This is an interesting book that came across my virtual table: An adventure RPG centered around Arthurian myth in a near future, corporate-driven world. I thought that seemed like an interesting combination, so when I was approached about reviewing it, I agreed, as it definitely seems like it would hit a different niche than any other Arthurian game on the market.
Showing posts with label cyberpunk. Show all posts
Showing posts with label cyberpunk. Show all posts
Tuesday, April 28, 2015
Friday, March 6, 2015
Tommy's Take on Interface Zero 2.0 Japan: Empire of the Setting Sun
I haven't taken a look at any Interface Zero stuff in a while...so today, we're going to Japan in the Interface Zero 2.0 sourcebook for Japan: Empire of the Setting Sun.
Wednesday, August 28, 2013
Tommy's Take on Shadownrun 5th Edition, Milecastle 42 and Djinn of the Deep
SHADOWRUN FIFTH EDITION
Fun fact: I actually have no experience with Shadowrun
whatsoever. Yes, I know it’s pretty much a classic and one of the bigger fish
in the gaming sea…and, yet, here we are. So when I got a chance to review the
Fifth Edition of the game, I took it.
WHAT YOU SHOULD KNOW: First and foremost, this is the 5th,
and most recent, version of the game. The books clocks in at 489 pages, making
for a hefty tome. The PDF is about $20, about a third of what the print version
is going to retail for, it looks like. Shadowrun is a mix of fantasy and
cyberpunk sci-fi elements, a lot of which have now been seen over the years.
The system uses a d6 dice pool system, with 5s and 6s for successes and
“Glitches” occurring when half or more of the dice rolled come up 1s. The world
is ran largely by megacorporations, and people deal in both Augmented Reality
and Virtual Reality while Magic is a fairly commonplace element.
WHAT WORKS: I like the fantastic elements like the elves and
dwarves and orks and trolls, blending them with the modern world. The magic
system has some very neat points to it, with my favorite part being the mentor
spirits. The book is a gorgeous piece of work, with some impressive art. There
is a “random run generator”, essentially a random adventure generator, which I
always love. Character creation levels are provided, so you can start campaigns
with street level newbies, capable warriors or power players.
WHAT DOESN’T WORK: In-game fiction doesn’t do too much for
me, anymore, and there seemed to be a lot of that here (maybe it was just my
perceptions), especially for the price. I’m not a fan of the approach taken
with the system…for the most part, I’ve moved towards “lighter” systems over
the years, and a skill heavy system like this isn’t really in my wheelhouse (75+
skills is a bit much for me).
CONCLUSION: Shadowrun isn’t really for me. I’m not
surprised, as cyberpunk isn’t a genre that really interests me, and when I do
have a desire to scratch that itch, I have a perfectly good Savage Worlds
alternative waiting for me (Interface Zero). The book never really “clicked”
for me, making it difficult for me to engage with it, and I think that might be
the “Dracula” effect: In short, all those trends that Shadowrun kinda helped
set are a bit overdone now, and so it has a bit of a “been there, done that”
feel to it. That said, if the system were more my speed, I really think I could
get into the setting due to the “magic plus sci-fi” mish-mash. Not a bad
product, just not my cup of tea, unfortunately.
Open-ended adventures are always a good thing, IMO. One of
Silver Gryphon Games’ newest releases is just that, an alternate history
sandbox adventure called Milecastle 42.
WHAT YOU SHOULD KNOW: This 27 page adventure costs $5 and
is, in a nutshell, Romans versus Zombies. The PCs are stationed at a
Milecastle, essentially a lighthouse which is part of a series of such houses 5
miles apart. The night before, Milecastle 42 signaled in desperation but now
their light has gone out, so it’s up to the PCs to investigate. The PCs are
given objectives and guidelines and then turned loose to investigate Milecastle
42 as they will. The outpost, of course, has been overran by zombies (this isn’t
a complete surprise, as the Romans are living with the plague in this reality)
and most of the zombies are capable of little more than pack mentality and
animal cunning. That a more intelligent foe is directing them shouldn’t be a
big surprise, but where the adventure really wins out is in the climax, which
comes out of left field in an awesome way.
WHAT WORKS: The “Final Boss” is really kinda epic. The page
numbering is all in roman numerals, which is a nice touch. I love a good, open
sandbox adventure.
WHAT DOESN’T WORK: All the characters are going to be a bit “samey”
by the nature of the game, as PCs are built off of a template that is
customized.
CONCLUSION: A fun one shot or convention game, Milecastle 42
also allows for a few options for continuing the game depending on the success
or failure of the PCs. I’m not a big fan of what amounts to pregens, even
though I understand why they’re there, but as I don’t run a lot of one shots or
convention games, I’m not really the target audience. If you’re not tired of
zombies yet, or if you want them in a different milieu, then Milecastle 42 is
well worth picking up, especially for its “OH CRAP” moment at the end of the
adventure.
Another one shot/convention style adventure, this one casts
the PCs in the role of pirates who learn that there’s always a bigger fish…
WHAT YOU SHOULD KNOW: This nautical adventure weighs in at
22 pages and $5, and is also part of a bundle that includes deck plans for a
freighter by Dramascape for only 99 cents more. Players are given a template to
customize, as well as a primer on the rules of pirating. The adventure is
pretty straight forward: The PCs get to raid a ship, get overtaken by a bigger
ship (a shark-shaped submarine, in fact), and wind up bumping noses with the
biggest fish in the sea. References to pulpy authors abound and genre fans will
surely catch the nods. It is built as a suitable convention or one shot
adventure, though tips are provided for expanding it beyond that point.
WHAT WORKS: The layout is gorgeous, and I think a lot of
folks will appreciate the assumption that the PCs are actually playing pirates
and not Disney Pirates. The crazier, pulpier elements are a nice touch without
getting into full blown supernatural.
WHAT DOESN’T WORK: Act Two essentially hinges on the PCs
essentially becoming subservient to an adversary, which is hard to pull off
without frustrating players. The editing on the version I received left a lot
to be desired, but that may have been cleared up in the final retail release.
CONCLUSION: While I appreciate the pirates, the adventure
just doesn’t click with me the way a lot of other Silver Gryphon stuff does. It’s
not a bad product, and the bundle with the Dramascapes map is a great deal, and
Djinn of the Deep may well hit that tonal middle ground between Pirates of the Spanish Main and 50 Fathoms. Recommended if you’re
wanting pirate fun without the fantasy weirdness of 50 Fathoms.
Tuesday, February 12, 2013
Some Crowdfunding You Should Know About
Interface Zero 2.0: Full Metal Cyberpunk
I've reviewed a lot of Interface Zero stuff over the last few years, and the original Interface Zero was part of my first Top Six, even though I'm not a big fan of Cyberpunk. There is some fun stuff in this setting, and IZ2.0 is overhauling a lot of the stuff from the first edition to make it run smoother.
This one is already funded (by, like, a LOT), and has 18 days to go, with the sweet spots being the $20 pledge (which gets you digital copies of basically everything IZ related thus far), $30 for the above and the Explorer's Edition of the book and $50 for the full hardcover. Fabled Environments, sponsors of my Birthday Blog Giveaway, are also working up stuff for IZ2.0, which just sweetens the deal.
Storm Battalion
A self described mix of Hellboy, Davey Crockett and Tesla Punk, is the brainchild of Brennan Bishop, who is a frequent contributor to Third Eye Games titles like their Apocalypse Prevention Inc. line. The gist is that during the American Revolution, these storms broke out around the land and began twisting everything in it's wake. Now the year is 1935 and the Canadians and Americans are using cool powers and crazy technology to wage war against the twisted monsters brought about by the storms.
Last I heard, the book is using the Dynamic Gaming System that powers Apocalypse Prevention Inc., Wu Xing and Part-Time Gods, and is already written, they are just trying to cover the printing costs, art and stuff. They have 50 days left and still need to raise most of their $3000 budget. The sweet spots are $15 for the PDF, $35 for PDF and Print and $60 for PDF, Print and T-Shirt.
I've reviewed a lot of Interface Zero stuff over the last few years, and the original Interface Zero was part of my first Top Six, even though I'm not a big fan of Cyberpunk. There is some fun stuff in this setting, and IZ2.0 is overhauling a lot of the stuff from the first edition to make it run smoother.
This one is already funded (by, like, a LOT), and has 18 days to go, with the sweet spots being the $20 pledge (which gets you digital copies of basically everything IZ related thus far), $30 for the above and the Explorer's Edition of the book and $50 for the full hardcover. Fabled Environments, sponsors of my Birthday Blog Giveaway, are also working up stuff for IZ2.0, which just sweetens the deal.
Storm Battalion
A self described mix of Hellboy, Davey Crockett and Tesla Punk, is the brainchild of Brennan Bishop, who is a frequent contributor to Third Eye Games titles like their Apocalypse Prevention Inc. line. The gist is that during the American Revolution, these storms broke out around the land and began twisting everything in it's wake. Now the year is 1935 and the Canadians and Americans are using cool powers and crazy technology to wage war against the twisted monsters brought about by the storms.
Last I heard, the book is using the Dynamic Gaming System that powers Apocalypse Prevention Inc., Wu Xing and Part-Time Gods, and is already written, they are just trying to cover the printing costs, art and stuff. They have 50 days left and still need to raise most of their $3000 budget. The sweet spots are $15 for the PDF, $35 for PDF and Print and $60 for PDF, Print and T-Shirt.
