Tuesday, August 10, 2010

August Awesomness from DriveThruRPG

DriveThruRPG.com

Thanks to the fine people at DriveThruRPG and their affiliated publishers, we are very much pleased to offer some special deals on items available at DriveThruRPG through the month of August and into September!

From now until September 10th, you can use the code DTRPGAugust2010BlogPCast at checkout to save 20% off of any purchases by a number of publishers available on the site:

  • A Terrible Idea - Makers of the tongue in cheek zombie game Shambles.
  • Aethereal Forge
  • Bailey Records
  • Crucifiction Games - Makers of the offbeat humor/horror game Horror Rules.
  • Dream Pod 9
  • Fantasy Games Unlimited - Home of recent retro best seller Villains & Vigilantes
  • Final Redoubt Press
  • Gold Rush Games
  • Goodman Games
  • Highmoon Games
  • Morbid Games
  • OtherWorld Creations - Who released the Savage Setting Strike Force 7.
  • Palladium Books - Makers of RIFTS and After the Bomb
  • Rogue Games - Creators of Colonial Gothic, a horror game set during the American Revolution
  • RPG Objects
  • Savage Mojo - Makers of Suzerain, available as a Savage Setting as well as its own RPG.
  • Tricky Owlbear
  • Vigilance Press - Creators of the modern Arthurian retelling Arthur Lives! for True 20.
Again, just enter the above code at checkout, and save 20%.  As always, any purchases made through this blog helps support it and me, so happy shopping!

Sunday, August 8, 2010

And Now For Something Completely Different

I started this blog at the beginning of the year as an exercise in making myself constantly write SOMETHING.  I've hit 75 blog posts since the beginning of the year...that's not bad at all.

It is still pretty much a catch-all for what interests me, but at the moment that seems to be largely role-playing games, due in no small part to becoming a member of RPGnow's blog support program.  If you're reading this, you have surely noticed that I review a ton of RPGs these days, but I will say this: I never review an RPG that I either did not already have a pre-existing interest in, or that I was not specifically contacted by a publisher about reviewing.

Some reviews that I plan on tackling in the near future include, but are not limited to, and in particular order are:

1) Slasher Flick: Director's Cut
2) Wild Talents: Progenitor
3) Apocalypse Prevention Inc. - Not the book, but the entire game line.
4) The Crime Network - I had agreed to review the Old Country adventure, but after doing so, I now have the desire to post a review for the base game itself.
5) ION Guard - ICONS Edition
6) ICONS
7) BASH Ultimate Edition
8) ARGHH! Thar Be Zombies

In addition to RPG reviews, I have been posting the TMNT Thursdays, statting out the Ninja Turtles for ICONS.  I've pondered expanding this, with something like Masters of the Universe Monday, covering He-Man and gang, but that's still up in the air.  I don't know for sure just how deep I'll actually go with the Ninja Turtles, but I do know that Casey Jones, Leatherhead, The Rat King and Slash are coming, I'll probably hit Ace Duck, Bloodbath, Wingnut & Screwloose and maybe Cudley the Cowlick in a post together (they were all involved in Stump Wrestling in the Archie comics), as well as Tokka, Rahzar, Tatsu and Super Shredder in a likely "Movie Villains" post.

I'm kicking around other ideas for articles and features for the blog, maybe some Savage Worlds stuff, revisiting my Marvel SAGA houserules and charts, maybe rejiggering them so that they mesh with BASH and ICONS, who knows?

I have at least one more little piece of short fiction I'm going to post, maybe this weekend...one last remnant from my ill-advised return to school.

I am unofficially consulting on two RPG projects, not an area I feel terribly comfortable in, especially when we're focusing on rules because I Am Not A Designer, and trying to design RPG rules makes my head hurt.  I've had a couple of people tell me I should try to do more RPG stuff, but I would only be able to do that working within an existing rules system...I'm just not wired to design at all.

For those who missed it in Oklahoma, my first published comic work - EQUINOX #1 - was released in POD format at IndyPlanet, and DriveThruComics is selling the electronic version.  I wrote the back-up story, "Living in Shadows", which stars HELLRAZER and will hopefully just be the first of many stories I tell with her.  Johnnie Johnson and I are working on a special "commentary" for "Living in Shadows", which will be available at the Equinox Comics website.  Also, this fall my first full comic, HELLRAZER VS VOODOO, will be released as well, which I am VERY excited about.  I co-plotted it with Shawn Cowan, scripted it myself, with art by Johnnie Johnson and Jason Coody as well as colors by Trey Bishop.  Meanwhile, Ben Soto is finishing work on The Curse for EQUINOX #2, which is exciting stuff.

