenty of d20 variants. And this one is not too bad. There are a few things I take issue with in the way they implemented the game mechanics to really reflect how the Wheel of Time world works. The reasons I have issue is… well I will go into that in a bit. Basically if you have ever played a d20 or D&D 3.0 game engine game you will be able to slip into this one with ease. Picking up and running with all the details, not as easy.
So what sort of set up do we have here. Well… let me just grab the good and bad I see to try and give you some of the details.
Good – Instead of giving all human characters (of which you should have 99% human characters in a WoT game) one extra feat, and four extra skill points, you take a background. In that background (all based on regions that your character came from) you have a choice of certain feats, and certain skills. You pick one of each. The feat counts as what you would usually see as the bonus feat for being human. The skill becomes a class skill (meaning it has a cheap cost to raise the level of for folks who don’t know the system) and gets four skill points in it. The background also gives you set languages, and also gives you some starting equipment that does not count against your starting monies (designated by your starting character class). They can also give you some serious restrictions when it comes to initial equipment, like no swords for an Aiel. Now some people would see this as limiting. I see it as a great way to establish solid role playing for whatever region your character comes from, and if you play a character that is even slightly perceptive they can pick up on this in game if someone is in disguise.
Good – Initial skill points are not going to be below 4+INT bonus x 4. There are in the base classes two that only offer 2+INT bonus x 4. And that really limits what a character can do outside of combat.
Good – They really try to fit all of the monsters they can from the books in (well up through book eight of the series anyway).
Good – They do a great job giving the feel of the world in the books. Region descriptions and details about the people are great. And some of the more magical things like The Ways (hidden paths created by magic (the One/True Power) that cross over space via a hidden dimension) get good write ups that help you feel how they could be used in a game.
Good – Equipment details help take all the terms that are used in the books by various cultures and give you something to look at directly and a slightly better description that Mr. Jordan did so that you can get into playing the items with your character.
Bad – While they include almost every human culture in the core rule book they leave out the Seanchan, the Tuatha’an, and the Shara. While they are mentioned in Other Places, and a little about the Seanchan’s use of the One Power is discussed, they put nothing in place to allow you to play a member of those cultures directly. If they would have listed them as monsters (and in the case of the Seanchan I could believe that) I would understand it. But considering the fact they make the Sea Folk playable kinda takes any other valid reason they could present off the board. It would have added maybe twelve pages total to the book. But no. Not there. Even as bad guys.
Bad – Speaking of bad guys, there is no alignment in this game. The setting rather clearly defines good and evil on its own, however the axis of law versus chaos not so much. While it does not have a major impact on game play mechanics, I think it has an impact on role playing. In a game without a way to say a character has a code of behavior or other items to guide the play of good and evil you can roll anywhere at any time. And that can open up a whole realm of challenges a game master may not want to face.
Bad – Ta’veren. O k so in the stories this is the same as being “the One”, “Chosen”, “Destined for something greater” and so on. Instead of putting a solid mechanic of any kind into place they give a short side bar that says something along the lines of, you cant choose this and not all destines are great, a character may posses this trait for a short time. It usually comes with a stat boost to charisma, and whatever else the DM feels is needed. Ok I know that players want to be the heroes or villains of their own stories. But seriously. This is weak sauce. Personally I would have put a progressive mechanic in place. Based on the number of sessions or stories, how much bonus do you get. Or maybe based on impact on the world at large. And apparently the charisma bonus is supposed to simulate the ability of the Ta’veren seen in the books to gather people to them and influence how groups, not individuals but full on organizations or nations will react. Nah, its just weak. And its use on the NPC’s is… sigh…
Bad – The Source, making weaves, using the One Power. Ok I will give them this, they really tried. All in all the mechanic works. However it is clunky and unless you want to have a character who is totally focused on magic from day one and you are willing to wait until you have at least one Prestige class (advanced character classes for those not in the loop. They have requirements that you need to meet in a base class before you can take levels in them) and be at a fairly high level, the effect you are going to have in the game is minimal unless you are willing to risk burning out your powers every time you cast something, oh and if your character is male you will be going mad as you risk your power. To really make things worth while with this mechanic you need to burn every feat you can to make magic low enough impact to use regularly. Now then some people would say that this properly reflects the books. And to a degree it does and that is what makes it worth exploring. How ever the first character I made, a male who could channel burnt out his powers the very first time he tried to cast a weave. So, now I have a character who has a wasted level. All because I wanted to actually be able to affect the opponent I had set up (another first level character by the way). Because by the rules if you have burnt out, or been stilled your powers can be brought back (not easy at all), but you will be two levels lower in effect. So… I would have a -1 level caster if you count zero. Soooo yeah. I like some of the ideas they have for this, like a sliding level for weaves (spells) and how you can over channel (how I got into trouble because my first level weaves had no effect) but the way they are implemented means you have to make a very, very restricted character to make it work, and anyone I have played with will tell you that is sort of not my style.
Ok so that is a lot to take in, how about I simplify things and do my little rating bit?
Overall Fluff 4/5 – The detailing of everything in this book is great. I mean even the intro by Robert Jordan is totally cool. However they are missing a few essential cultures. If they are in the one supplemental book that was published that is great for that book. But in this one I gotta take a point off because to me it just hurt too much.