Wednesday, March 7, 2012
Tommy's Take on Hacking 2.0, IZ GM Screen and Oktobermen
INTERFACE ZERO: HACKING 2.0
WHAT YOU SHOULD KNOW: This mini PDF requires Savage Worlds and Interface Zero for maximum use, as it is an overhaul of the hacking rules from Interface Zero. The PDF has a short intro from Gun Metal Games' David Jarvis, explaining why this document was released (folks having issues with the hacking/virtual world/etc)...IZ 2.0 is coming later this year and will provide both Basic and Advanced Hacking rules. This document is presenting the Basic rules in advance of IZ 2.0's release. Some of the changes on the character creation end is that Hacking gets its own skill, some Edges have been removed (like Programming 101 and Advanced Programming) and new Edges are introduced (Cool Under Pressure lets you ignore penalties when a system goes on Active Alert and Interference makes you harder to hack, for example). There are also three Hacker specific Hindrances, with advice warning the GM to not allow them if a character who isn't REALLY a Hacker is trying to take a Hindrance that won't affect him. Hyper Gloves are also introduced (the first example that comes to mind to me is the FBI Agent from Heavy Rain, but you have seen them in various other media). The system for Hyper Gloves is pretty simple, a basic stat set that can be upgraded. The Gloves determine everything for the Hacker: Armor, Damage, Hacking Bonus and Range and can be set into three modes: Control (in case you need to manipulate a gun turret or an elevator), Edit (for heavy changes to things) and Destruction (when you need to inflict damage). Additionally, Hyper Gloves have additional MODS that can be used to provide extra bonuses. The hacking itself takes up the final few pages: Essentially, it's a normal skill roll in Savage Worlds, with the level of security providing a penalty to the roll and the Hyper Glove and/or Edges providing a bonus. Unlike most skill rolls, however, Hacking is NEVER without risk: Any Hacking roll failure will have consequences (determined on a die roll against the table appropriate to the type of security firewall).WHAT WORKS: That cover art is awesome. I'm not sure what it has to do with Hacking, but that is probably the single most compelling piece of artwork I have seen on an Interface Zero product. I like the Hyper Gloves a lot. It's a clean, easy to modify system that fits the Savage Worlds vein.
WHAT DOESN'T WORK: Well, if you're planning on buying IZ 2.0, you might not want to pay for content that's going to be in the eventual release.
CONClUSION: Though designed for Interface Zero, there's not much here that you can't use without it, and it's both inexpensively priced and not a huge document, so if you are running any kind of game in which futuristic hacking would be helpful, it's worth a pick-up. Interface Zero got kicked around (a tad unfairly) for changing "too much" about Savage Worlds, but this is a step back to the feel of SW without sacrificing the unique flavor of IZ.
INTERFACE ZERO GM'S SCREEN
WHAT YOU SHOULD KNOW: GM Screen's as we know them are fading fast. There was a Savage Worlds GM screen a while back that was clear plastic panels that you could slip cardboard panels for the game you were running in. The Interface Zero GM screen is along those lines...a "do it yourself" GM screen. The three art panels consist of some gorgeously thematic art, running a decent range of IZ material, including an android, cyborgs and mercenaries...(and a cyberpunk street samurai looking figure). The three rules panels include the Gritty damage rules, Zeek fatigue and the Hacking 2.0 rules.
WHAT WORKS: Great art, all the relevant IZ setting rules...about what you would want from a GM screen.
WHAT DOESN'T WORK: It feels a TAD cluttered...but there's just a metric crap ton of tables on this thing.
CONCLUSION: Unless you hate GM screens, this is a very good pick-up for $3 if you have access to a good printer. Much better deal than the $20 GM screen standard we've seen in the past, especially if you have one of the clear Savage Worlds screens to slide the panels into.
DUE VIGILANCE: OKTOBERMEN
WHAT YOU SHOULD KNOW: Oktobermen is "issue 1" in the Due Vigilance line, fitting in the same universe as the Smoke & Mirrors supplement I reviewed back in January. This is the ICONS version of said product, $5.99 for a 19 page PDF filled with a team of supernatural killers and assassins. Oktobermen is more than just a villain book. I mean, it IS a villain book, but it includes a relationship map for the six members of the Oktobermen, complete with a paragraph on each of the six explaining their viewpoints. The book also includes four common sets of tactics employed by the Oktobermen. The bulk of the book is taken up by the character bios and stats for the six members:
Bookbinder - An escapee from a mysterious organization called The Library, Bookbinder is the most reluctant of the Oktobermen, having joined up when Springheel Jack saved her from The Library. The can use magic in some powerful and freaky ways, like trapping people in stories or summoning literary characters to do her bidding.
The Floating Skull - He is not unlike a D&D Demilich, the floating skull of a powerful sorcerer. He can never use the same spell on a given target more than once. Luckily, he knows 666 of them.
Hexenwulf - Hexenwulf is a werewolf, but not of the common type. No, he's a werewolf of the "wearing wolf skins" type. Heavily resistant to magic, so he's usually the lead man in taking out sorcerers.
L'Enfant Terrible - The prototypical Creepy Kid, born with a soul of evil. Often used to take people by surprised...has a "bodyguard" named Mr. Bear who has a VERY disturbing secret.
Sister Sanguine - A creepy (ex)nun who answers to evil fae and gains powers from drinking blood.
Springheel Jack - A half-demon in charge of The Oktobermen, Springheel Jack is on a quest to consume take a number of souls and become a Lord of Hell. There is even a sidebar explaining how to alter his stats if he succeeds.
Also included are four plot seeds (including two related NPCs) and a set of standees fot the Oktobermen.
WHAT WORKS: Some GREAT character concepts here, as well as some nice tidbits hinting at the larger world (like The Library). I also love the amount of detail as to how the villains operate and treat each other, making this more than just a set of stats.
WHAT DOESN'T WORK: My only real complaint is the dramatic art shift from the cover to the interior. I don't think either one is inherently better than the other, though the cover seems to fit the source material better, while the latter fits the ICONS feel better.
CONCLUSION: Another fantastic product by Vigilance Press, providing a slew of baddies that are just downright frightening (in power level as well as concept). At one point, this product wasn't going to be released for ICONS, but I'm glad it ultimately was.
Thursday, January 26, 2012
Tommy's Take on San Francisco: The Ruins by The Bay
We haven't revisited Interface Zero here on the blog in a while, and they just released San Francisco: The Ruins by the Bay, so it seems to be as good a time as any to go back to it.
WHAT YOU SHOULD KNOW: In order to get the most out of this book, you will need the Savage Worlds rulebook (Explorer's or Deluxe should work fine) and the Interface Zero main book. The rest, such as Zeeks and Boston, are entirely optional. San Francisco is only 67 pages and $8.99, which at first seems like an uncomfortable disparity in price versus content, but there is a LOT of text on these pages, both in crunch and in fluff.
This one follows the format of Boston, complete with a running "commentary" by users on the Deep that is both funny and occasionally informative...like learning that folks read even less in the future than they do now. While the sideline commentary isn't the main attraction, it does have some helpful insights about the city.
San Francisco has been brutalized by a massive earthquake which has dropped the population to about 12,000...and people from around California ready to move in and get at the remaining natural resources (which are comparatively abundant in SanFran versus other areas). We get a breakdown of each area of the city here, with helpful tidbits like how The Deep isn't accessible all over the city, for instance, and your credits are no good: It's cash and trade only. The neighborhoods are Castro (a counter-culture wilderness full of non-humans), Chinatown (yeah, THE Chinatown, now in the grip of the Ascended Dragon Tong), Daly City (which is where Hybrids tend to congregate), Mission (which is almost a theological stronghold, not surprisingly), Pacific Heights (which includes Alcatraz), Portrero Island (home of toxic water and brutal scavengers), Presidio (the military base, now ran by the Cascadia Expeditionary Force), Richmond (another hotbed of gang activity), Sunset and the Western Addition.
All of the factions in SanFran are also covered, like the Angels of Mercy (who are anything but), the Daly City Hybrids and The Flood (who are information brokers).
New character creation options include some new Edges (like using a Sword-Whip or being a feral throwback) and a Hindrance (basically a nanite infection), as well as a pair of new Hybrid options (rat-men and bull-men). A couple of new occupations round out the character creation options. Not nearly as robust of a selection as we usually see from IZ books, but you gotta let off the gas at some point.
More equipment is added, catalog style, wiith my personal favorites being the Sword-Whip (or Swhip) and the Wasteland Chopper, which is a motorcycle with a front-mounted machine gun.
City Trappings, which were introduced in Boston, are expanded further here, with trappings like Brown Outs, Humans/Hybrids Only and Kingpin (where there is a powerful force at the top of the food chain in the area), which allow you to mechanically differentiate the neighborhoods. It was a nice touch in Boston and a nice touch here.
There is also an extensive set of Salvaging rules and tables, with the potential for catastrophe (like setting off a booby trap or finding a wild animal).
There are no Savage Tales, but there are several plot seeds which have a "Offer/Complication" set-up to them. They include a brutal fight club at the Cow Palace, a war over water, and a communications outage (with notes on just how the PCs can get involved, and how things can flip on them).
Lastly, the book includes a slew of NPCs, mostly generic stats for each gang followed by stat blocks for their leaders. Again, pay special attention to the sideline commentary for extra insight into the gangs and their leaders.
WHAT WORKS: Once again, Gun Metal Games packs a lot of info into a small book, with some nice crunch (I like both Hybrid options, as well as the expanded City Trappings and the Salvaging rules). The art is lovely, probably my favorite art yet in the IZ line, and there's always something cool in their equipment sections. A couple of relevant sidebars are reprinted from earlier books, not taking up too much space and ensuring that this is usable with just the Savage Worlds rules and IZ setting book.