I'm working on what will hopefully be a fun twist on a superhero anthology with three other writers that is in very early planning stages at the moment, and I've received an interesting offer to collaborate on a children's book that I'm going to try to run with as a nice change of pace.

This month I also filed my first stories with Melanie Jordon of Imagine Daily, including an interview with Pinnacle's Shane Hensley...which will hopefully just be the tip of the iceberg for my collaborations with Imagine Daily.  Lining up some features and articles for the October issue, which I'm looking forward to.

I also have another comic project I'm hoping to start very soon, just waiting on my collaborator to get some stuff cleared off of his plate is all.

Oh, and I got an offer for a supersecret RPG playtest opportunity that I've tried not to mention in any way, shape or form, but I'm PSYCHED about, and should know more about within a week.

ANYWAY...thanks for visiting the blog!  I am a bit of a feedback whore, and even if you don't leave comments, I can still see the number of hits and that works alright for me.  Special thanks to Michael Wolf of Stargazer's World,  who not only directed me to the right people to get enrolled into the RPGnow Affiliate Program and Blog Support Program, but also plugged my blog on his site and absolutely spiked my readership, and I can't say thanks enough for that.

That said, I ask that whenever you can, especially if you like my reviews, use my affiliate links to make your purchases...every little bit not only keeps me blogging, but at the moment it literally keeps my car on the road to my day(night) job.  I've also applied for affiliate status with Lulu, and I really need to properly use my Amazon affiliate status as well.

Looking forward to much more blogging fun!

T.

Saturday, August 7, 2010

Tommy's Take on The DC Adventures Hero's Handbook

I don't know if you've heard or not, but Green Ronin – makers of Mutants & Masterminds – landed one of the two “Holy Grails” in the superhero genre: The DC Comics license.

Their first release in the new line is the DC Adventures Hero's Handbook, which is the rulebook and, essentially, the rulebook for Mutants & Masterminds 3rd Edition before 3e is officially released. I say essentially, because according to Green Ronin themselves, the only differences between the two will be hardcover vs softcover, the price and the presence of DC material.

The Hero's Handbook PDF is a whopping 281 pages, fully bookmarked and searchable, and chock full of licensed DC art, starting with an Alex Ross cover featuring a selection of iconic DC heroes with Superman, Batman and Wonder Woman (of course) serving as the centerpiece. As is always the case with stuff like this, the art ranges from awesome to so-so, and that's going to be largely a matter of opinion as to what is what.

I'll say this right up front: I'm not going into super heavy detail on the system, except where I see changes worth noting. It's the d20 system, which has deeply permeated the RPG industry, for better or for worse, since the release of Dungeons & Dragons 3rd edition. I will say that I have only played one iteration of the d20 system that I truly, truly enjoyed, and that was the version presented in Star Wars Saga Edition.

The system itself has undergone some changes, but nothing incredibly radical. At the core, it's still rolling a d20 plus modifiers and, usually, applying it to a target number to determine success. Graded checks are added to the mix, which is an action that has more than just a standard “success or fail” quotient to it, and adds levels of success for every five points you roll above the target number. Another change, and one that I like, is Team Checks. Essentially, Aid Another has been replaced with Team Checks: Rather than the standard +2 for help, the Leader of the Team (though this could be adjusted easily enough to any primary acting character) makes the normal check against the difficulty, while the rest of the team makes a roll against a DC 10. All the degress of success and failure are totaled and if there's a net failure by two or more degrees, the Leader gets a -2 to his total. A net success grants +2, and if the team manages three or more successes, it becomes +5. It's not a massive change, but I prefer it over the flat +2.

Ability Scores have been reduced to the Ability Modifier that has always been present in d20 games, and the effect this has had on character creation is to change the cost of Abilities from 1 point per rank to 2 points per rank (since you no longer have the “in-between” ranks). The skill list has been somewhat condensed, but still uses the rank system, and is now 1 point for 2 ranks, rather than the 1 point for 4 ranks from 2e. Saves are now Defenses, Feats are now Advantages and have retained the same point costs, while Powers have their own formula based off of the modifiers you select.

