Showing posts with label MasterBook. Show all posts
Showing posts with label MasterBook. Show all posts

Friday, May 13, 2011

A Masterbook Bestiary


My biggest complaints about the Masterbook rules and Masterbook Companion is that they lack a bestiary. Brett Bernstein, head honcho of Precis Intermedia Games (and new owner of Masterbook) took that to heart and recently posted a mini-bestiary on his website. This is a slew of largely "normal" animals, so while it still won't help if you want, say, dragons or orcs, it at least provides a non-human reference for Masterbook.

Zip on over and check out the freebie. Thanks, Brett!

Thursday, May 12, 2011

Tommy's Take on Masterbook Companion

MAN how time flies...I thought it was just a month or so ago that I reviewed the re-release of Masterbook by Precis Intermedia Games...but it was already back in January. That was my first experience with Masterbook, and while I liked what I saw, I also thought it fell a little short, support-wise...enter the Masterbook Companion.

What You Need To Know: The Masterbook Companion was originally released in 1996, and this is that same book re-released. The PDF is only $6.95, and as part of Precis Intermedia's awesome Print Upgrade program, you can kick in that other $12 to get it printed. Essentially, it is 128 pages of extra material for your Masterbook game. Of course, this means that you do need the Masterbook rules in order to get much use out of this.

Chapter one begins pushing it into Supers territory by offering up Advantages such as Elasticity, Immortality and Shapeshifting. Of course, every Advantage needs a Compensation, although the Compensation options aren't nearly so dramatic.

A whole slew of new skills are also present, culled from other Worldbooks apparently. These include magical skills like Cantrip, psychic skills, Counter-Intelligence and more. A couple dozen skills spread out over nine categories, as well as a very awesome d100 chart for Useless Skills...like curling your tongue, blow REALLY big bubbles or prying off the tops of beer bottles with your teeth. The funniest entries are definitely 76 and 77...the ability to repeat the last thing said with 100% accuracy.

There is a new equipment chapter that runs all over every era and genre, providing rules on bullwhips, animal hides as armor, powered armor, large cars, and laser pistols. The important part here is that the equipment is all itemized, with relevant descriptions and rules...and then summarized into a handy table at the end of the chapter.

The Magic chapter is a hand-holding walkthrough of spell creation, specifically pointing out areas that a GM may have issues with if a player decided to take advantage of the system. I'm guessing that somewhere between the original releases of Masterbook and the Companion, a few GMs tried to pull their hair out, hence this guide. Remember my disappointment at the Fireball being the only the spell truly "spelled out"? Those concerns are addressed with a handful of new spells, covering ground such as making yourself appear to be a few feet away from where you actually are, or filling the target with fear.

The Vehicle Combat chapter starts off well enough, with a handy guide for interpreting tabletop distances to allow vehicles to remain in play easy enough, but gets a little too overcomplicated for my tastes when it starts referring to the Movement Chart, which cross-references approximate Miles Per Hour, Kilometers Per Hour, Meters Per Second, Inches Per Phase and a Speed Modifier. My eyes kinda glazed over looking at it. Some folks probably love it, but I'm good with using a slightly more abstracted system. However, this chapter does cover most vehicular combat eventualities, including vehicle hit locations, targeting drivers with attacks, crashes and so on.

The World Creation chapter covers an extensive amount of information as it walks you through the creation of a world (complete with a map). There is a humorous artifact in this chapter regarding map making, where a sidebar notes that "many" gamers have computers and can get programs to assist them. Keep in mind this is 1996...and now I'm reading that book on a computer, I can access a number of free or pay map programs, as well as purchase ready made downloadable maps.

The last chapter is one of those beauties of a "generic" system - guidelines on mixing your genres. That is, importing characters from one setting to another. This includes a nice mechanic for "cross dimensional insanity" - when someone encounters something so jarring to their sensibilities that it threatens to drive them off the rails mentally. From discussions ranging from various ways to cross dimensions, to a broad look at genres, to specific references to the Shatterzone and Bloodshadows settings, this is a pretty comprehensive treatment of the cross genre campaign, I don't feel like it properly warns that not all groups will be terribly recepetive to a cross genre campaign, ESPECIALLY if you spring it on them out of the blue.

An extensive index as well as an OpenD6/Masterbook conversion rounds out the tome.

What Works: I don't know if it is quite indispensible, but it is certainly very useful for the Masterbook GM, especially the Spell creation guidelines and examples. The Advantages also stand out, especially for someone wanting kewl powerz for their game. While I doubt I could see myself using it for a full blown supers game, power options for another genre are always a good thing. The World Creation Chapter and the Cross-Genre chapters are very extensive and advice-heavy.

What Doesn't Work: A bestiary still feels like it is missing. Sure, they may be in setting books (I don't know), but someone who picks up Masterbook and the Companion are kind of left figuring it out for themselves. Also, I appreciate the comprehensiveness of the Vehicular Combat chapter, but my eyes glazed over when I hit that Movement Chart.