WHAT DOESN'T WORK: I like the layout, other than it seemed to be too bright and clean. I also would have preferred the Hybrid packages with the other character creation stuff. Just would have been handier. For some reason, San Francisco just didn't grip me, but I think it's more of a "I'm a middle of the country guy"...I'm kind of intrigued with what we might see when IZ covers a section closer to home for me.
CONCLUSION: A worthy product for the crunch alone, and some of the best art I've seen in the IZ line yet. I doubt I'd ever intentionally set a game in San Francisco, but I'm just not a California guy (I tend to avoid the same region in Deadlands as well). Even if you're like me, however, you'll find stuff that you can use elsewhere in your IZ games without having to try too hard. Also, pay attention to the sidebar conversations: They're not just filler. Not my favorite book in the Interface Zero line, but still a great product.
Monday, May 16, 2011
Tommy's Take on Arcane Kingdoms, IZ: The Package and Weird West
ARCANE KINGDOMS
Arcane Kingdoms: Seven Realms Beyond The Horizon is a budget-priced, system neutral fantasy supplement by Sword's Edge Publishing with seven kingdoms that are meant to be placed as far away lands in your fantasy game. Each kingdom lists the capital, population, form of government, imports, exports, general description, life and society, important sites, regional history and "FX Campaign", which amounts to suggestions for nonhuman races that can be used to populate the kingdoms (thematically).
The Free City of Argopolis is an incredibly civilized nation that not only utilizes a three branch system of government, but is gaining some notoriety as the inventors of the wordpress, leading - of course - to the mass production of books. The FX notes do point out that it is likely that nonhumans in Argopolis would still wind up in ghettos and the like, casting a darker note on the enlightened society.
On the surface (no pun intended), you read "The Underneath" and you think "Oh, it's The Underdark...again". Not so...think something closer to the Morlocks from the X-Men comics. This is a forgotten society of vagrants, criminals and nonhumans who live just below the surface. It could make for a very interesting juxtaposition in any civilized city that lacks the necessary police force to enforce order below. The FX section is really interesting as it suggests that kobolds could be the driving force in The Underneath, which would be pretty shocking in most fantasy games.
The Commune of Katar Val only consists of about 1,200 people, and are constructed as a true democracy. In a "history is written by the winners" kinda thing, they managed to defeat rampaging bandits and marauders, and turned them into slave labor for their assaults. Elves are recommended as the primary race, with a few suggestions for the marauders, my favorite being trolls. Imagine being a mostly human group finding an Elven commune using Troll slave labor.
The Zeharis Protectorate is the most powerful and militarized realm presented thus far. A very structured, class based society. Again, the FX Campaign notes really takes this entry to the next level, suggesting dwarves as the primary race in the Protectorate, with the smaller realms under their protection being gnomes, halflings or even humans.
The Virikar Domains are a thinly veiled collection of viking nations with a few additional political trappings. Probably my least favorite thus far, but that has more to do with how much I like the other entries than anything else.
The Thanag Tribes of the Sahelli Steppes is a tribal formation of hunter-gatherers ruled by the Tribal Elders (who are usually the more useful, not necessarily the oldest). They have harsh punishments for those who cross the tribes.
The Lordok Nation is a loosely organized alliance of bandit tribes. The author, who had remained race neutral as well as system neutral throughout this book so far, gives his intentions away here by referring to them as goblins (which he notes is the original concept). In and of themselves, the concept isn't anything special...it's the backstory, where The Lordok Nation is said to have been a dominant empire ran by a powerful king that no other society now acknowledges even existed is the real interesting hook here.
I caught a couple of minor editing issues, which is really impressive as there is no editor listed. For $2, this is a really good idea mine, as long as you don't mind that there is no art in the book (which means that the PDF is ALL text, so it's not just padded out), and a few of these entries are easily adapted into even a published campaign (like The Underneath). Probably the one that works the least, conceptually, is the Zeharis Protectorate, if only because it came into power because of being a major spice exporter, so for no one to know about them seems a little...odd.
Great value for the price.
THE PACKAGE
The Package is a six page adventure (two pages are NPC stats, but there is little art, so it is almost all text) for Interface Zero that was released by Gun Metal Games late last year. As the name implies, it's pretty much an errand job for a group of PCs, easy cash for the delivery of a basic package. Not surprisingly, a mix-up between the PCs and another courier complicates matters...with the PCs winding up in possession of some very sensitive material, and thus targeted by some Very Bad Guys.
On one hand, ensuring that the PCs fall prey to the hook may require a bit of GM fiat, the adventure definitely makes up for it by leaving the resolution entirely in the hands of the PCs, giving them multiple options in which to resolve the situation. A good adventure (with an odd editing issue, such as one line towards the end that disappears into abrupt punctuation) that sets up the situation and lets the PCs do what they will. Great stuff, especially for the price.
WEIRD WEST
So I bought the Weird West RPG out of morbid curiosity, because it seemed awfully familiar. Before I had a chance to crack into it, I heard some good word of mouth and such, so I wasn't sure what to expect.
I like the Weird West genre...obviously, being a huge Deadlands fan and all. Weird West is pretty rules-light (the PDF is 8 pages, and since one page is a big chart and another is the cover, it's really only 6), and only running $1. You have four Attributes (Fighting, Grit, Magic and Skill) and 4 points to divide among them), with a minimum of 1 in Grit (and no other restrictions). Level advancement is decided whenever the group decides, with PCs getting 1 point of Grit per level, and the rest of Attribute advancement decided by Path (Adventure, Gifted, Fighter and Magician).
They can get special abilities for each point of Magic, such as Shaolin Monk or Fastest Gun in the West. The book covers a number of basic weapons, damage for which is capped based on Path. There are no monsters or generic statblocks included, and the game manages to make use of everything from a d2 to a d10 as well as d20 (no d12 love).
There's a decent skeleton of a very lite system here, and the promise of more to come, and I won't compare it to Deadlands (despite the genre), but I will say that I think it falls short next to Resolute in both content and presentation, which is pretty much the standard bearer for the "Budget Priced" RPGs.
Arcane Kingdoms: Seven Realms Beyond The Horizon is a budget-priced, system neutral fantasy supplement by Sword's Edge Publishing with seven kingdoms that are meant to be placed as far away lands in your fantasy game. Each kingdom lists the capital, population, form of government, imports, exports, general description, life and society, important sites, regional history and "FX Campaign", which amounts to suggestions for nonhuman races that can be used to populate the kingdoms (thematically).
The Free City of Argopolis is an incredibly civilized nation that not only utilizes a three branch system of government, but is gaining some notoriety as the inventors of the wordpress, leading - of course - to the mass production of books. The FX notes do point out that it is likely that nonhumans in Argopolis would still wind up in ghettos and the like, casting a darker note on the enlightened society.
On the surface (no pun intended), you read "The Underneath" and you think "Oh, it's The Underdark...again". Not so...think something closer to the Morlocks from the X-Men comics. This is a forgotten society of vagrants, criminals and nonhumans who live just below the surface. It could make for a very interesting juxtaposition in any civilized city that lacks the necessary police force to enforce order below. The FX section is really interesting as it suggests that kobolds could be the driving force in The Underneath, which would be pretty shocking in most fantasy games.
The Commune of Katar Val only consists of about 1,200 people, and are constructed as a true democracy. In a "history is written by the winners" kinda thing, they managed to defeat rampaging bandits and marauders, and turned them into slave labor for their assaults. Elves are recommended as the primary race, with a few suggestions for the marauders, my favorite being trolls. Imagine being a mostly human group finding an Elven commune using Troll slave labor.
The Zeharis Protectorate is the most powerful and militarized realm presented thus far. A very structured, class based society. Again, the FX Campaign notes really takes this entry to the next level, suggesting dwarves as the primary race in the Protectorate, with the smaller realms under their protection being gnomes, halflings or even humans.
The Virikar Domains are a thinly veiled collection of viking nations with a few additional political trappings. Probably my least favorite thus far, but that has more to do with how much I like the other entries than anything else.
The Thanag Tribes of the Sahelli Steppes is a tribal formation of hunter-gatherers ruled by the Tribal Elders (who are usually the more useful, not necessarily the oldest). They have harsh punishments for those who cross the tribes.
The Lordok Nation is a loosely organized alliance of bandit tribes. The author, who had remained race neutral as well as system neutral throughout this book so far, gives his intentions away here by referring to them as goblins (which he notes is the original concept). In and of themselves, the concept isn't anything special...it's the backstory, where The Lordok Nation is said to have been a dominant empire ran by a powerful king that no other society now acknowledges even existed is the real interesting hook here.
I caught a couple of minor editing issues, which is really impressive as there is no editor listed. For $2, this is a really good idea mine, as long as you don't mind that there is no art in the book (which means that the PDF is ALL text, so it's not just padded out), and a few of these entries are easily adapted into even a published campaign (like The Underneath). Probably the one that works the least, conceptually, is the Zeharis Protectorate, if only because it came into power because of being a major spice exporter, so for no one to know about them seems a little...odd.
Great value for the price.
THE PACKAGE
The Package is a six page adventure (two pages are NPC stats, but there is little art, so it is almost all text) for Interface Zero that was released by Gun Metal Games late last year. As the name implies, it's pretty much an errand job for a group of PCs, easy cash for the delivery of a basic package. Not surprisingly, a mix-up between the PCs and another courier complicates matters...with the PCs winding up in possession of some very sensitive material, and thus targeted by some Very Bad Guys.