Power Level itself is largely still intact from 2nd edition, with a sidebar helpfully noting what would be a good Power Level for a given type of campaign, with a Golden Age game being closer to Power Level 6, while the Justice League is much closer to Power Level 14. Power Level dictates not only the starting number of points, but the limits the PCs can have for Skill Modifiers, Defenses and so on.

Every character must select at least two Complications, with one of them being a Motivation. Whenever the Complication comes into play, you score Hero Points, which let you do creative scene editing, improving die rolls, recovering quickly and adding new Advantages for the scene.

As noted, Ability Scores did get overhauled a bit with some name changes, and Base Attack Bonus moved into “Ability Score” status. The new Ability scores now are Strength, Stamina, Dexterity, Agility, Fighting, Intellect, Awareness and Presence, and are now on a -5 to 20 scale (coinciding with the d20 Ability Score Modifiers).

Defenses have been expanded somewhat and now include Dodge, Fortitude, Parry, Toughness and Will, with Dodge and Parry being your defense against ranged and hand to hand attacks, respectively...essentially splitting Reflex and keying Parry to Fighting.

Skills got trimmed from 29 to 16, which is a huge improvement to me...I just wish they had also reduced the ranks closer to Star Wars Saga's “Untrained/Skilled/Skill Focus” type approach. Still, you can see why skills are now a touch more expensive in DCA than they were in M&M2e,

The skills section is very clearly written, covering most of the biggest uses of each skill providing target numbers for different effects as needed. For instance, Gather Information has a generalized “Degrees of Success” chart to guide you through setting up your own specialized charts for a given adventure or situation. Close and Ranged Combat are now skills, however they are not broad skills but most be specialized...such as Ranged Combat (Power Ring) or Ranged Combat (Guns) or Close Combat (Swords) and Close Combat (Unarmed). Frankly, this is one of those things that I think is unnecessarily tedious for a supers RPG although, with a high enough linked Ability, you eliminate the need for a lot of ranks in a lot of areas: i.e., if you have Fighting of +4 and Swords of +6, that gives you +10 when sword fighting, but you still have +4 in a fist fight. A guy with +10 in Fighting and no skills is going to whip you in a fist fight and go toe to toe with you in a sword fight.

For me, the skills system is and always has been a deal breaker in M&M, and this just doesn't do enough to fix that for me. We get a condensed skill list...except for all the Close and Ranged Skills. Overall, I would still call it an improvement, just not enough to make me excited about playing.

Advantages are still Feats, under a different name. They are even still organized under the same subheadings of Combat, Fortune, General and Skill. In fact, one area where they actually took a step back in the new book is in the big summary chart, where they no longer helpfully mark which Advantages are ranked and which are not. The short sentence description on the table doesn't even always note it, so without going over the full descriptions list, there is no handy reference as to what is ranked and what is not when making characters. Honestly, other than no longer using the Feats name, I don't see how this is supposed to be any different from Feats, and the lack of quick reference for which Advantages are ranked and which are not is a very annoying knock here.

The same basic structure is still in place for Powers, taking a base cost plus extras, minus flaws, times ranks plus flat modifiers to equal the number of points spent. The list has been broadened far more, relying more on modifiers and descriptors to differentiate powers, shrinking the included list from two full pages to a little under a page and a half. I'm not sure if this makes it better or worse when trying to write up a character, as the excessive modifiers and points totaling was one of those things that turned me off in the past, and it's certainly no less pronounced here.

Gadgets & Gear covers everything from basic weaponry through vehicles and headquarters. A basic weapons list is provided with relevant stats such as the ranks of Damage or Ranged Damage each weapon has, critical range and so on. The vehicle provides a standard list of common vehicles, the headquarters section a generic list of HQs...the same list from M&M2e, in fact, with “Sanctum Sanctorum” renamed “Wizard's Tower”. I know there are whole books set to come out covering the DC Universe in detail, but would it have been that bad to specifically list some DC examples such as The JLA Watchtower, The Batmobile and The Fortress of Solitude? To be fair, many of them are included in the character write-ups later on, but I'm not sure why the need to go QUITE so “generic” here, since this is a DC book.