Overall Crunch 3/5 – Rules there are a plenty, but missing alignment and the way they made the One Power work… it just. I can’t say its better than a three because there is work to do here.
Overall Mod 4/5 – BWAHAHAHA, yeah its D&D 3.0 d20. I can mod this. I can mod the hell out of it. The amount of work I see to get the Channeling system working better though goes beyond what I normally consider fun in a mod kinda way.
Overall Fun 3/5 – Ok so the reason why fun is so low here is actually due to those missing cultures and the work I will be doing to make the magic/channeling system work better. I really wanted to play with those less common cultures, as friend and foe.
Total Score 14/20 – Ok so this seems like a low-ish score. It is not that bad really. And overall I think there is a LOT of great material here to work with. Plus the things they did explore in the setting have just enough flavor to get you running but not so over flavored that you cannot build on it and make it your own.
So as usual this is my opinion and if you dont like it… ask my wife before you bite me. 🙂 heh
But seriously if you can find a copy then you should look it over if you are a fan of d20 or a fan of Wheel of Time and make a choice for yourself if its the game you have been seeking.
Ok I am out. Time to beat the heat and start thinking about what I am gonna set up for my wife for dinner.
Gimme the dice, I gotta see if we have a random food encounter coming 🙂
Welcome again readers. So you may have noticed that there was a slight skip in numbers on the game review. Last one was 12, this one is 14. Well that is because #13 is over on my wifes blog Steam and Lace DIY. Head on over if you want to see a non RPG blog about a game I enjoy that fits fairly well with my wifes love of Steampunk.
Now then over here I am about to add a little something to my game reviews. About two years ago I grumbled in the blog about not wanting to do a blog review of a game when I did not have a physical copy in hand. Something about the feel of a book really getting my creative and descriptive sides going. Well, its time to change that stance. With more and more games coming out in PDF form, some small press companies only having the budget to publish PDF or print on demand, and with some of the classic titles coming out in PDF while the physical copies get harder and harder to find… I just have to embrace the fact that I will not have all the games in a physical paper copy. Oh and I do mean all the games because I really do want all of them… every freaking RPG ever made… I want em all 🙂
So with all that out of the way we get onto the actual review… SLA Industries 2nd Edition.
SLA Industries is a game that has been in many hands, including for a while Wizards of the Coast. Originally published and once again in the hands of Nightfall Games, SLA Industries is the brainchild of Dave Allsop. Originally published in 1993 in a slightly oversized format, the game stood out on shelves wherever it was sold. Now then I have to say that when it first came out I saw it there, on the shelves, and was impressed with the size of it, but the original cover art just had me skipping by it. I gave myself a lot of excuses and reasons not to buy it. I would need a bigger book shelf just for that one book, I cant really tell what its about, and many others. One afternoon in about 1996 or so there was a first edition copy in the hands of a friend and I asked to skim it for a bit. And I have to say the rules in that book did not impress me, so I did not skim too far. Then strangely over the years I heard from other gamers, read reviews and finally in 2006 I hunted down a used copy. And I read it. Even though the rules were hard to work with (sorry Dave but you know its true, character generation is a pain, but especially that damage system and tracking armor in combat, akk) but with a little tinkering to smooth a couple of rough spots I was able to put together a couple of quick game sessions. The first group I ran through it was not really knowledgeable of the whole setting and so they ended up meat for the grinder quickly. They hated it but I was enthralled. The second group ended up fighting for every inch and two of them survived the session. Everyone actually was on the edge of their seats. Unfortunately I could not get that second group together again despite the positive feedback. Other than Paranoia this is the first setting that I have found where, if your players are really devotes of the setting, you can get cheered for running a game with a TPK (total party kill). But you really have to get it right.
So I can hear a few asking, what sort of ungodly setting can you be in that would actually have players cheering about a TPK? Well, actually in SLA Industries there is a god. The god of business. And he goes by the name Slayer. Some people call the setting cyberpunk, and others call it scifi. The thing is this is the most dystopian setting you will ever find in an RPG. At least it is so far as I have found and if you know of something darker let me know. The main setting is in a city called Mort. This city is hundreds of miles in diameter. It is on a planet that is so screwed over the sun has not been seen in centuries. The city has been built in layers that go miles deep, and some of them have fallen so far apart that tribes of cannibals and once human mutants roam in the wasteland sections that are walled off from the rest of the city. Life in Mort is run by a single massive company, SLA Industries. It has dozens of subsidiaries that follow the whims of the high end executives. Mr. Slayer (not a joke… seriously) is at least hundreds of years old, and at his hand he has some of the most powerful and creepy aides. He spent hundreds of years clearing out rival companies on many worlds. Creating new cloned life forms to do war, and gathering up a few alien races to stand beside his army. Once he had enough of the enemy swept away he founded Mort and declared the new World of Progress. In which all you had to do was exactly what you were told, and you would be happy. Now then while there are businesses and technical advancement in this world, the only hope to get out of the pit that is Mort is to take a role as an Operative for the company. Being an operative means that you kill things that are going to try and kill you. And may be a threat to the company. Actually don’t worry about yourself dying because that is not as important as a threat to the company. Now then all this does not mean that the company does not have enemies, or rivals. But given the amount of resources available to SLA, best you can really say to them is good luck.
