Hollowpoint sounds like a game about people shooting each
other. It appears to be aptly named.
WHAT YOU SHOULD KNOW: Hollowpoint is the game of “bad people
killing bad people for bad reasons” and draws inspiration from (and heavily
references) my all-time favorite comic book series, 100 Bullets.
That’s a great start, right there.
In addition to 100 Bullets, Hollowpoint heavily references
GI Joe and James Bond for examples…but it really does seem tailor made for a
100 Bullets type of game. It is available in print for $22.95 or PDF for $11.95.
Hollowpoint sidesteps the question of how the group gets together by making
everyone part of the same Agency, and setting them out on a mission.
Character creation is based off of assigning a value (0-5,
using each number once) to skills (Kill, Take, Terror, Con, Dig, Cool, though
you can optionally expand the list to include Seduce, Watch, Hurt and Boss).
After the skills are assigned, you assign Traits, which can be burnt off in
play to provide bonus dice. One method of doing this is by Q&A, like “You’re
a pro and you know you’re a pro, because you always do *this*”. Optionally, you
can create traits on the fly instead, or use Company Traits, which are things
like equipment, sidekicks and the like. Lastly, you pick a Complication, which
links you to the mission in personal ways (and is kept from the other players).
The core mechanic is a dice pool of d6s, with rolls
calculated similar to Arc Dream’s One Roll Engine, with the matching dice
grouped together and calculated by “length” (number of dice in the set) and “height”
(value of the dice in the set). The referee has his own dice pool that is based
off of the number of players in the game and grows with each successful
conflict. Additionally, PCs can work together (or not), as working together is
up to the person being asked for assistance, and if they say no, they actually
take dice from the PC needing help. If the request for assistance fails, the PC
can draw from the Teamwork pool instead.
Length of the sets determines who acts first, and as hits
are inflicted, dice are knocked off the smallest sets. As characters take hits
without sets, they take on damage effects based on the skill being used (this
can be “social” attacks as well as physical damage).
Scenes can have objectives set, which must be completed
before the opposition is taken down, to further complicate matters.
There are a couple of detailed conflict examples and a
mission building chapter that offers advice, though mission building is pretty
simple: Pick a target, an objective or two, add a Principle or two that are
acting against the PCs, then see if the PCs come up with an Objective that
deliciously complicates things.
Sample missions are included, like a celebrity deathmatch
kind of arena, a riff on The Magnificent Seven/Seven Samurai and a sci-fi
mission/setting.
In addition to the conflict examples, a pair of playtest
reports are also included, as well as a nice, if unnecessary set of memos
designed as helpful information for new members of the Agency.
WHAT WORKS: Anything drawing this much inspiration from 100
Bullets is a good thing. Lots and lots of examples help, especially if you’re
not a big fan of some of the terminology used in the game. The potential for
tense interplay between characters is great, especially for a pick-up game.
Several great examples to diversify the game, showing off that it’s more than
just “hitmen in suits”.
WHAT DOESN’T WORK: Some of the rules bits are confusing
until you get into the examples. I could do without game mechanics dropping the
F-Bomb, personally. Not a big fan of the core mechanic, though it seems more
intuitive than the similar mechanic the One Roll Engine uses.
CONCLUSION: Hollowpoint was nominated for three Ennies and has
some enthusiastic support. The mechanics have some interesting depth to them,
such as adding objectives to a scene that must be completed before the
opposition is taken out, and how rolling too many dice can backfire and cause
you to blow your opportunities early. When you factor in how adaptable it is to
other settings (VCSA Publishing’s site includes a link to Hollowpoint being
used for a Skyrim game), this is an impressive package to draw on, perhaps as
an interlude between your group’s campaigns.
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