Chapter 8 covers the bulk of the system, combat and non, and has some nice additions such as “Challenge Sequences” which are akin to “Skill Challenges”, though they are really only touched on here and not detailed, but if you have dealt with them in Star Wars Saga Edition or D&D Fourth Edition, you'll definitely see where they were going with it. One addition here I really like is the addition of poison and disease tables with ranks and effects: such as cyanide being a Rank 14 Fortitude Damage effect or AIDS being a Rank 10 disease that Weakens Fortitude, opening the afflicted up to other infections. It does provide some really nice framework to play around with your own poisons and diseases without getting too complicated.

The Gamemastering chapter does a really nice job of focusing on the game system and working with it, and talks about adventure design in broad strokes, but doesn't really get into DC specifics until providing four series frameworks at the end of the chapter. It is some good, if generic, advice with a basic adventure structure to hang your plots on.

The next chapter covers the DCU itself, hitting on all the essential points of the DCU, such as the notable fictional cities like Central/Keystone Cities (home of The Flash), Metropolis, Gotham, Fawcett City (Marvel family), Opal City (Starman), Star City (Green Arrow) and more, with a smaller listing of even more DC specific places of less prominence, like Bludhaven. The hidden city of Nanda Parbat, the nation of Atlantis, fictional Middle Eastern stand-in Qurac and more also get a paragraph or so before the chapter expands out to cover the important features of DC Space, like The Green Lantern Corp, Rann (home of Adam Strange), Thanagar (which has produced earth heroes Hawkman and Hawkgirl), as well as hitting on a handful of the worlds among DC's 52 universes. This is only meant to be a broad overview, as a book is slated for the line specifically to cover this, and rightfully so: The DC Universe is massive and needs that kind of treatment and I, for one, look forward to seeing the DCU covered in deeper detail, but this is a good start.

Chapter 11 selects fourteen prominent heroes and fourteen prominent villains of the DCU and stats them out in game terms, aiming for “iconic” versions of them. For the record, the heroes are: Aquaman (with harpoon hand and magic water hand sidebar variants), Batman (Bruce Wayne), Black Canary, Captain Marvel, The Flash (Barry Allen), Green Arrow, Green Lantern (Hal Jordan, without Yellow weakness), Martian Manhunter, Nightwing, Plastic Man, Robin (Tim Drake), Superman (without electricity powers...I know!), Wonder Woman, and Zatanna. It's a really strong mix, and the inclusions of Batman, Nightwing and Robin does a nice job of showing how you can take the same basic character type and remake it three (at least somewhat) different ways. People have already complained about some of the stat selections and I have my own issues, but overall, I heartily approve of the choices and would have to think really hard about who I would swap around if I were to change them.

The villains are: Black Adam, Black Manta, Brainiac, Catwoman, Cheetah, Circe, Darkseid, Gorilla Grodd, The Joker, Lex Luthor, Prometheus, Sinestro, Solomon Grundy and Vandal Savage. Again, a real strong selection. I dunno if Catwoman could even “iconically” be a villain anymore, she's been an anti-hero for so long...I probably would have replaced her with Two-Face, The Riddler or even Deathstroke, myself.

Then this chapter concludes with a selection of generic statblocks for bystanders, cops, thugs and other NPCs, as well as basic animal stats.

So...here's the thing: I was not the target audience for this game. I am a diehard supers geek comic fanboy...but: I'm not a diehard DC fanboy and I'm just not a fan of Mutants & Masterminds. I WANT to like it...a ton. The writing on the M&M books has always been just some top notch stuff. It really has been. I keep stacks of their books around just for reference, both in comics writing and in RPG stuff...but the system is just way, way more work than I want to deal with, and nothing in DCA has changed it to be less work...and that's cool, because they never said they were dramatically overhauling the system, some people (like me) had just hoped that would be the case. Green Ronin has been very up front that this IS M&M3e and that the eventual M&M3e release is basically this, in soft cover, with the DC IP excised. I do think that's hurt the presentation of the book overall, as they seemed to go out of their way to not “mix” DC material in with “basic” material (such as the lack of specific examples in the Gadgets & Gear chapter), so that it would make for easier editing when time came to release M&M3e. In just about every case, you can practically see the “break point” where the DC material will be seamlessly lifted as though it were never there at all.