Now then all of what I said was put a little tongue in cheek. Trying to keep things a little light here. However really when you look at a setting this dark, where every character is going to be encouraged to kill and will be lucky to survive I think it deserves a moniker other than cyberpunk. I think the best call out for it would be Necropunk.
So lets run the numbers shall we?
Fluff – 5/5 – Oh gods the beauty in the darkness. Not only is there a ton of fluff in this game, the pinched and slightly off style of the art makes all the written work more powerful. Even in the rules sections there are comments and notations that add to the flavor of just about everything. The small personal stories and snippets really give you a feel for the world. And it keeps reinforcing the concept that no mater who you are, unless you are the boss, you are screwed. The game starts out with almost 110 pages of information, stories and art of characters and settings just to get you into the grove before diving into the rules. And it just keeps adding on.
Crunch – 4/5 – Ok so positives for the rules – They are consistent, no mater the experience level or power level everything scales at pace. No real stats are ever given for Mr Slayer or the members of his inner circle. There is nothing in the rules that ties them to the world specifically, so no element of the crunch is directly tied to the fluff. You can mod it. Negatives for the rules – Frequently over complex. Frequently recitative. Character generation is a pain. So why do I rate it so high? Because with just a little smoothing you can really make a go of it.
Mod – 2/5 – So you can see this seems a little low. Here is the why of that. With the over complex rules you can do a little shaving and still be a bit flustered with how the overall rules system works. Or, like I do with a lot of GURPS books you can just toss out the rules and use it as source material for a game engine you really enjoy. But to do that effectively you need to be sure you can convey to your players that this will definitely be a darker, nastier world than anything they have used that game engine for before.
Fun – 4/5 – I cannot really max the fun out here. And yeah I have a really good reason. While it is fun to play in the dark side. To have all the reasons you could ever want to subvert, pervert, twist and destroy while still being told you are a good guy and reaping massive rewards for it… It is still playing in the dark. You need to come up for air from time to time and do some kind of game with a positive moral imperative or you are just going to be drawing on dark things forever. Now then while I have a story arc idea that would allow players to develop into something that could challenge Mr Slayer, and bring a moral compass to the world, it would take years of play time and that could get to be a slog just to see the results of trying to be a real hero in a setting this dark.
Overall score – 15/20 – So its not a bad score, not the best by any means. Do I recommend it? Actually I recommend a setting this dark to everyone. Play something like this at least once so you can get a feel for how dark things can get. That way you can really see hero versus evil in a new light. For the game itself. If you like dark to the point of Necropunk then you are likely already playing it. Give it a read by all means though and see if you like it.
Ok so thats the latest, hope you had fun in your visit and I am looking forward to my next post, where I may finally tell you all why I hate playing GURPS, or why I hate gnomes. Lets see what happens.
Now gimme the dice, I gotta see if my operative can find his way home after being maimed by carnivorous pigs (yes those area thing in SLA too). Great gaming to ya all 🙂
You will all notice the little plus sign out there on the title of this one, well that is because I am doing a little pitching for another blog here. My wife has started up a DIY blog for creating Steampunk items for home decorating. GO HERE. I think its only fair to try and steer people her way since she has asked me to do a game review on her blog. It is not my usual RPG game fare though, it is a table top game called Crimson Skies. Some may remember the Xbox game with the same title, or have read some of the game novels, but the table top game was done on a license from Microsoft by WizKidz. I know that table top games are usually the venue of my friend Dan the RPG man over at Dan on Games, but I just had to go ahead with it.
Now with that bit of shameless promotion out of the way, lets get to the reason you are really here, and that is my latest review.
The Street Samurai Catalog is a supplement for the first edition of the Shadowrun game published back in 1989. Shadowrun is a rather unique game due to the fact that it very successfully mixes Urban Fantasy and Cyberpunk into a very dark and fascinating world. It is also unique because even though it has been owned by several hands, since its inception in 1989 (see the link to wiki for a fair description of how it has changed hands) the game has run a series of ongoing story lines in meta plots that have progressed the world from 2050 to 2079. The rules system is a little complex when it comes to combat, and driving but overall it has been a lot of fun to stick with.
Ok so given that the game has been around for over twenty five years, why am I doing a review about a game supplement that came out in the first year of its production of the first edition? Well that is because this was the very first add on that I picked up for Shadowrun. The Grimoire was the second. It took me a while to really find the role I liked to play in this game setting but that is something that can be covered in another review or rant.
Considering that I had started playing RPG’s in the 70’s I had really gotten used to the idea that a supplement book would be just a stack of information about new gear. Maybe a few new rules and if I was lucky maybe an adventure in the back. On flipping through the book the very first time though I was caught off guard. There was not a lot of new stuff in the book. I mean for a 116 page book that I was going to drop twelve bucks on, I was really thinking that there should be more than one new item per page. Now then I will say this was back in the days when I was fairly new to FASA games publications. Only having played Battletech for a few years and mostly in a home brew kinda way, their tendency to add story and color elements to just about everything they do was something I had not completely caught on to yet. So I took a closer look at what they had offered. Yeah there is some cool gear here, and some new rules that made the items in the book a serious threat, or a serious joke.