On one hand, ensuring that the PCs fall prey to the hook may require a bit of GM fiat, the adventure definitely makes up for it by leaving the resolution entirely in the hands of the PCs, giving them multiple options in which to resolve the situation. A good adventure (with an odd editing issue, such as one line towards the end that disappears into abrupt punctuation) that sets up the situation and lets the PCs do what they will. Great stuff, especially for the price.
WEIRD WEST
So I bought the Weird West RPG out of morbid curiosity, because it seemed awfully familiar. Before I had a chance to crack into it, I heard some good word of mouth and such, so I wasn't sure what to expect.
I like the Weird West genre...obviously, being a huge Deadlands fan and all. Weird West is pretty rules-light (the PDF is 8 pages, and since one page is a big chart and another is the cover, it's really only 6), and only running $1. You have four Attributes (Fighting, Grit, Magic and Skill) and 4 points to divide among them), with a minimum of 1 in Grit (and no other restrictions). Level advancement is decided whenever the group decides, with PCs getting 1 point of Grit per level, and the rest of Attribute advancement decided by Path (Adventure, Gifted, Fighter and Magician).
They can get special abilities for each point of Magic, such as Shaolin Monk or Fastest Gun in the West. The book covers a number of basic weapons, damage for which is capped based on Path. There are no monsters or generic statblocks included, and the game manages to make use of everything from a d2 to a d10 as well as d20 (no d12 love).
There's a decent skeleton of a very lite system here, and the promise of more to come, and I won't compare it to Deadlands (despite the genre), but I will say that I think it falls short next to Resolute in both content and presentation, which is pretty much the standard bearer for the "Budget Priced" RPGs.
Tuesday, May 3, 2011
Tommy's Take on Boston: The Broken Cradle of Liberty
First off, I don't normally comment on the covers as such, but the cover to Boston: The Broken Cradle of Liberty invokes a great mish-mash of westerns with cyberpunk and post-apocalyptic coolness that it has to be given a thumbs up...and, aesthetically speaking, the book only gets better from there.
Gun Metal Games has made it a point to release some of the most functional PDFs on the market, and Boston not only maintains that tradition, but steps up the production values by several notches, complete with a gorgeous new layout scheme.
While the Interface Zero corebook focused its light on Chicago the most, this sourcebook is devoted to giving you everything you need in order to play in Boston in a $9.99 PDF from RPGnow, or in a preorder bundle from Cubicle 7.
Another great touch that must be mentioned is the side column on most of the pages: It's the transcript of a Wikileaks-like site called Declassified, in which in-universe users are commenting on the main text of the book...and the writers have NAILED messageboard banter and comments with disturbing accuracy. Given that the text is presented in a narrative fashion, this is pretty cool as it gives "two sides" on many of the situations.
BOSTON IN A NUTSHELL
Pretty much what it sounds like. In addition to a detailed discussion of just how crapsack Boston is, with the corrupt police, "hostile sectors", and so on, you get the Declassified truth about just how crappy it is. If the oppressive martial law state doesn't get you, the terrorist dissidents just might...(well, unless you're a Wild Card, of course).
Worth noting: Game stats show up in Declassified, including Cabbies...why Cabbies? Well, they ARE heavily armed.
The various neighborhoods are broken down, with an overview of each (such as the affluent Beacon Hill and the affordable, and liveable, South Boston) as well as the specific locations in each that are most likely to be of use to PCs and GMS. They tend to strike the right balance between giving you plenty of information set the stage and bring Boston to life, without over detailing the setting. Again, the sidebar provides relevant NPC stats, from specific people (A South Boston mob boss) to relevant generic types.
Next we are treated to the major organizations (as well as the underground's relevant thoughts on them), such as the Atlantica Federal Government, the Atlantica Police Force, "freedom fighters" (or terrorists, depending on where you stand) The Scions of Liberty, and so on.
CHARACTERS IN BOSTON
A few new Edges and Hindrances are given, my favorite being Off The Grid, which means you don't exist in the system. However, you can still have alternate IDs that DO. A pair of new occupations (Fisherman and Pharmacy Tech) round out the section.
MALMART UPDATES
The Interface Zero equipment catalog gets an update complete with a humorous Malmart Spambot in the Declassified sidebar.
Amy's Surplus has armor and outfits, while What The Dickens has Victorian themed clothing for those needing some "theme" with their cyberpunk.
New weapons (I like the exploding satchel, myself) are also included, and some vehicles ranging from armored taxis to LAV-Loaders (for the more industrial types). Also, there are hilariously overpriced hair implants, which prompts a great exchange in Declassified by one user who is opting to stick with their stylist, while another tries to convince them that it's totally worth it if the company continues to provide proper support for the implants.
CITY TRAPPINGS
Originally, Trappings were mostly just flavor text in Savage Worlds, but at the complaints of even some diehard players, they began to take on a life of their own, adding small, relevant modifiers to a situation. Boston takes it a step further by adding Trappings to the Boston neighborhoods, while establishing a system that can be used with any city setting.
For instance, someone entering a shop on Beacon Hill (which has the Fat Cats trapping) will wind up paying more for their goods if they don't look like they already have money. (Yeah, it sounds like a silly contradiction, but it happens).
Ten trappings are given in this book, pretty much covering most of the neighborhood types you're liable to find in Boston. A simple, but cool, system that I'd like to see more of (and not just in a cyberpunk setting).
THE GANGS OF BOSTON
The sidebar has some premade gangs and relevant NPCs (like the Chinese gang The Crazy 88s and the Hybrid pack called Full Moon) but ALSO has some charts and guidelines for generating your own gangs (including a gang name generator). There are five different types of gangs (Punk, Hoodlum, Thug, Racketeer, Guardian and Degenerate) with a list of common activities they are likely to be involved in. There's even a location chart for generating bounties that replaces the Chicago specific chart from the Interface Zero book.
ADVENTURES AND PLOT HOOKS
Boston includes two adventures, the first being a freelance job for the Boston Museum of American Literature, attempting to secure some documents important to American history from a very exclusive location on Beacon Hill. As is common for IZ adventures, if the team takes the job, they are given free reign to scout out the situation and decide how to proceed, but of course, it can't go COMPLETELY painless...there just wouldn't be any tension in that.
The second one involves the group being hired to investigate a blackmail situation in which the victim is having an affair behind his wife's back...with a member of a rival company. It doesn't feel quite as developed as the first one, but has a very interesting hook to it.
The book ends with half a dozen short plot hooks, from tracking a serial killer to a race track offering big payouts to a seeming stalker situation that is much more to a tagalong reporter to a contract involving taking out a new gang to preventing the destruction of the Boston Sea Wall.
THOUGHTS
Page for page, this may actually be the strongest entry in the Interface Zero line thus far, and at the least it is a very promising template for future city books. While some may balk at $10 for 60 pages, none of it feels wasted, with the Declassified stuff being a hilarious diversion when it's not shedding light on the information presented in the main text.
While there isn't a ton of mechanical stuff present, which may be a downer for some, the mechancs that are present are well placed, and I especially love the City Trappings. This is also the "prettiest" IZ book to date, with the new layout looking amazing. The content impressed me enough that I didn't mind the full-page art pieces (there weren't many, but they were there and they did do a good job of setting the tone).
That said, for those wanting tons of mechanical support (say new Edges and Hindrances), there aren't enough here to buy the book for those alone and, as noted, the second adventure definitely feels like it requires a bit more development for the GM than most of the adventures do, but these are minor gripes. Boston: The Broken Cradle of Liberty, does a great job of bringing the city to life for Interface Zero GMs and players.
Gun Metal Games has made it a point to release some of the most functional PDFs on the market, and Boston not only maintains that tradition, but steps up the production values by several notches, complete with a gorgeous new layout scheme.
While the Interface Zero corebook focused its light on Chicago the most, this sourcebook is devoted to giving you everything you need in order to play in Boston in a $9.99 PDF from RPGnow, or in a preorder bundle from Cubicle 7.
Another great touch that must be mentioned is the side column on most of the pages: It's the transcript of a Wikileaks-like site called Declassified, in which in-universe users are commenting on the main text of the book...and the writers have NAILED messageboard banter and comments with disturbing accuracy. Given that the text is presented in a narrative fashion, this is pretty cool as it gives "two sides" on many of the situations.
BOSTON IN A NUTSHELL
Pretty much what it sounds like. In addition to a detailed discussion of just how crapsack Boston is, with the corrupt police, "hostile sectors", and so on, you get the Declassified truth about just how crappy it is. If the oppressive martial law state doesn't get you, the terrorist dissidents just might...(well, unless you're a Wild Card, of course).
Worth noting: Game stats show up in Declassified, including Cabbies...why Cabbies? Well, they ARE heavily armed.
The various neighborhoods are broken down, with an overview of each (such as the affluent Beacon Hill and the affordable, and liveable, South Boston) as well as the specific locations in each that are most likely to be of use to PCs and GMS. They tend to strike the right balance between giving you plenty of information set the stage and bring Boston to life, without over detailing the setting. Again, the sidebar provides relevant NPC stats, from specific people (A South Boston mob boss) to relevant generic types.
Next we are treated to the major organizations (as well as the underground's relevant thoughts on them), such as the Atlantica Federal Government, the Atlantica Police Force, "freedom fighters" (or terrorists, depending on where you stand) The Scions of Liberty, and so on.
