Another one of those “perks of blogging”, I get an early
look at the Exploding Aces RPG by 4 Winds Fantasy Gaming, who primarily make
d20 based stuff, and so are usually out of my normal areas of interest.
Coincidentally (or not), they have a Kickstarter going on right now for
Exploding Aces.
WHAT YOU SHOULD KNOW: 18 days to go as of this writing, Exploding Aces has reached its initial funding goal of $3,000 and is working towards a $5,000 stretch goal for player mats. Higher end stretch goals include custom card decks and GM screens. $10 gets you the PDF version and $25 gets you the print, while $50 gets you the full color version. To see the various pledge levels and rewards, click on the Kickstarter link above. This review is based off of a pre-layout version of the manuscript.
Exploding Aces eschews dice altogether, in favor of a traditional deck of playing cards, complete with two jokers. Exploding Aces are references to automatic successes, which occur when you draw an Ace. What kind of Ace is an exploding one is dependent on how skilled you are at what you’re trying to do, but an Ace of Spades is always Exploding. In fact, if you get an Ace of Spades as the first card draw, it’s a Sterling Success, which makes it an automatic success and can regain spent Force of Will points or gain you twists (which are kinda like Savage Worlds bennies). Force of Will points are used to flip cards and then decide if you want to keep them or discard them.
WHAT YOU SHOULD KNOW: 18 days to go as of this writing, Exploding Aces has reached its initial funding goal of $3,000 and is working towards a $5,000 stretch goal for player mats. Higher end stretch goals include custom card decks and GM screens. $10 gets you the PDF version and $25 gets you the print, while $50 gets you the full color version. To see the various pledge levels and rewards, click on the Kickstarter link above. This review is based off of a pre-layout version of the manuscript.
Exploding Aces eschews dice altogether, in favor of a traditional deck of playing cards, complete with two jokers. Exploding Aces are references to automatic successes, which occur when you draw an Ace. What kind of Ace is an exploding one is dependent on how skilled you are at what you’re trying to do, but an Ace of Spades is always Exploding. In fact, if you get an Ace of Spades as the first card draw, it’s a Sterling Success, which makes it an automatic success and can regain spent Force of Will points or gain you twists (which are kinda like Savage Worlds bennies). Force of Will points are used to flip cards and then decide if you want to keep them or discard them.
As noted, Aces Explode, which equals success, while Jokers
equal failure (and possibly botches). You draw a number of cards equal to your
relevant Quality, and the difficulty chart determines which cards are Plus,
which are Minus and which are Blank. You want to have more Plus cards than
Minus cards in order to succeed.
The damage system is interesting, as you draw cards for the
weapon type, with 2-10 dealing damage, and the suit determining how much (half
rounded down, half rounded up or full damage). You can soak wounds, but health
is tracked on Health boxes, and you can choose to accept Setbacks instead of
actually marking off damage boxes. These include injuries like Cracked Ribs,
Acoustic Trauma and Hairline Fractures, as well as issues like Hysteria, Doubt
and even being Cursed.
Character generation starts with selecting four dominant
aspects: Extrovert or Introvert, Realist or Dreamer, Thinker or Sensitive and Judge
or Adapter. Then you spend 10 points on Mind, Body and Psyche, determined by
your personality type as determined by your choices above. The qualities break down into further
categories, with Body defined by Agility, Appearance, Stamina and Strength, Mind
by Intellect, Perception and Wits and Psyche by Poise and Spirit.
Next, you pick your Persona, and this does give you a seven
point spread divided among Combat, Physical, Knowledge and Social. These are
spent on Edges for each group, like Fight, Firearms, Drive, Sneak, Medicine,
Survival, Guile and Persuasion.
After this, you get 25 free points to further customize your
character, including buying ratings up to Trained, Skilled and Expert, as well
as Lifestyle.
Basically everything is given benchmarks to go off of to
guide your character creation selections, with a generalized scale of 0 to 6
and more specific examples for each aspect.
If you buy up to the Supernatural level (6), you get a free
talent. These include things like Martial Combat Master (Agility), Owning the
Room (Appearance), Tough (Stamina), Python Grasp (Strength), Lightning
Calculator (Intellect), Dark Vision (Perception), Empath (Wits), Master
Assassin (Poise), and Beacon of Hope (Spirit).
Additionally, you can further define your characters with
Talents and like Hammer Fan (for revolvers), Danger Sense, Crack Driver, Area
Knowledge, Surgeon, Carouser, Famous, Honorable, Mentor and Optimist. Flaws
include Coward, Red-Shirt (you are ALWAYS attacked first), Allergies, Deaf,
Klutz, Code of the West, Notorious, Wanted, Dark Secret, Addiction and Nightmares.
The GM’s section is a broad cross section of advice that’ll
have templates for minions, nemeses and creatures, as well as rules governing
things like explosives, fighting mobs, etc.
WHAT WORKS: Interesting core mechanic, and pretty easily
expandable from the vast amount of talents and flaws already provided in the
rules. The extensive list of sample actions should help most GMs figure out not
only what should be used for each action, but how to make actions feel
different (like the ascending difficulty when climbing a mountain).
WHAT DOESN’T WORK: As with most “universal” systems, it
seems to need a guiding hand to get you from the options and into your setting.
That guiding hand seems to be missing, at least from this draft document,
though the Kickstarter page says several adventures will be included, so this
may prove to be a moot point. Some of the Setbacks were so…clinical and
specific…that it was almost jarring for what seems to be well suited for an
action-adventure kind of game. Not a huge fan of the organization, especially
with things like an in-depth discussion of damage and setbacks showing up
before character creation and way before combat.
CONCLUSION: Are the mechanics gimmicky? Well, yes. Is that a
bad thing? I can’t answer that for you. For me, I think System Matters because
I like the Game part as much as I do the Role-Playing, so I’m cool with a
system where everyone’s drawing cards instead of rolling dice. I like the
concept, even if I don’t particularly NEED another universal system (which
doesn’t mean I wouldn’t play or run another one…I don’t need a lot of things
that I later buy)…I’ll just be particularly interested to see the adventures,
which will really show just how adaptable the game is between genres. The
project is already funded, and 4 Winds have a strong reputation, so this is a
pretty risk-free Kickstarter, in my view.
Hi Tommy, thanks for your well thought out commentary on Exploding Aces. Some of the adventures which will be included are; an adventure aboard RMS Titanic, in another the players take the roles of French trappers in Canada in 1790. Another adventure takes place in modern day central Africa. The heroes play a USAMRIID team traveling up the Congo in search of a missing CDC team which was investigating a new pathogen. I hope to include a straight Western as well.
ReplyDeleteThanks again,
CJ Ruby
Very cool. Looking forward to seeing the end result, CJ.
DeleteMany thanks for the review, Tommy! And by the way, the editor has already decided that she will switch up the organization of the book, addressing the very things you point out, for the very reasons.
ReplyDeleteMy pleasure, Robert. Thanks for giving me a chance to take an early look!
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