What really caught me though was the color commentary by characters who were supposedly reading this book as an article posted online. It reminded me of some of the BBS sites that I had been introduced to. If you really think about it 1989, we were still a few years off from seeing the AOL revolution and the internet becoming a big thing. Thank you internet. And yet here was this book giving me the idea that there would be forums online where you could not only connect but to comment on things you were seeing. And even if people did not agree with you, you still had basic credibility because you were smart enough and skilled enough to get to this place online and talk about whatever you were looking into. But the banter that developed between characters, and the way they would evolve over the years became damned impressive. However that was to come, right at the moment I decided that yeah, this was worth my twelve bucks, this was how the future was going to look. And it looked like fun.
The book itself has entries on about ninety weapons, armor, vehicle and cyber options. Commentary on about half of them. Several pages of extra rules, Street Samurai character templates, reference sheets and character sheets.
Now then what is really funny about this, is that at the time this game came out, I was not convinced that I would play it. I was so hooked on supers (still am really) and fantasy settings that I just could not get into Shadowrun that much. I thought it was a cool idea sure. But I talked down about it almost as much as I talked up about it. When this book came out though, I decided that the Shadowrun world was mine, and I did not want to share it. So I sort of purposefully spiked the Shadowrun game I was in at the time by mocking the GM relentlessly (not that he didn’t need mocking) and trying to start up a game of my own (failed ohhh so badly). But again thats another story.
So how does this game stack up when I give it the numbers?
Fluff – 5/5 – This is going to be another moment when folks say… ‘Wait another supplement with a 5/5 in fluff, what the hell?’ And before I tell you to go piss in someone else’s corn flakes, let me tell you this. EVERY SINGLE ITEM that they are adding in this supplement, weapons, armor, cyber and toys gets its own art. Each one gets its own little bit of advertising like you would see in a catalog and over half of them have additional color commentary. Trust me the fluff is strong with this one.
Crunch – 2/5 – So you have to take this score in context a bit. This is a supplement made using the very first edition rules for a new game. In years to come it got easier and some of the rules got less unwieldy. But because of the changes in the rules structure it is a challenge to even import these items into the current edition of the game.
Mod – 1/5 – This is really an issue for Shadowrun over all up until the fourth edition. Due to rules complexity it is really easy to over power something by making very small seeming adjustments. And just as easy to make something completely useless. Actually there are a couple items in the book that really are useless. They sort of did that as a joke on themselves and even added color commentary that says “Wonderful. Now I can flatten light ammo against body armor faster than ever before.”
Fun – 4/5 – Ok so the rules hurt, and the chance to make things work or alter them is slim. But it is still a lot of fun. And it got more so as time went on and you could see the commentators appear in more and more supplements and see how they grew. The toys were fun to play with and it made a real impact on how I looked at games and what they could be. So yeah while I rate the fun high I am not going to max it out.
Overall – 12/20 – Ok so this is one of my lower overall scores. I figure I will have even worse in the future. With a score like this, is it worth looking into? I would say so if you like classic Shadowrun, have an obsessive need to go all pokemon on your RPG books and have to collect them all, or think that the art and comments might give you ideas. This is not going to be a book for everyone. Not even everyone who is a Shadowrun fan. But it is special to me and so I still say take a look and decide for yourself.
Well thats it for this time on my own blog. Not sure when my write up for Crimson Skies will appear on my wifes blog but it is something you can look forward to.
Now gimme the dice, got to see what the odds are that I will appear in other blogs and how much light ammo it will take to get back out of them.
Play safe and have fun folks.
Ok so first let me say that I know it has been over eight months since my last review. Welp, that just the way a blog goes. Kinda lost track of the whole review thing for a while, and kept going… oh yeah now that this is in the collection I need to do one on that one… and then world building… yeahhhh.
And now that a review is back you may be going… what… nonono Street Fighter is a fighting game, a really bad movie, a cartoon, or an anime (or two), and Storyteller is White Wolf’s RPG system… what the heck! Well Street Fighter is all those things and more. However here we are going to focus on the RPG that was published in 1994 by White Wolf games using their Story Teller system.
So back in the early 90’s White Wolf was hitting their stride with the Storyteller system and their World of Darkness setting. I have no idea what prompted them to do so, but they reached out to CAPCOM and got a license to make a roleplaying game for their Street Fighter setting. Now then I have talked about licensed games before (Tolkien v Tolkien) and you may know from books and movies already that a licensed product can really make a mess of the original. Now when you look at the original Storyteller format you may think that pain and suffering is all that this mix of fighting video games and table top rpgs is going to create. And to a certain degree you are right. But that pain and suffering is on the battle field not for the players.