If you're like me and don't really like the d20 system, there is not enough DC material here to make this worth your purchase. If you love the M&M version of the d20 system but have no interest in the DCU, then hold off for the M&M3e book. If you've been chomping at the bit for this because you love the DCU and you dig Mutants & Masterminds, then this is absolutely for you. For my part, I felt like they took some small steps forward but there is still far too much work to be done to have a good time. That said, I'll still be striving to understand the system so that I can take the character and setting books and indulge in a great many adaptations of DC characters for some or all of Marvel SAGA, BASH Ultimate Edition or ICONS.

Thursday, August 5, 2010

TNMT Thursdays - The Supporting Cast



Alright, two weeks ago, I provided the Heroes in a Half Shell for ICONS.  Last week, I produced Shredder and some henchman...today, I'm going to offer up four supporting characters, two heroic and two none.  Each of these four have something in common, in that they are every bit as difficult as Shredder to reconcile their various versions.  Also, never type "April O'Neil" into Google with the SafeSearch off.  Just...trust me.

April O'Neil
Origin: Trained

Prowess: 3
Coordination: 4
Strength: 3
Intellect: 4
Awareness: 5
Willpower: 4

Specialties
Drive
Investigations Expert
Martial Arts
Weapons (Blades)
Weapons (Bludgeons)

Qualities
Ravishing Reporter
Tired of Being A Victim
Connections: Ninja Turtles and Splinter
Chemistry With Casey Jones

Challenges
Creep Magnet
Casey Jones is Infuriating
Kidnapped a LOT

Stamina: 7
Determination: 6

As you can see, I went with the "reporter" version of April, because with Donatello's intellect and Wizardry, I thought she had more to offer the Turtles than lab assistant April, as she's a bit of an investigation whiz.  A magnet for trouble, she's growing tired of being a victim, and the Turtles have slowly began teaching her, not just how to defend herself, but how to fight.  She and Casey Jones very much share an attraction, but at the same time, they come from two different worlds and that can prove to be incredibly stressful and frustrating.  While April is rarely armed, she is learning how to do damage when she needs to.  Soon, she may start being the one doing the rescuing.

Splinter
Origin: Transformed

Prowess: 4
Coordination: 4
Strength: 2
Intellect: 4
Awareness: 6
Willpower: 6

Powers
Enhanced Senses: Enhanced Sense of Smell 3

Specialties
Martial Arts Master
Mental Resistance Expert
Stealth Master
Weapons (Bludgeons) Master

Qualities
"Splinter Taught Them To Be Ninja Teens"
Connections: Ninja Turtles, April O'Neil
Loves The Turtles Like His Own Sons
Psychic Connection With Leonardo
Watches (too much?) TV

Challenges
Overprotective
Fears For The Turtles' Safety
Enemy: Shredder

Stamina: 8
Determination: 6

Master Splinter, Sensei and father to the Teenage Mutant Ninja Turtles.  Splinter was the pet of Hamato Yoshi, brutally murdered by The Shredder over the love of a woman, Tang Shen.  As he mutated into a man-rat, he taught the Turtles everything he learned from watching Yoshi from his cage.  Now an aging rat, Splinter's body is weak, though his mind is still strong.  Though he knows he has raised the Turtles well, he still fears what will happen when he's gone, and even in his advanced age, he will battle to the death to protect them.  Splinter loves all of his sons, but is closest to Leonardo, to the point of sharing a psychic rapport.  As well, he spends an inordinate amount of time watching soap operas, which means he's probably better equipped to help Casey Jones and April O'Neil sort out their problems, too be honest.


Krang
Origin: Unearthly

Prowess: 2
Coordination: 2
Strength: 2
Intellect: 6
Awareness: 4
Willpower: 5

Powers
Wizardry (Gadgets) 6
     Blast (Blasting), Dimensional Travel

Robot Suit
Ability Increase (Device) Coordination, Strength
Invulnerability (Device) 4
Flight (Device) 5
Growth (Device) 8
Strike: Bashing (Device) 5
Strike: Slashing (Device) 4

Specialties
Computer Expert
Electronics Master
Science (Astronomy)

Qualities
Blood Of Worlds On His Hands
Motivation: Consolidate Power By Any Means
The Power of the Technodrome