Conclusion: I didn't mention the art above, because it straddles a line: None of it is particularly great, and I'm not a super big fan of full page art pieces unless they are really good, but the book is crammed so full of material that I can't say it honestly detracts from the value. For the price, it is DEFINITELY worth it for any Masterbook GM, and those with too much disposable income (they are out there) may get their money's worth out of the Cross Genre and World Building chapters, given how heavy on information and light on mechanics they are.

Monday, January 24, 2011

Tommy's Take on MasterBook

I actually had no prior experience with Masterbook, so color me interested when Precis Intermedia Games saved it from death and obscurity after the complete collapse of West End Games.

Masterbook is a toolkit system designed to use a series of cards to alter and affect gameplay...honestly, it's right up my alley, at least in concept.

This review is of the PDF version, which is a 262 page PDF, fully bookmarked and searchable and all that...and, it is worth noting, including both a complete set of printable black and white MasterDeck cards, and a complete set of color ones. For those who don't want to print their own, Precis Intermedia just announced that the MasterDeck is back in print.

AN INTRODUCTION TO MASTERBOOK

This is pretty much what it sounds like, an introductory chapter explaining roleplaying games (complete with the Cops and Robbers "I shot you! No you didn't!" explanation), as well as explaining what MasterBook is (a generic setting designed to be played in multiple genres).

There's not a lot here that you haven't seen before, and I don't know if any of this was off the well beaten path even in 1994, but honestly, you just kind of expect to see that sort of thing in RPGs anymore.

BASIC RULE OVERVIEW

Counting a two page character sheet and a full page piece of art, this clocks in at about 16 pages or so and, honestly, I think an experience GM could almost run the game off of those pages, believe it or not.

CHARACTER CREATION

Characters have eight Attributes: Agility, Dexterity, Strength, Endurance, Intellect, Mind, Charisma and Confidence, and 68 points to spend. The scale, oddly, runs from the normal minimum of 5 to the human peak of 13...although the benchmarks chart curiously drops from 5 to -5. I started playing RPGs around 1994, and I don't think I would have questioned the scale back then, but it's just a bit odd now.

Once that is completed, you get Derived Attributes, like Toughness and Movement Rates. While Skills aren't TECHNICALLY Derived, you do get your skill points from your Intellect and Mind. There are a number of rules governing the spending of skill points, and while Specializations are present, they are annoyingly on a half point system...that is, each level (or "add") of a specialization is half a point. As a rule, I don't like bean counting in my games, and half points are more tedious than I like to deal with.

It is also worth noting that skills do not run on the same scale as Attributes, starting at 1 (if they are trained at all, of course) up past 16.

BACKGROUND GENERATION

Here we get a lot of common background questions to flesh the character out, but we also get Advantages and Compensations. Now this, I really like. Rather than assigning point values to the Advantages and Compensations, they are placed in Columns, with the effects being more and more extreme, the higher you go. Every Advantage that you take requires taking a Compensation from a corresponding Column. There is an optional rule for mixing across Columns...such as trading in a Column III selection for Column I selections...this requires taking a Column III Compensation still.

Five genres (High Fantasy, Low Fantasy, Real World, Science Fiction and Pulp) are provided, with recommended Column selections.

Column I Advantages are pretty basic: A snitch you can call on, an extra skill point, etc. Around Column III, you start getting into things like having a Danger Sense, while Column IV gives you options like Godlike Contacts and Natural Weapons.

Every Advantage is detailed, with notable restrictions and notes spelled out.

The Compensation Columns start off fairly light: Owing a small debt or having a minor enemy, and scale up to Employed - meaning you don't have a lot of autonomy - or being a victim of Prejudice, to having a powerful Enemy hunting you, or being so Infamous that you are doggedly pursued. There are no Column IV Compensations...at that point, the player and GM get to work something out that is suitable.

You can get rid of Compensations, just as you can lose Advantages, and they are often linked.

Guidelines are also given for making new races and species for your games, generally by mixing and matching Advantages and Compensations.

THE RULES

The core mechanic of the game involves rolling 2d10 and comparing them to a Bonus Chart, giving you a number that you add (or subtract) from your relevant skill to gain a total for your action. And yes, I did say subtract: If you roll below a 9, your "Bonus" is a penalty. Most people are familiar with the concept of Exploding Dice, but Masterbook has a very interesting variant: You can reroll and keep your 10s rolled - but ONLY if you have adds in the relevant skills or specializations. It is thus IMPOSSIBLE for a completely unskilled, lucky shot to explode and blow out someone gifted at a given action.

Well...normally. There are exceptions, through the use of the MasterDeck and the expenditure of Life Points (kind of like Fate Points/Action Points/Bennies/whatever).

If you beat the Target Number for the action, subtract your total from the Target Number, compare to the Success Chart, and see precisely what the effect of the action is.

Damage is handled under a Wound system that goes from Lightly to Moderately to Heavily to Incapacitated to Mortally to Dead. You can also gain "K"s and "O"s...if you have a K AND an O, you're knocked out.

A little sidebar I love is descriptive elements for the Wound types, such as Lightly Wounded being a bruise, while Incapacitated being a heavy concussion.