White Wolf did something rather interesting with their own system when they made the Street Fighter game. They limited the skill selection and they significantly expanded combat while still keeping their game engine in tact. Unfortunately for many fans of the fighting video game style they did not add a huge number of martial arts in the original book, nor did they add weapons elements. They did give you rules though for expanding the combat system, and made it rather easy to combine elements from other White Wolf games into the setting without over-balancing things too much. And before you start screaming about power creep and all, I did run a World of Darkness LARP in 95-96ish where we actually let a couple of Street Fighter characters in. I have to say that even with special abilities an super moves a starting Street Fighter got his a$$ handed to him by a werewolf, a mage, and a Pooka fae in that order. And they were all starters too. However he did turn it in to a role playing effort and ended up after a while becoming the bridge between a group of garou and a house run by a member of the Akashic Brotherhood. For those who don’t know those terms don’t worry. They are in there to help White Wolf players see balance is possible. For those of you who don’t know White Wolf games just imagine a werewolf who can go toe to toe with a kung-fu wizard from the best Chinese wire fu movies. So if anything starting characters in Street Fighter are a little under powered compared to their bretherin. And if you compare them to later offerings in the Storyteller system, like the Aeon Trinity (sorry MTV but I support White Wolf on this one… stupid stickers and re-editing) they seem way under-powered.
What really got me hooked on the Street Fighter version of the Storyteller system was how they broke out the combat skills. Instead of having a general melee skill, or brawl skill, you have Punch, Kick, Block, Grab, Athletics and Focus. What this did was it allowed you to really define the fighting style of your character. Sure they had several styles in the system, however you could still give a boxer a strong dose of Kick just to add something unexpected. Now then some people may look at that and feel things have just become over complicated. Others may look at that and say, but what about weapons skills. And depending on how you use the system both are potentially valid. To look at weapons first, if you remember Street FIghter II, when it came out originally only one character had a weapon. Vega/Balrog (if that confuses you then refer to the links above and find out how the characters were renamed in the US to avoid an issue with Mike Tyson). The game was about empty hand and chi powers (yes the sonic boom and Blanka’s volts were chi powers). Not weapons. They did add rules for weapons in Contenders, and really fleshed it out more in the World of Darkness book Combat. But those are supplements. If you are willing to take the game as a representation of the original Street Fighter II, then there you go. The fact that you could then take special moves, basic moves, and build up combo moves (oh and if you want to create a corner beating move combo you can actually put together a trip kick combo that will allow you to drain almost everything from an opponent, you just have to make sure he cant make a move back… or you are toast).
Now then sadly, White Wolf did not really support Street Fighter as well as their other products after initial publication. Their Players Guide brought the power creep hard core, but skimped on the details like adding a merits and flaws system as they had added to every other Storyteller game in the players guides. The Shadowloo supplement brought more power creep than you can imagine by actually quantifying Vega/M. Bison ‘s martial art and making it accessible to players. However this game is still popular enough in the hands of fans that it shows up at conventions to be played and there are more than a few online groups that have added characters, styles and more to support players who want to get into things from Street Fighter Alpha, SF3, SF4, and even SF5. All in all the ongoing fan support makes things kinda cool.
All in all I have to say that even with the flaws added in the supplements and it seeming a little incomplete by not thinking about things like weapons right off the bat, I feel like this is one of the best martial arts engines to date for table top. And really who would not enjoy being able to take on Vega/M. Bison where your GM can be the cheese and not some smegging computer. 🙂
Ok so ratings… lets see if I remember how to do this too…
Fluff – 2/5 Of all the parts of this book that I enjoy I have to say the fluff is the weakest spot. There is very little art in the book that comes from CAPCOM studios. And even though many of the main characters are depicted when they describe individual martial arts there is next to nothing about the characters that those of us who play the video game would have loved to see. The fiction that they add in, usually a White Wolf strong point, seems weak because once again it does not involve any of the classic characters except as being a dropped name. Lastly the added art that is not from CAPCOM seems a little half assed. Really it is one of the weakest White Wolf products I have seen in the fluff category.
Crunch – 3/5 How then after I have raved about how much I like the combat system can I say that the crunch is weak. Well I said it was good and that it reflected what was in the original Street Fighter II. I did not say that I appreciated that myself. It is solid. It is easy to use. It also feels incomplete to me. It can be fixed, and added to. But the fact that you have to add things like weapons use and the number of initial martial arts is small just makes it a little weak overall.
Mod – 5/5 Ok so in this space, yeah. This thing is so easy to mod, just like most Storyteller products. Add things from other books and settings. Create new moves so you can punch ghosts. This is one of the strongest points in the Storyteller system overall. You can mod the hell out of it and really enjoy adding your own creations with only limited risk of massive power creep. And that limit is you reader… you are the biggest risk here for that. 🙂 heh
Fun – 4/5 Ok so why only a 4 of 5. That is because I had to add other books and work for it to add weapons in in a reasonable manner. Because I had to bar the use of one of the nastiest martial arts ever presented because it was a combination of power creep incarnate and corruption on a stick. Because there was very little effort on White Wolf’s part to help others see how you could incorporate Street Fighter into their other products and lastly because it takes a fair bit of play (going by the Storyteller experience rules and spending about 96 sessions) to actually get your brand new Street Fighter up to the point where you can take on the guys and galls from the video game on an even footing.