Challenges
Exiled From The Utroms
Untrustworthy Ally
Flaws in the Plan
Immobile Brain Creature

Stamina: 7

It is said that the sinister Krang has the blood of whole races on his hands...er, tentacles.  Though the rest of the Utroms are a pacifistic species, Krang is an outcast in every way, exiled to Earth where he has joined forces with Shredder.  At one time, Krang fielded a small army of rock soldiers, but lost contact with them.  However, as Shredder's left hand, he helps Oroku Saki realize even greater ambitions...though it is obvious that the day will come when one will betray the other.  Krang has developed a humanoid robotic body to aid him in movement and combat, capable of turning its arms into bludgeons and axes as well as wings, allowing him to fly.  As well, it has shown the ability to grow to a massive size, though Krang rarely uses this ability.  For all of his genius, Krang is not a leader and his arrogance is often exploited as he tends to overlook something the Turtles can use to end his plots.

Baxter Stockman
Origin: Transformed

Prowess: 3
Coordination: 4
Strength: 5
Intellect: 5
Awareness: 3
Willpower: 2

Powers
Animal Control (Insects) 6
Flight 5

Specialties
Computers Expert
Mechanics Mastery

Qualities
Mad Scientist
Human Fly
Master of the Mousers

Challenges
Complete Sociopath
Losing His Fly-Addled Mind
Freakish Appearance

Stamina: 7

Stockman, in his best days, was an extreme sociopath.  He first crossed paths with the Turtles after his rat hunting Mousers nearly killed Splinter and in subsequent encounters was exposed to the same strange mutagen that turned them into Ninja Turtles...only Stockman became a giant fly.  This is very early in his transformation, while his mental faculties are still mostly intact, but Stockman is already taking on the mental traits of a fly, becoming easily confused at times.  Soon his Intellect and Awareness will whittle away, and his skills will degenerate as well...but the Master of the Mousers will then become the Lord of the Flies, and all that entails.

Mousers use the Robot stats with Strength 3, Stamina 6, Strike (Slashing) 4 and Detect (Rats) 5

Wednesday, August 4, 2010

Tommy's Take on The Old Country

Ever feel like published adventures are too rail-roady?  Bedrock Games, makers Terror Network and Crime Network, apparently have a similar complaint.  That that end, they have released Old Country, a module for Crime Network which is their gangland RPG.

In Crime Network, the PCs are soldiers in a mafia family, doing Bad Things with a unique sense of honor.  In Old Country, the PCs are given a pretty intense – and harrowing – task: Venture into Sicilian territory, without back-up, and find a traitor who flipped on the Family fifteen years ago.  He's been living in the Witness Protection program ever since, and as his info began to run dry and the feds lost interest, he wormed his way into the Savarino family, where he's been working his way up.

With Old Country, Bedrock Games gives the PCs the situation and drops the right into the middle of it.  The GM gets the background on the situation and the little city of Conaca, then the bulk of the adventure is laid out in three types of encounters: Timed Events, which are things that happen regardless, such as church services on Sundays.  Investigation events are keyed to places the PCs may search for information, what they may find there, and what it may lead to.  Through all of this, the PCs have to worry about Profile Events: Unless the PCs are super careful about how they go about their business, their actions will begin to attract the attention of the Savarinos.  Once the Savarinos realize that a rival hit squad is in their territory, they'll start taking steps to scare them off, which can escalate from there and turn into car bombings and out and out warfare on the streets.

Ultimately, though, the PCs are given much freedom to do as they will.  How hard or easy it turns out to be is partially up to their luck and their choices.  Every major NPC in the city is statted out with roleplaying profiles to guide the GM in their interactions with the PCs, including Useful Information the PCs can squeeze out of the NPCs, either by coercion, bribery or sweet talking.

Old Country is designed to be used as either a stand-alone module or one to be inserted into the middle of a campaign, with advice on how to appeal to the PCs before sending them in, rather than just making them look like they're called because they're available, and a helpful listing of ideas to follow up on the module in your game, such as having the PCs use Conaca as a base of operations to help an allied family in Europe spread their operations, or dealing with repercussions on the PCs home turf as the Savarinos track the PCs back home.