CHARACTERS IN BOSTON
A few new Edges and Hindrances are given, my favorite being Off The Grid, which means you don't exist in the system. However, you can still have alternate IDs that DO. A pair of new occupations (Fisherman and Pharmacy Tech) round out the section.
MALMART UPDATES
The Interface Zero equipment catalog gets an update complete with a humorous Malmart Spambot in the Declassified sidebar.
Amy's Surplus has armor and outfits, while What The Dickens has Victorian themed clothing for those needing some "theme" with their cyberpunk.
New weapons (I like the exploding satchel, myself) are also included, and some vehicles ranging from armored taxis to LAV-Loaders (for the more industrial types). Also, there are hilariously overpriced hair implants, which prompts a great exchange in Declassified by one user who is opting to stick with their stylist, while another tries to convince them that it's totally worth it if the company continues to provide proper support for the implants.
CITY TRAPPINGS
Originally, Trappings were mostly just flavor text in Savage Worlds, but at the complaints of even some diehard players, they began to take on a life of their own, adding small, relevant modifiers to a situation. Boston takes it a step further by adding Trappings to the Boston neighborhoods, while establishing a system that can be used with any city setting.
For instance, someone entering a shop on Beacon Hill (which has the Fat Cats trapping) will wind up paying more for their goods if they don't look like they already have money. (Yeah, it sounds like a silly contradiction, but it happens).
Ten trappings are given in this book, pretty much covering most of the neighborhood types you're liable to find in Boston. A simple, but cool, system that I'd like to see more of (and not just in a cyberpunk setting).
THE GANGS OF BOSTON
The sidebar has some premade gangs and relevant NPCs (like the Chinese gang The Crazy 88s and the Hybrid pack called Full Moon) but ALSO has some charts and guidelines for generating your own gangs (including a gang name generator). There are five different types of gangs (Punk, Hoodlum, Thug, Racketeer, Guardian and Degenerate) with a list of common activities they are likely to be involved in. There's even a location chart for generating bounties that replaces the Chicago specific chart from the Interface Zero book.
ADVENTURES AND PLOT HOOKS
Boston includes two adventures, the first being a freelance job for the Boston Museum of American Literature, attempting to secure some documents important to American history from a very exclusive location on Beacon Hill. As is common for IZ adventures, if the team takes the job, they are given free reign to scout out the situation and decide how to proceed, but of course, it can't go COMPLETELY painless...there just wouldn't be any tension in that.
The second one involves the group being hired to investigate a blackmail situation in which the victim is having an affair behind his wife's back...with a member of a rival company. It doesn't feel quite as developed as the first one, but has a very interesting hook to it.
The book ends with half a dozen short plot hooks, from tracking a serial killer to a race track offering big payouts to a seeming stalker situation that is much more to a tagalong reporter to a contract involving taking out a new gang to preventing the destruction of the Boston Sea Wall.
THOUGHTS
Page for page, this may actually be the strongest entry in the Interface Zero line thus far, and at the least it is a very promising template for future city books. While some may balk at $10 for 60 pages, none of it feels wasted, with the Declassified stuff being a hilarious diversion when it's not shedding light on the information presented in the main text.
While there isn't a ton of mechanical stuff present, which may be a downer for some, the mechancs that are present are well placed, and I especially love the City Trappings. This is also the "prettiest" IZ book to date, with the new layout looking amazing. The content impressed me enough that I didn't mind the full-page art pieces (there weren't many, but they were there and they did do a good job of setting the tone).
That said, for those wanting tons of mechanical support (say new Edges and Hindrances), there aren't enough here to buy the book for those alone and, as noted, the second adventure definitely feels like it requires a bit more development for the GM than most of the adventures do, but these are minor gripes. Boston: The Broken Cradle of Liberty, does a great job of bringing the city to life for Interface Zero GMs and players.
Saturday, October 16, 2010
Tommy's Take on Interface Zero: Savage Worlds Edition
Holy smokes.
Interface Zero: Savage Worlds Edition is my first experience with Gunmetal Games, and they know how to set up a PDF.
Full bookmarked, fully searchable, layered, with a table of contents AND extensive index, each of which are ALSO fully clickable. Even at 300 pages, there is no reason not to be able to navigate all around this PDF with ease...so, strong first impression right there. The book is black and white, with some nice, atmospheric pieces of art.
I'm not gonna lie...I don't have a ton of experience with cyberpunk role playing, but attaching it to Savage Worlds is a great way to get me hooked, as I would try pretty much anything at least once under Savage Worlds.
INTRODUCTION
The introduction starts with a three(!) page glossary of common lingo in the world of Interface Zero in 2088. Some of it is lingo being used now "n00b"...others, like TAP, are native to Interface Zero. (TAP is a microchip stuck inside everyone's head...or pretty much everyone, at least). I won't go into massive detail here, but yeah, three pages of lingo. For a casual game, might be a bit much...but it is aided by, again, some common terms that exist today, as well as common terms from cyberpunk fiction.
The opening fiction is nice, too...with an artificial life form waking up. Sets the stage very well and drew me right in.
HISTORY 101
This is the timeline of events, starting from 2010 and ending in 2088, to show where the world went to pot. It chronicles the rise of the corporations, which is hasted by the collapse of governments. We get the standard "oil bad" argument, though I did like how eco-terrorists only made it worse by unleashing an oil eating bacteria.
In May of 2028, the Middle East finally erupts into a nuclear war...which in turn causes India to unleash nuclear weapons on Pakistan...which led to near cataclysmic fallout that ultimately killed about 1/7th of the population.
Rising sea levels push population centers inward, and about ten years later, the world comes out of The Death (as the fallout was called) changed...but intact. In 2060, the US finally gets a President from Oklahoma, but of course he's a tyrant who wants to rule with an iron fist, sparking a new civil war.
Humans are replaced in the workforce by simulacrums...but economic conditions have not improved to where humans can afford NOT to work...thus people are scraping by, starving, and blaming simulacrum for it.
Through all of this, humanity is not only gradually expanding into space, but they are expanding into virtual reality and "hyper reality" as well.
This is just a VERY broad generalization of the world's history, which runs about 11 pages, in well-written, easily digestible "Timeline" format.
Once we hit 2088, the book goes into greater detail, through the voice of "Billy Black Eyes", who tells us about the world as it is today.
We learn that due to modern technology, the rich are functionally immortal, while the poor are pretty much screwed. The middle class has vanished, and you're either wealthy, or you're living on ugly, dirty streets.
Also, remember that part about how the rich are functionally immortal? It's because they are allowed to "dub" themselves...making back-up copies of themselves, essentially.
"Humanity" now encompasses humans, Humans 2.0, simulacrums, hybrids and androids, all of which we will get into later.
Genetic engineering is commonplace, from people who rewrite their DNA for the traits that they prefer (plastic surgery to the next level), to people who are spliced with animal DNA to become human-animal hybrids.
Parts of the world are also pushing for the Omega Protocols, which would help prevent the fear that an AI would evolve beyond human understanding, and essentially become a bigger threat to humanity than anything before it. Many nations are skeptical...I can see how that would be a problem.
The virtual world is accessed through the TAP, which virtually everyone has implanted in them, and which is also called "Interface Zero"...if that tells you how important the TAP is to the game.
Finally, in 2088 people with psychic powers have suddenly emerged...and no one is quite sure why they are how they are, with theories being that they were genetically engineered, or that they had latent abilities awoken by their TAP.
The history section is very atmospheric, and does a nice job setting the stage for the nihilistic dystopia of Interface Zero.
SYSTEMS OF CONTROL
These are some of the setting rules for Interface Zero, starting with the combat system, which uses the grittier rules of The Moscow Connection, meaning that no one can make soak rolls! As well, a character can become Incapacitated off of a single wound!
Next, we get to Cyberware, which comes in four "grades": Gutterware, Streetware, Hyperchrome and
Milware, inn ascending order of worth. If you need cyberware, you can get the cheap stuff...but there will almost certainly be consequences.
Rather than just having a list of items, IZ provides a list of effects...you can add effects onto each piece of cyberware, but over a certain point, you have to start adding defect points. And the cheapie stuff starts off with defects anyway.
The effects come in three levels, with level 1 providing such diminishing the chance of hitting an innocent or ally with firearms, redundant organs, night visions optics and +1 sub-dermal armor. Level 2 effects include emotion blockers (resisting Taunts and Tricks), personal airbags(!) and retractable claws. Level 3 effects include jump jets, a vehicle control interface and chameleon skin.
Defect points are penalties to cybertrauma rolls, which come up when your cyberparts get banged around. A handful of sample cybernetics are included as well.
From there, we get a list of the Edges and Hindrances that are removed from the setting (like anything arcane), as well as details on how some of the existing edges have been modified.
Connections, for example, are a much bigger deal in this setting than they are in a lot of others.
I won't go into heavy detail on the Hacking rules, but this is where we learn a lot about the TAP, Hyper Reality (the computer reality overlaid onto the real world) and Virtual Reality (the cyberworld). I have to admit that this took a couple of readings, due mostly to outside distractions combined with all of the specific terminology used. One thing that I thought was very cool, though, is that IZ uses Hyper Reality to explain "Hollywoood Hacking"...that is, a good hacker in Interface Zero can hack pretty much *anything*, including vehicles and weapons. In fact, reality is pretty maleable for a great hacker, due to the Hyper Reality overlay.