Total Score – 14/20 So how does this play out overall? I said a few seriously negative things in my scoring. Well as usual that is going to come down to the players and what they want to do. If you want a cool system for martial arts that you can use to simulate fighting games, wire fu, and kung fu comic books then this is the place for you. If you like the freedom to set up your own martial arts, and even modify existing ones to create wild and crazy new ancient schools of combat then this will work. If you want more description in a fight scene than “I swing at him.” then this engine encourages it. If you want to exactly replicate all your favorite Street Fighter series characters, then be ready to buy more than one book and likely spend some time online. Unless they are Ken and Ryu… bastards get the best of everything… they are the freakin Barbie’s of fighting games. In the end I can say I enjoy the game despite its flaws and weak points. I have successfully made versions of all of my favorite fighting game characters. Even those with weapons, in spite of this game calling itself Street Fighter. But as always you dear reader are going to have to make the choice if this game is for you. Not my call 🙂
All righty that is it for now. Hope you enjoyed. Soon more world building and more reviews.
So gimme the dice, I have to see if the game field is monster free or I need to get the hose out…
Ok so with the last post, and the comments I figured what the hell I may as well jump in and run with a new review. And I wanted to jump in with a long time favorite… well sort of a long time favorite…
Product history first… Originally there were four game modules that were created for tournament play at Gen Con in 1980. TSR updated material a little and then published them for sale in late 1980 through 1981. The titles and designations were as follows – A1 “Slave Pits of the Under City”, A2 “Secrets of the Slavers’ Stockade”, A3 “Assault on the Aerie of the Slave Lords”, and A4 “In the Dungeons of the Slave Lords”. Early reviews were hot and the series became a fan favorite. In 1986 the setting was altered slightly to make the modules fit into the specific game realm of Greyhawk, and all four of the earlier modules were put together into the collected module Scourge of the Slave Lords. In 2000 there was a supplement printed that was supposed to be a follow up to the Greyhawk version, but… yeah lets not go there… And then in 2013 there came the reprint that I am using for this review. It is the same as the original printings from 1980 and 81, however it also adds in a new module A0: “Danger at Darkshelf Quarry” created just for this hardcover collected reprinting. So… just so you get this part right… this series of adventures has been around for over 35 years and it keeps coming back. Not just in scanned reprinted PDFs (which are very very cool when it comes to finding old modules and adventures online) but this was popular enough to get the current publisher to pay to get the collection together, add a new additional adventure and print it again in a hard cover format. And it has kept selling.
Personal history… I first found out about the A series of modules in the fourth grade. I had just moved into a new area, and the first group of friends I made were with others in my class playing the A series of modules. We had a teacher running the game. The game ran into the fifth grade and we pushed to finish the series off because sixth grade meant going to another school. We did some seriously crazy things. Like getting the teacher to agree that the wand of magic missiles we found recharged between adventures. If you want more stories about it you can ask me or Dan over at Dan on Games. Yeah he and I have known each other that long. Sorry to put that out there my friend but it is a part of my background for this one 🙂 heh. Over the years I have pulled out this collection of modules from time to time for various things. Playing them as is, or as part of a larger story, and occasionally even as inspiration for adventures based on the modules concepts but not the provided characters and monsters.
So what is it about this specific set of adventures that makes them fun, makes them cool, or why are they a favorite… right… that’s the real question isn’t it?
For me it is equal parts nostalgia, simplicity, and balance. So I have a history with the material as seen above. Simplicity is from the fact that there is only enough fluff in this series of modules to tie them all together but not to force it into any specific game world (well except for that Scourge reprint ungh… so much fluff there to tie it to a specific world just … bleh…) Balance stems from the way the adventure set was built. When things are built for tournament play you have to have a set number of encounters, traps, fights, puzzles and so on. They are also designed to be run in a specific amount of time. And to be survived by players who work together and think. Now then putting all of that together is not as easy as it may sound. I mean if you look at some adventures, some of the writers just dont seem to be able to respect the level of power, skill and abilities of the characters involved. There are lots of conversations online right now talking about problems Piazo is having along these lines with Pathfinder and for myself the best example is… well ok this is another inside joke but… ummm Mr Agents… those who know will laugh.
So how do I rate something like this overall…
Fluff – 5/5 Ok I can hear you saying “WHAT?!” Its a game adventure. How could it have enough story, background, art, and color commentary that you could even think to justify a 5 for Fluff. It’s easy really. When I get a published adventure I want to be able to add it into whatever world I am running. I like to have just enough information and adventure hooks that I can grab it, read it, and go… Oh yeah I can put that over here and just make that fit into this part of my world. I want characters with just enough back story that I can tie them into my stories and world flow. I want maps that tell me what is going on in the adventure not tie it into a world. I want art that give me more to drag my players into the story and game I am running. I dont want to have to take the time to rewrite every page of the adventure and then still have to shoe horn it into my efforts. The ONLY part of this collection that goes a little over is the new A0 module and it is so loosely over what I need that I still have to go with a 5.