With the basics of combat out of the way, Combat Options such as Hit Locations (providing more or less damage, depending on the targeted spot) are given, plus options like capping melee damage based off of Strength, and providing different bonuses and penalties for different tricks and tactics with a gun.

Damage options are also given, if you want to incorporate bits such as bleeding out.

Rules and guidelines are given for Interactions as well, with these being old standards such as Intimidation, Taunts and Tricks, Con, Persuasion and Interrogation.

There are two sets of Initiative Rules, one using the MasterDeck and one using standard die rolls. In the former, you essentially draw a MasterDeck card and it tells you who gets to go when.

Pretty much most of the rules staples you would expect round out the chapter, such as Falling damage, multiple actions, dealing with gang-ups and so on. A Value Chart is also given, reminding me a bit of the benchmarks from the old Mayfair Games DC Heroes RPG.

SKILLS AND SKILL USE

The skill list is kinda huge, though not every one will even be available in every game: For instance, in a 1930s Mob War setting, Energy Weapons probably won't be needed.

Some skills require specific foci, such as Faith or Beast Riding, and specializations are given for each skill. while I generally like smaller skill lists, at least there is nothing that just drives me nuts here, like Beautician. Every skill is tied to an Attribute, because some skills can be used untrained (defaulting to the attribute), though others cannot...and being a skill based system, it is much cheaper to raise skills than to improve attributes.

THE CARD DECK

The MasterDeck is 108 cards, and the number of cards given out is dependent on the number of PCs in the game...(one PC gets way more for their own use than a group of 5 gets, individually speakning).

There are three types of cards:

Enhancements generally provide some manner of specified bonus, such as Breakthrough allowing a PC to roll a skill as if they are trained, and add +3 to their roll, but only if they otherwise have no adds in it. Haste gives an immediate extra action, and so on.

Subplots are in-game effects that come into play over the course of the adventure, like Martyr (which can let your hero go out in a blaze of glory...if you choose), or Mistaken Identity - which means that you have been confused for someone else. The Campaign card is used to make a temporary subplot permanent, perhaps gaining you an enemy for life!

There are four Picture cards (Wild, Interloper, Disaster and Opportunity) that each also have their own very specific effects if they come into play.

Oh, and there are blank cards, if you want to make your own.

Card based initiative is given more detail here, showing you just how to read the cards for initiative. For instance, certain conditions may come into play, such as Flurry, which may allow all PCs an extra attack that round, or Up, which means that side gets to automatically reroll all dice as if they had rolled 10s.

The initiative card also has "approved" actions...if the PC succeeds at those, they get an extra card from the MasterDeck for their use.

Lastly, cards are also used for Critical Skill Resolution, which are multi-step crisis situations, like defusing bombs or freeing someone from a trap without killing them. A few pages of examples follow, using cards in each type of situation.

CREATING AND USING SPECIAL EFFECTS

Magic, Miracles, Psionics and Super-Science mainly.

Rather than provide a laundry list of abilities and forcing you to shove everything into those, MasterBook devotes a chapter to making your effects piece by piece (with a few examples).

In fact, the book constructs a magical Fireball spell, piece by piece, to show you how it works, and includes a worksheet that you can use to track your FX construction. Be warned, special effects run the risk of harming PCs! They have a Feedback Value that can be reduced by high rolls when casting the FX. You don't necessarily FAIL if you get Feedback...you may just take out yourself and your opponent.

The plus side is, it's versatile. The downside is, other than that fireball, you don't start off with many FX written up, so there's some work ahead for you and your players in that first few go arounds.

BASIC EQUIPMENT

This is pretty much an equipment chapter. Most modern weapons are given static damage ratings (handguns, etc), while most melee weapons and muscle-powered missile weapons are given "STR+" damage.

Armor is handled in a pretty straight forward manner, adding to Toughness.

Certainly not the greatest equipment chapter I have ever read, but it gets all of the necessary information across.

GAMEMASTERING MASTERBOOK

This section gives a very broad overview of World Creation, emphasizing the five genres that it pointed out earlier in the book. There's some good, if not great, advice in here. A beginning GM without a setting book would probably be fairly lost, while a moderately experienced GM could probably suss it out.

A pair of character templates are included, one for fantasy and one for sci-fi, to show you what a couple of completed characters look like.

MASTERDECK

As mentioned above, the MasterDeck is included as printable pages (fronts and backs, both color and black and white), for those who want to get rolling right now. Some very helpful instructions and tips are included up front (such as recommended paper stock).

THOUGHTS

Honestly, a character sheet would have been nice, but the accomodations in the PDF for the MasterDeck were GREAT.

The system itself is almost 20 years old, and it shows in some places. I'm not a huge fan of skill-based systems, but that is a personal preference and not a knock on the quality of the system. I do really like the Advantages/Compensation system, and I think the MasterDeck is pretty neat.

I hope it gets some support setting-wise, whether in the form of reprints or new material, because it feels a bit hollow right now...I mean, for a fantasy game or the like, at least some kind of examples to eyeball for a bestiary would be gold.

I don't see enough here to have me clamoring to ditch Savage Worlds as my go-to "generic" game, but I certainly wouldn't be opposed to taking it for a spin in a game or two.