The Street Cred rules help govern how you can call on your connections and gain assistance from them, with every character getting two free favors per rank, plus one for every 10 Street Cred points they have. Characters can call in more than that, but their reputation starts taking a hit over that.
A handy chart is provided showing Street Cred modifiers.
Speaking of handy charts, the chapter ends with a handy cheat sheet of all the Hacking/Cyber Combat/Programming rules.
CHARACTER CREATION
IZ starts the character creation chapter off a little different than the normal Savage Worlds book. Rather than targeting character concepts, it encourages you to approach the group concept first, along with common themes for those groups, and THEN individual concepts. Some of the group concepts include gang members, military, troubleshooters and hackers.
Character creation is pretty standard stuff, beginning with race...and yes, there is more than just human.
Yes, you can play a Human, which follows the standard rules.
Androids are an option, and they have the Construct monstrous ability.
Humans2.0 are the genetically bred humans...and they may be a bit much. In their racial abilities, they have four "pros" to two "cons"...I could see the argument for dropping the free Edge for Humans2.0, with everything else they get.
Hybrids are pretty cool, being a mix of human and animal DNA. It is essentially the Fantasy Race creation rules, though you are meant to hew to a specific animal theme. Luckily, a series of packages for common animals are also provided. Although, Hybrids gain a free Edge on top of everything else and, again, I'm not sure I would allow that myself.
A simulacrum is a biological construct designed for work, recreation or combat.
Hacking is officially added as a Skill, and it makes sense given how prevalent it is in the setting.
One new step is Occupations...you are expected to name your character's job, which determines their starting credits, as well as the amount of credits gained with each Advance. Additionally, suggested contacts and Edges are listed for each profession.
Several new Edges are present, such as Emancipated, which frees an Android, Simulacrum or Hybrid from their owner. Gun-Fu Edges give you some neat tricks when using Guns in close combat, with Gun-Fu Legend allowing you to Aim while moving! Several IZ-specific professional Edges are present, as is a list of Hacking Edges.
Three Hindrances are included, and two of them are HUGE: Unplugged (you start without a TAP!) and Shell Shock (you start every combat Shaken!)
A handy summary table of all of the new Edges and ends the chapter.
I dig the races, although I would definitely cut out the Free Edge for everthing that isn't a baseline human or Simulucram. A free Edge is incredibly versatile, so to have that as well as other Kewl Stuff is a bit much.
GEAR
I love this chapter...not because I'm a die-hard gear junky, but because it is written as a "Malmart 2088 Spring Catalogue". Every item gets its stats...but in goofy, over the top, catalogue entry form.
My favorite armor is, by far, the Executive Decision Business Suit: A business suit that provides armor protection AND a potential bonus to the Exec's first attack while wearing it (if they are taking the opponent by surprise).
The Butterfly Sword, Chain Sword and Rockeet Hammer are all pretty impressive in the mail order weapons department.
The guns are absolutely frightening, ESPECIALLY with the lack of Soak Rolls. I mean we are talking some craziness, like pistols doing 2d8 damage to small burst templates.
Experimental energy weapons are also available, as is a large listing of vehicles from cars, to motorcycles to hovercraft.
A selection of Golemmechs is included, which is the IZ term for mecha. A list of standard features starts it off, and then five specific mechs are presented.
Malmart also "sells" cyberware from a variety of dealers, including Doc Pango, a street doc who is going global and sells "affordable" cyberwear...just, you know, good luck with that.
A handful of drugs follow, complete with addiction rules. To make it doubly bad, you can gain noticeable benefits from drugs...providing a compelling reason to use them in certain circumstances. Not a huge deal if you have a high enough Spirit, though, in some cases.
The Gear chapter veers into some nice "flavor" entries, like Dominator Pizza, which puts their delivery people through a rigorous, 13 week training camp under grueling conditions so that they can make sure you get your pizza in the urban sprawl in under 30 minutes.
It's also good to know that, in the future, Deadlands is an incredibly popular MMO...and I gotta say, this gave me the crazy idea of having...something...come through the MMO into reality for an IZ game. Stone, maybe? NAH...that would be far, far too much.
The Gear chapter is very extensive, with a lot of examples of each type of entry, yet written in an interesting manner (while still being easy to find the relevant game mechanics). I'm not one to out and out cheer for an equipment chapter, but this was very nicely done, providing some cool, over the top options in an entertaining manner.
WORLD OVERVIEW
The chapter begins with the Central African Union whose story is, honestly, kinda inspiring. After oil collapsed, Africa was left to fend for itself...and rather than die out due to AIDS and poverty, it got tore down and then rebuilt itself as a viable power in the world.
Simulacrum in South Africa are treated to the worst of the racism and slavery that blacks suffered under the South African rule...this opens up some interesting arguments for a game set in and around the Central African Union, though they are some touchy subjects.
The Chinese Mandarinate is the top superpower in the world, but rules entirely by economic power and not military power, having decommissioned their military and now propping up the states under their rule. They have also been working heavily on a solution for the population issue, by attempting to genetically engineer children that will lose all gender characteristics at puberty.
Techno-Shogunate Japan is home to the world's oldest living human population, with a workforce made up almost entirely from simulacrum, which outnumber the humans in Japan now. However, the simulacrum bred in Japan are also the most "human" Simulacra out there, as they are not raised ENTIRELY in tanks.
The Greater Eurasian Union doesn't sound too shabby...with boredom apparently being the biggest problem. Although human nature + boredom does tend to = bad news.
The India League became a series of city-states after the nuclear fallout hit and pretty much killed farming, and India has also become THE entertainment capital of the world over the last 20 years, especially when California finally completely collapsed.
The Middle East is more peaceful than it has ever been...mostly because it is a radioactive wasteland.
North America has gone from three countries to nine, as the US, Canada and Mexico have all broken apart into smaller countries in the wake of the changes over the last several years.
Oceania are the island countries of the Pacific, where many people fled to as the rest of the world was collapsing, including the man-made island MU - so named as a tribute to the mythical Atlantis.
Brazil has come to largely dominate South America in most ways...and outside forces seem to be bitter at just how little Brasilia seems to have suffered.
The Free City of Chicago is covered in detail, as an example of the Free Cities in what used to be the US right now. Chicago has grown in size, and is now divided into four major sectors.
Central Chicago is home to the business district, as well as the Gold Coast, designed for the affluent. It also houses the Eden Complex, which was meant to be an underground population center, but the criminal elements have begun to overrun it, and it is now "Coffin City".
The North Side is Neo Suburbia, a place you can go to escape the craziness of the inner city.
The South Side is also known as Urban Hell, and is actually outside of what used to be Chicago proper, as the former Gary, Indiana is smack in the middle of Urban Hell.
Last is the Wild, Wild West side...which is still a nicer place to be than the South Side. Chicago has a 48% unemployment rate, which also means there's a pretty big crime rate. Several street gangs are mentioned in this section, starting with the Chrome Reapers, who will jack your cyberwear...yeah, out of your body.
Of course, there is no police force any longer...just contracted security forces. Well, there is the Chicago Defense Force...but they are only deployed for ABSOLUTE emergencies.
The chapter also covers the major corporations and entertainment sections of Chicago, providing a lot of good information for launching a campaign set in Chicago, or using it as a template for your own Free Cities.
GAME MASTER SECTION
A lot of the information here is pretty standard stuff for a GMing section, although the "conflict" section is nice, as it gets into some of the broader conflicts available in a cyberpunk setting, like Reality vs Virtual Reality, Megacorps vs Megacorps and so on.
A large section is devoted to controlling cash flow in your game, which is a much bigger deal here than in a lot of games, as cash can rule EVERYTHING. In fact, a handy table is provided that not only breaks down the common jobs for each character rank, but the standard payouts for those jobs. A number of tips are also provided for keeping available money down, including guidelines for "Cost of Living" expenses to be deducted from the characters' cash balances.
While there is a LOT of great advice for capturing the bleak, cyberpunk "feel"...I absolutely love the Random Adventure Charts.
Seriously...very little fills me with joy like Random charts. Using d12s, you can generate a Contractor for the job, the Mission itself, Urban or non-Urban locations, the MacGuffin (if needed, this is an object that is at the center of some missions), Innocents (in some missions, someone may be endangered), the Antagonist, Twists and Complications, and Dramatic Conflict (optional, but awesome).
A Domain Generator is also present, for rolling up a network on the fly, when the PCs start hacking into something you hadn't prepared for, with a decent list of sample domains, just in case.
SAVAGE TALES
Savage Tales are short adventures, and IZ includes 11 of them, spread among Japan, the Eurasian Union, The India League, The Middle East and North America.
Among the eleven tales are WIDE range of missions and objectives, showing off both the quirks of the setting and the breadth of options available for adventures. My personal favorite starts off with a simple "seek and destroy", but actually involves a group of awakened Dubs...although the mission to keep Hollywood from rising again is pretty cool, too.
In addition, 21 adventure hooks are included, which can be used as inspiration or expanded into their own adventures.
Finally, a Bounty Generator is included, which starts with rolling for the target, their crime, the location, the target's true disposition (guilty/innocent/complicit) and notoriety (the amount of the bounty).
Did I mention I love random charts?
THREATS
These are the relevant game stats for the things your PCs are liable to have to fight (or team with).
Bio-Horrors are up first, and include Beetle Rats, Cyber Sharks, Toxic Roaches and - yes - random generators for making your own bio-horrors.