Crunch – 5/5 Ok so not everyone will have a problem with this one. I base this on the new monsters and treasures that show up, and if the adventure is really balanced to fit the characters it is created for. So in this series A0 is for characters level 1 to 3, and A1 through A4 is set for characters level 4-7. So do the monsters and treasures match up? Are the villains characters that can actually be beaten by the characters intended? The answer here is a resounding yes. It is really easy to find adventures that you don’t stand a chance in hell of beating unless you either have an extra three or four characters or you some how power up well past the listed levels / power points, whatever. You don’t find that here. Ok ok I take that back you do find it in A3 BUT it is part of the plot and the ongoing story. They even offer you options in the module for if you want the characters to win it all right there or go on to A4 and face the challenges there. Yeah thats right A3 is designed to beat your players, only to have them come back in A4 and come out on top.
Mod – 5/5 Another slight surprise here for some. With me talking about using the modules in multiple worlds and stories you should see a pattern forming here. I have actually modded the modules in this book for games like Pathfinder, Rune Quest and with a little more effort that I like to admit I have modded them to work with a Call of Cthulhu game. Yeah that was a weird one. That is what happens when the Fluff is tight to the material and the Crunch is balanced. It is instantly scale-able and if you know the game engine you are changing to you can easily just grab and go.
Fun – 5/5 Yeah this is a favorite. I have had a lot of fun with this material over the years and I think that anyone willing to look at it as something they can mod and add to just about anything they are working with. And I will admit that my history with and and great memories from so far back just colors my views a little… maybe on all the categories.
Overall – 20/20 Ok ok so IS this a perfect product? Is this the best of the best ever? Nope. It is not perfect, it is not the best ever. But going by the way I score things this is worth the best score I can give. Yeah like I said under Fun my history with the product and long time love of it may color my score a little here but I dont think that is really an issue here. For myself this collection represents some of the best fun I have had gaming. In many ways and on many levels. I wont take that back or cut it down any. I really do think though that it is worth that score. For all the reasons I listed.
Well thats it for the first none core review. Let me know what you think and I will let you know if I care 🙂 heh
Keep the dice rolling folks and then give em to me… I need to see if my cross dimensional games can stake the save vs death…
So yeah, not only a new posting two weeks in a row but reviews two weeks in a row. This is by no means setting a precedent. So don’t expect another post or a review next week. I am not going to say it wont happen, but just don’t expect it ok 🙂
This review starts with the question, why 2nd edition? In part because it cleaned up some of the rules a little (unfortunately it also cleaned up one of my favorite rules in regards to weapons from the first edition) and also in part because I was lucky enough to find a copy at a used book store (Half Price Books, which really should be called, Half Price Books Unless We Have Figured Out There Is A Collectors Market And In That Case We Will Take Up The Price Until We Are Charging Whatever Out Team Saw Online Or A Price On Amazon Or Ebay, Or Maybe Higher If Someone On The Team Thinks We Can Make That Much) for slightly less than it would have cost me to get it off Amazon or Ebay. I had vowed not to do a review without a copy of the game on hand so that when I make references I can be specific.
So originally Paranoia came out from West End Games in 1984. I did not get into the game until 1985. But as soon as I read the back of the game box I was interested. Having seen Logan’s Run for the first time in 1982 and really enjoying the setting, I had thought, ‘Ya know a little sci fi comedy based in something like that cant be too bad, I will give it a shot.’ Oh gods, the insanity that I let loose. 2nd edition did not come out until 1987 but by then it was too late, I was in hook line and sinker. At the very first I did not like the way they had cleaned up 2nd edition, but I eventually came over to believing it was for the best. If you want a fairly good breakdown of the history of the game try the wiki for Paranoia, or maybe you want, like me to keep up on the latest updates regarding the newest version that is scheduled to hit the streets come late summer this year you can check it out on their Kick Starter page here. And technically while West End Games went kaput back in 1999 or so you can still get some of their games online in digital format. Anything that was not a licensed property or Paranoia that is.
So what really is the deal for Paranoia? Why is it one of the few games that keeps coming back no mater what? I really think it comes down to the setting. If you have seen Logan’s Run then you know how dark and twisted a vision of the future it is. If you don’t know about the movie then try starting with IMDB and see if you can get some of the basic ideas about the film. To give you my interpretation of things, imagine a future where the only way for humanity to survive the impending world war three was to place people into a vast covered city complex. Now then to make sure that resources were used correctly that group of people gave up a lot of their control to a computer that was supposed to help keep them safe. That computer also decides that cloning is the best way to ensure that people survive. Ok so that is how it started. Now then move forward in time say six or seven hundred years. Humans with access to the computer have been giving it conflicting updates for generations. Human wisdom is almost gone. And now just to make sure that a single type of clone will live more than a few days due to the violence inherent in the system six of the same person are decanted from the clone tanks at a time. Lets now move forward another few hundred years so that the computer in charge can get into full blown digital paranoia and all the humans in the complex can fall into a state where all of this seems so totally normal that its boring. On the back of the rule book for second edition they have a little quote “Imagine a world designed by Kafka, Stalin, Orwell, Huxley, Sartre, and the Marx Brothers.” I would have used the Three Stooges instead of the Marx Brothers but for those who read a lot that should give you another point of view on the setting.