Also included are three sets of stock stats for Cyborgs (including one Wild Card), three types of Gang Members (with a Wild Card), three common Hackers, three Ismist Activists with a Wild Card terrorist leader, three stock Law Enforcement officers, three stock Simulacra, four military sets with two Wild Cards, standard criminal Mooks with two Wild Card underground types, and a number of catch-all stats like Bounty Hunters, Bloggers, Detectives and Media Icons.
Five AI programs are included as well, all Wild Cards, with Subsentient Programs that are almost always Extras.
The book ends with the fully clickable Index, a Campaign Tracker sheet, a printable sheet of Favor Counters, a page for Program and Domain cards, NPC stat cards and a two page character sheet.
THOUGHTS
Impressively comprehensive.
I do have three gripes: I really think the Free Edge is either given out too often OR, and this may be radical, I would recommend giving baseline humans two Free Edges. Why? Well, the setting is so lethal anyway, why not? And it does give humans a very compelling ability against everyone else. Just a thought. I would definitely give it a go as-written first before changing anything.
There is a ton of terminology to get used to, so I did have to do a bit of re-reading...but that's something I would get used to over time.
Finally, there is a bit devoted to talking about the emergence of the Psions...and they are not mentioned anywhere else in the book. My understanding is that the Psion splat it meant to be the first supplement for IZ, but SOMETHING in this book, even NPC guidelines (saving the PC option for the splatbook), would have been great.
On the flip side: Seriously, between searchability, clickable index and table of contents, plus bookmarks? There is no reason not to be able to find something in this 300 page tome. At ALL. Just an amazing bit of work there.
And, as I noted above, there is just a TON of material in here. Stats, Edges, information, fluff, rules, jeez...just an incredibly loaded book that's easy to navigate around to boot...and seriously, I LOVE random charts...the random adventure generator here may even be better than the one for Thrilling Tales. I don't know how to praise it any higher than that.
If you like Savage Worlds and cyberpunk, there is no reason not to buy this. There is plenty of information here that you can use to get a game going, and the setting is broad enough that you have a LOT of options to play around with for your campaigns. On top of it, there is plenty of room for expansion in future releases.
Interface Zero: Savage Worlds Edition is my first experience with Gunmetal Games, and they know how to set up a PDF.
Full bookmarked, fully searchable, layered, with a table of contents AND extensive index, each of which are ALSO fully clickable. Even at 300 pages, there is no reason not to be able to navigate all around this PDF with ease...so, strong first impression right there. The book is black and white, with some nice, atmospheric pieces of art.
I'm not gonna lie...I don't have a ton of experience with cyberpunk role playing, but attaching it to Savage Worlds is a great way to get me hooked, as I would try pretty much anything at least once under Savage Worlds.
INTRODUCTION
The introduction starts with a three(!) page glossary of common lingo in the world of Interface Zero in 2088. Some of it is lingo being used now "n00b"...others, like TAP, are native to Interface Zero. (TAP is a microchip stuck inside everyone's head...or pretty much everyone, at least). I won't go into massive detail here, but yeah, three pages of lingo. For a casual game, might be a bit much...but it is aided by, again, some common terms that exist today, as well as common terms from cyberpunk fiction.
The opening fiction is nice, too...with an artificial life form waking up. Sets the stage very well and drew me right in.
HISTORY 101
This is the timeline of events, starting from 2010 and ending in 2088, to show where the world went to pot. It chronicles the rise of the corporations, which is hasted by the collapse of governments. We get the standard "oil bad" argument, though I did like how eco-terrorists only made it worse by unleashing an oil eating bacteria.
In May of 2028, the Middle East finally erupts into a nuclear war...which in turn causes India to unleash nuclear weapons on Pakistan...which led to near cataclysmic fallout that ultimately killed about 1/7th of the population.
Rising sea levels push population centers inward, and about ten years later, the world comes out of The Death (as the fallout was called) changed...but intact. In 2060, the US finally gets a President from Oklahoma, but of course he's a tyrant who wants to rule with an iron fist, sparking a new civil war.
Humans are replaced in the workforce by simulacrums...but economic conditions have not improved to where humans can afford NOT to work...thus people are scraping by, starving, and blaming simulacrum for it.
Through all of this, humanity is not only gradually expanding into space, but they are expanding into virtual reality and "hyper reality" as well.
This is just a VERY broad generalization of the world's history, which runs about 11 pages, in well-written, easily digestible "Timeline" format.
Once we hit 2088, the book goes into greater detail, through the voice of "Billy Black Eyes", who tells us about the world as it is today.
We learn that due to modern technology, the rich are functionally immortal, while the poor are pretty much screwed. The middle class has vanished, and you're either wealthy, or you're living on ugly, dirty streets.
Also, remember that part about how the rich are functionally immortal? It's because they are allowed to "dub" themselves...making back-up copies of themselves, essentially.
"Humanity" now encompasses humans, Humans 2.0, simulacrums, hybrids and androids, all of which we will get into later.
Genetic engineering is commonplace, from people who rewrite their DNA for the traits that they prefer (plastic surgery to the next level), to people who are spliced with animal DNA to become human-animal hybrids.
Parts of the world are also pushing for the Omega Protocols, which would help prevent the fear that an AI would evolve beyond human understanding, and essentially become a bigger threat to humanity than anything before it. Many nations are skeptical...I can see how that would be a problem.
The virtual world is accessed through the TAP, which virtually everyone has implanted in them, and which is also called "Interface Zero"...if that tells you how important the TAP is to the game.
Finally, in 2088 people with psychic powers have suddenly emerged...and no one is quite sure why they are how they are, with theories being that they were genetically engineered, or that they had latent abilities awoken by their TAP.
The history section is very atmospheric, and does a nice job setting the stage for the nihilistic dystopia of Interface Zero.
SYSTEMS OF CONTROL
These are some of the setting rules for Interface Zero, starting with the combat system, which uses the grittier rules of The Moscow Connection, meaning that no one can make soak rolls! As well, a character can become Incapacitated off of a single wound!
Next, we get to Cyberware, which comes in four "grades": Gutterware, Streetware, Hyperchrome and
Milware, inn ascending order of worth. If you need cyberware, you can get the cheap stuff...but there will almost certainly be consequences.
Rather than just having a list of items, IZ provides a list of effects...you can add effects onto each piece of cyberware, but over a certain point, you have to start adding defect points. And the cheapie stuff starts off with defects anyway.
The effects come in three levels, with level 1 providing such diminishing the chance of hitting an innocent or ally with firearms, redundant organs, night visions optics and +1 sub-dermal armor. Level 2 effects include emotion blockers (resisting Taunts and Tricks), personal airbags(!) and retractable claws. Level 3 effects include jump jets, a vehicle control interface and chameleon skin.
Defect points are penalties to cybertrauma rolls, which come up when your cyberparts get banged around. A handful of sample cybernetics are included as well.
From there, we get a list of the Edges and Hindrances that are removed from the setting (like anything arcane), as well as details on how some of the existing edges have been modified.
Connections, for example, are a much bigger deal in this setting than they are in a lot of others.
I won't go into heavy detail on the Hacking rules, but this is where we learn a lot about the TAP, Hyper Reality (the computer reality overlaid onto the real world) and Virtual Reality (the cyberworld). I have to admit that this took a couple of readings, due mostly to outside distractions combined with all of the specific terminology used. One thing that I thought was very cool, though, is that IZ uses Hyper Reality to explain "Hollywoood Hacking"...that is, a good hacker in Interface Zero can hack pretty much *anything*, including vehicles and weapons. In fact, reality is pretty maleable for a great hacker, due to the Hyper Reality overlay.
The Street Cred rules help govern how you can call on your connections and gain assistance from them, with every character getting two free favors per rank, plus one for every 10 Street Cred points they have. Characters can call in more than that, but their reputation starts taking a hit over that.
A handy chart is provided showing Street Cred modifiers.
Speaking of handy charts, the chapter ends with a handy cheat sheet of all the Hacking/Cyber Combat/Programming rules.
CHARACTER CREATION
IZ starts the character creation chapter off a little different than the normal Savage Worlds book. Rather than targeting character concepts, it encourages you to approach the group concept first, along with common themes for those groups, and THEN individual concepts. Some of the group concepts include gang members, military, troubleshooters and hackers.
Character creation is pretty standard stuff, beginning with race...and yes, there is more than just human.
Yes, you can play a Human, which follows the standard rules.
Androids are an option, and they have the Construct monstrous ability.
Humans2.0 are the genetically bred humans...and they may be a bit much. In their racial abilities, they have four "pros" to two "cons"...I could see the argument for dropping the free Edge for Humans2.0, with everything else they get.
Hybrids are pretty cool, being a mix of human and animal DNA. It is essentially the Fantasy Race creation rules, though you are meant to hew to a specific animal theme. Luckily, a series of packages for common animals are also provided. Although, Hybrids gain a free Edge on top of everything else and, again, I'm not sure I would allow that myself.
A simulacrum is a biological construct designed for work, recreation or combat.
Hacking is officially added as a Skill, and it makes sense given how prevalent it is in the setting.
One new step is Occupations...you are expected to name your character's job, which determines their starting credits, as well as the amount of credits gained with each Advance. Additionally, suggested contacts and Edges are listed for each profession.
Several new Edges are present, such as Emancipated, which frees an Android, Simulacrum or Hybrid from their owner. Gun-Fu Edges give you some neat tricks when using Guns in close combat, with Gun-Fu Legend allowing you to Aim while moving! Several IZ-specific professional Edges are present, as is a list of Hacking Edges.
Three Hindrances are included, and two of them are HUGE: Unplugged (you start without a TAP!) and Shell Shock (you start every combat Shaken!)