Paranoia invites us to take a look at the most ridiculous aspects of how life is run, how complex we make things for ourselves, the extent that we let ourselves get buried in bureaucracy, and just how desperate we get for someone to blame. And to laugh our asses off about it while taking a laser pistol to everything. Imagine a place where everything you are, and nearly everything you do can get you killed for treason. Unless you get someone else to take the fall, and if you do that well then you get rewarded. Imagine a place where team work is needed to get the job done, and boot-licking is the best way to save your life. And even if you are totally incompetent you can come out on top.
Second edition of the Paranoia RPG was laid out in a way to make that sort of thing easy to do. Basically the section of the book for the players gives you a glance at the daily life of the players, the rules for rolling up a character, and none of the explanation of how it works. The game master gets all the real rules. Knowing the real rules, if you are a player, is treasonous. However if you can act like you don’t know the rules and blame another player, or their character… well you see how this is going 🙂
In regards to the game itself, while some people will see Paranoia as a beer and pretzels game (this means you take the game out for a one shot that no one takes seriously and you just have fun with it for a night to take a break from your real gaming) I actually see it as the single most challenging long term game ever created. Because it is so easy to have your character die, and it is so tempting to do really stupid things because you have back up clones, it is easy to just say ‘Fuck it’, and run with it. However if you really get into it and want to see just how far you can go you can challenge yourself in ways you never will see in another RPG.
So by this point you will have noted that I have not gone into a lot of details about the rules, or been very specific about the characters and the things they can and can’t do. That is on purpose dear readers. This is one of those games that I want to pique your curiosity about and get you to find out more on your own about, and also I wanted to live up to Paranoia itself… by giving you just enough information to get you into trouble 🙂
Ready for the numbers?
Fluff – 4 This game is so full of little details, like the Termination Voucher, the Mission Report Form, the art, the bits of information that are detailed out in such a way to make it easy to play a character it is kind of nuts. The details for the game master are just as thorough. However to really get the full feel for the game I would have to suggest that there are also some supplements that you would need to have if you are planning on playing long term. The DOA Sector Travel Log, Hill Sector Blues, and Acute Paranoia. All three of these together give you more rules and more flavor so that you can really really go over the top. Without them you are not in trouble, and not short on anything you really need, but they really seal the deal. There are actually about twelve pages or so in each of those supplements that if they were in the main book I would have been telling you a five is not enough score. So really lets call this one a 4.5 in the meat of the text here, but since I like rounding lets still call it officially a 4.
Crunch – 5 Overall the rules are simple and effective. There is enough detail given so that you can teach yourself the game quickly, and then spend years finding ways to take advantage of any of the loop holes. Now if we were talking first edition I would have had to go with a three for the score because there were too many conflicting rules and some that made no sense what so ever. One of those that made no sense really but I had a blast with it is the games version of a rocket launcher originally had a firing range of 160 meters. The Tac Nuke shell had a blast radius of 200 meters. Characters top run speed is 20 meters per turn. Damage from a Tac Nuke is to destroy everything in the blast radius. Not using Computer provided equipment on a mission is treasonous. So here is the question, do you use the shell and die? Do you not use the shell and die from committing treason? Do you come up with a scapegoat to get out of your first two choices? But they went and fixed this in second edition… of all the rules to fix… sigh
Mod – 4 Giving this game a mod of four is actually a hard choice for me. With the cleanup of the rules done for second edition it is actually fairly easy to add things like more secret societies and mutant powers. It is a bit more challenging to add things like new weapons. And unless you are a form junkie please do not try to add any new forms. Time consumption really is what that one comes down to, and really how do you get professional looking forms anyway. The overall rules are not designed to be all that alter friendly, but you can do it with a little effort. The setting information though can be updated, altered and twisted with ease. And when the Paranoia team originally came out with adventures for Vulture Troopers from Dimension X they showed how well you could actually cross genre this game. So I think 4 may be a stretch, but not by much.
Fun – 5 Whether you are playing this game as a beer and pretzels shoot em up, or you are playing a longer running game I think Paranoia is a lot of fun. It is twisted and it is strange and it can reflect real life whether it intends to or not. It can also teach you a lot about gaming. One of the best things it taught me was to run ‘Live Table’ games. If you don’t know Live Table that mean that while players and GM sit at the game table anything (or should that be everything) they say is in character, or on behalf of their character. You need to get up and move away from the table if if is not something you need to say in character. Also it taught me the best ways to keep the pace up in a game. Oh and I learned how to tie a Tac Nuke shell to a scrub bot and then convince the scrub bot to go clean a place 210 meters away and then blame the commie mutant traitor on my team for destroying computer property. Yeah, that taught him not to mess with the Hygiene Officer on the mission.
Overall – 18/20 Paranoia is a hell of a good game, in a great setting. Even though there are later editions, and Paranoia XP gives you some great advice and options for going all the way into a completely serious campaign or getting so far out there that you may need to have a couple dozen pregenerated characters for a single nights gaming, I think that second edition came closest to being the perfect version of the game so far… I may see a new top version this summer though 🙂 🙂 🙂
And now if you made it this far citizen, the debriefing. You will have noted that in the reviews I tossed in a few terms that may seem off, they are from the game. I am trying to hint a little more without being treasonous you know…
Keep gaming everyone and gimme the dice, I need to make a Chutzpah and a Moxie check to see if I can get another scrub bot to do me a favor…