A handy summary table of all of the new Edges and ends the chapter.
I dig the races, although I would definitely cut out the Free Edge for everthing that isn't a baseline human or Simulucram. A free Edge is incredibly versatile, so to have that as well as other Kewl Stuff is a bit much.
GEAR
I love this chapter...not because I'm a die-hard gear junky, but because it is written as a "Malmart 2088 Spring Catalogue". Every item gets its stats...but in goofy, over the top, catalogue entry form.
My favorite armor is, by far, the Executive Decision Business Suit: A business suit that provides armor protection AND a potential bonus to the Exec's first attack while wearing it (if they are taking the opponent by surprise).
The Butterfly Sword, Chain Sword and Rockeet Hammer are all pretty impressive in the mail order weapons department.
The guns are absolutely frightening, ESPECIALLY with the lack of Soak Rolls. I mean we are talking some craziness, like pistols doing 2d8 damage to small burst templates.
Experimental energy weapons are also available, as is a large listing of vehicles from cars, to motorcycles to hovercraft.
A selection of Golemmechs is included, which is the IZ term for mecha. A list of standard features starts it off, and then five specific mechs are presented.
Malmart also "sells" cyberware from a variety of dealers, including Doc Pango, a street doc who is going global and sells "affordable" cyberwear...just, you know, good luck with that.
A handful of drugs follow, complete with addiction rules. To make it doubly bad, you can gain noticeable benefits from drugs...providing a compelling reason to use them in certain circumstances. Not a huge deal if you have a high enough Spirit, though, in some cases.
The Gear chapter veers into some nice "flavor" entries, like Dominator Pizza, which puts their delivery people through a rigorous, 13 week training camp under grueling conditions so that they can make sure you get your pizza in the urban sprawl in under 30 minutes.
It's also good to know that, in the future, Deadlands is an incredibly popular MMO...and I gotta say, this gave me the crazy idea of having...something...come through the MMO into reality for an IZ game. Stone, maybe? NAH...that would be far, far too much.
The Gear chapter is very extensive, with a lot of examples of each type of entry, yet written in an interesting manner (while still being easy to find the relevant game mechanics). I'm not one to out and out cheer for an equipment chapter, but this was very nicely done, providing some cool, over the top options in an entertaining manner.
WORLD OVERVIEW
The chapter begins with the Central African Union whose story is, honestly, kinda inspiring. After oil collapsed, Africa was left to fend for itself...and rather than die out due to AIDS and poverty, it got tore down and then rebuilt itself as a viable power in the world.
Simulacrum in South Africa are treated to the worst of the racism and slavery that blacks suffered under the South African rule...this opens up some interesting arguments for a game set in and around the Central African Union, though they are some touchy subjects.
The Chinese Mandarinate is the top superpower in the world, but rules entirely by economic power and not military power, having decommissioned their military and now propping up the states under their rule. They have also been working heavily on a solution for the population issue, by attempting to genetically engineer children that will lose all gender characteristics at puberty.
Techno-Shogunate Japan is home to the world's oldest living human population, with a workforce made up almost entirely from simulacrum, which outnumber the humans in Japan now. However, the simulacrum bred in Japan are also the most "human" Simulacra out there, as they are not raised ENTIRELY in tanks.
The Greater Eurasian Union doesn't sound too shabby...with boredom apparently being the biggest problem. Although human nature + boredom does tend to = bad news.
The India League became a series of city-states after the nuclear fallout hit and pretty much killed farming, and India has also become THE entertainment capital of the world over the last 20 years, especially when California finally completely collapsed.
The Middle East is more peaceful than it has ever been...mostly because it is a radioactive wasteland.
North America has gone from three countries to nine, as the US, Canada and Mexico have all broken apart into smaller countries in the wake of the changes over the last several years.
Oceania are the island countries of the Pacific, where many people fled to as the rest of the world was collapsing, including the man-made island MU - so named as a tribute to the mythical Atlantis.
Brazil has come to largely dominate South America in most ways...and outside forces seem to be bitter at just how little Brasilia seems to have suffered.
The Free City of Chicago is covered in detail, as an example of the Free Cities in what used to be the US right now. Chicago has grown in size, and is now divided into four major sectors.
Central Chicago is home to the business district, as well as the Gold Coast, designed for the affluent. It also houses the Eden Complex, which was meant to be an underground population center, but the criminal elements have begun to overrun it, and it is now "Coffin City".
The North Side is Neo Suburbia, a place you can go to escape the craziness of the inner city.
The South Side is also known as Urban Hell, and is actually outside of what used to be Chicago proper, as the former Gary, Indiana is smack in the middle of Urban Hell.
Last is the Wild, Wild West side...which is still a nicer place to be than the South Side. Chicago has a 48% unemployment rate, which also means there's a pretty big crime rate. Several street gangs are mentioned in this section, starting with the Chrome Reapers, who will jack your cyberwear...yeah, out of your body.
Of course, there is no police force any longer...just contracted security forces. Well, there is the Chicago Defense Force...but they are only deployed for ABSOLUTE emergencies.
The chapter also covers the major corporations and entertainment sections of Chicago, providing a lot of good information for launching a campaign set in Chicago, or using it as a template for your own Free Cities.
GAME MASTER SECTION
A lot of the information here is pretty standard stuff for a GMing section, although the "conflict" section is nice, as it gets into some of the broader conflicts available in a cyberpunk setting, like Reality vs Virtual Reality, Megacorps vs Megacorps and so on.
A large section is devoted to controlling cash flow in your game, which is a much bigger deal here than in a lot of games, as cash can rule EVERYTHING. In fact, a handy table is provided that not only breaks down the common jobs for each character rank, but the standard payouts for those jobs. A number of tips are also provided for keeping available money down, including guidelines for "Cost of Living" expenses to be deducted from the characters' cash balances.
While there is a LOT of great advice for capturing the bleak, cyberpunk "feel"...I absolutely love the Random Adventure Charts.
Seriously...very little fills me with joy like Random charts. Using d12s, you can generate a Contractor for the job, the Mission itself, Urban or non-Urban locations, the MacGuffin (if needed, this is an object that is at the center of some missions), Innocents (in some missions, someone may be endangered), the Antagonist, Twists and Complications, and Dramatic Conflict (optional, but awesome).
A Domain Generator is also present, for rolling up a network on the fly, when the PCs start hacking into something you hadn't prepared for, with a decent list of sample domains, just in case.
SAVAGE TALES
Savage Tales are short adventures, and IZ includes 11 of them, spread among Japan, the Eurasian Union, The India League, The Middle East and North America.
Among the eleven tales are WIDE range of missions and objectives, showing off both the quirks of the setting and the breadth of options available for adventures. My personal favorite starts off with a simple "seek and destroy", but actually involves a group of awakened Dubs...although the mission to keep Hollywood from rising again is pretty cool, too.
In addition, 21 adventure hooks are included, which can be used as inspiration or expanded into their own adventures.
Finally, a Bounty Generator is included, which starts with rolling for the target, their crime, the location, the target's true disposition (guilty/innocent/complicit) and notoriety (the amount of the bounty).
Did I mention I love random charts?
THREATS
These are the relevant game stats for the things your PCs are liable to have to fight (or team with).
Bio-Horrors are up first, and include Beetle Rats, Cyber Sharks, Toxic Roaches and - yes - random generators for making your own bio-horrors.
Also included are three sets of stock stats for Cyborgs (including one Wild Card), three types of Gang Members (with a Wild Card), three common Hackers, three Ismist Activists with a Wild Card terrorist leader, three stock Law Enforcement officers, three stock Simulacra, four military sets with two Wild Cards, standard criminal Mooks with two Wild Card underground types, and a number of catch-all stats like Bounty Hunters, Bloggers, Detectives and Media Icons.
Five AI programs are included as well, all Wild Cards, with Subsentient Programs that are almost always Extras.
The book ends with the fully clickable Index, a Campaign Tracker sheet, a printable sheet of Favor Counters, a page for Program and Domain cards, NPC stat cards and a two page character sheet.
THOUGHTS
Impressively comprehensive.
I do have three gripes: I really think the Free Edge is either given out too often OR, and this may be radical, I would recommend giving baseline humans two Free Edges. Why? Well, the setting is so lethal anyway, why not? And it does give humans a very compelling ability against everyone else. Just a thought. I would definitely give it a go as-written first before changing anything.
There is a ton of terminology to get used to, so I did have to do a bit of re-reading...but that's something I would get used to over time.
Finally, there is a bit devoted to talking about the emergence of the Psions...and they are not mentioned anywhere else in the book. My understanding is that the Psion splat it meant to be the first supplement for IZ, but SOMETHING in this book, even NPC guidelines (saving the PC option for the splatbook), would have been great.
On the flip side: Seriously, between searchability, clickable index and table of contents, plus bookmarks? There is no reason not to be able to find something in this 300 page tome. At ALL. Just an amazing bit of work there.
And, as I noted above, there is just a TON of material in here. Stats, Edges, information, fluff, rules, jeez...just an incredibly loaded book that's easy to navigate around to boot...and seriously, I LOVE random charts...the random adventure generator here may even be better than the one for Thrilling Tales. I don't know how to praise it any higher than that.
If you like Savage Worlds and cyberpunk, there is no reason not to buy this. There is plenty of information here that you can use to get a game going, and the setting is broad enough that you have a LOT of options to play around with for your campaigns. On top of it, there is plenty of room for expansion in future releases.
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