The PDF is only $4.99 and clearly laid out, fully searchable and bookmarked.  The only problem I see with it, technically, is that the bookmarks are organized...oddly...definitely not in the order they appear in the book, as is common.  Incidentally, I noticed that the Crime Network rulebook itself has a similar issue.

The adventure is a great example of flexible, functional design as it would be a perfect scenario for a one shot, or the tension of the mission could be huge in an ongoing campaign, as the “behind enemy lines” situation gradually (or quickly) worsens.

My only previous exposure to an “organized crime RPG” (aside from using The Kingpin a time or two in some Marvel games) has been Gangbusters, and they never had anything quite as cool as Old Country.  Technical issues with the bookmarks aside, this is a very fine product.  Highly recommended if you want some modern day, seek and destroy, anti-heroic, blood drenched fun.

Tommy's Take on the Deadlands Reloaded Marshall's Handbook

With the Player's Guide covered, let's talk Marshall's Handbook.  Like the Player's Guide, it is fully featured, with removable layers for easy printing, clocking in at a hefty 162 pages of stats and setting material, fully bookmarked and indexed.  In fact, it is a COMPLETE index, of both the Player's Guide and Marshall's Handbook, with the former's pages in parenthesis.

The Marshall's Handbook is utterly not required for the players, and is Marshall specific stuff.  Available now in PDF for $19.99, it's kinda the indispensable guide to running the setting.  That said: The Player's Guide offered up the basic history and the history that those “in the know” know.  Y'know?  Now, we get the real history.  Long time Marshalls know most of this stuff, but new Marshalls need to hear about Raven and The Reckoners, precisely why Fear matters to the Reckoners, why abominations walk the earth, and how this Fear can overwhelm the world.  This section also takes the chaos of the Weird West and explains the methods behind the madness...showing the purpose of the actions of the Servitors of the Reckoners.

Marshall-specific Setting Rules are included, such as the effects of Fear Levels and how to lower them, and a slew of awesome tables for when Arcane Backgrounds go awry, or Mad Scientists become just a little more insane.  The Veteran o' the Weird West table is also here, for any player brave enough to have taken the Edge, so you can see just what kind of badness they're saddled with, which can range from owing powerful people a debt, having Night Terrors or even starting off as a Harrowed.  Harrowed also get a fairly detailed treatment here, focusing more on a Marshall taking control of a Harrowed due to the host body losing control.

Each region of the Weird West gets covered, with plot hooks and encounter table, the sole exception being Back East, which doesn't get an encounter table, but does get a few pages detailing both the North and South back in “civilized” territory.

The actual western territories get a more detailed treatment, beginning with the Disputed Territories of Colorado and Kansas, including perennial old west favorite Dodge City.  Helpful advice is provided regarding the types of horrors that are likely to be about (heavy violence is the order of the day, shockingly), with a random encounter table for grins.

 The Great Basin is Death Valley, The Mojave Desert (home to some big, big worms) and Fort 51, one of the VERY few places with a Fear Level of 0, due to how tightly it is controlled.

The Great Maze is the what's left of California, where Reverend Grimme and his City of Lost Angels awaits the winner of The Great Rail Wars, who – one presumes – will have to deal with him before they get the Ghost Rock they seek.  Since The Great Maze is such an important feature, this section has both a sea and land encounter table.

The Great Northwest is populated with Wendigos and Sasquatches, while the High Plains get you bat-winged demons and more of those big, ugly worms.

Deseret is Mormon Country, home of the Wasatch Railroad and Dr. Darius Hellstromme, and also the place you're most likely to find perversions of science roaming around.

Indian Country consumes most of Oklahoma as well as Dakota, and is heavily under the influence of Raven, directly and indirectly.  Another perennial western favorite, Deadwood, also lies in Indian Country.

Finally, there is the Wild Southwest of Texas, New Mexico and Arizona, including Tombstone and the Tombstone Epitaph, the newspaper that helps get all the weird stories out to the people of the Deadlands earth.

If there are regions you need or want to see in greater detail, the Classic books are still available in PDF format, at least.

An overview of The Great Rail Wars is provided, including the plans and methods of each railroad, from Hellstromme's attempts to burrow under The Rockies to Union Blue being under the protection of Abraham Lincoln, who is still around and very much Harrowed.

From there it's off to the abominations and beasties of the setting.  Arranged alphabetically, this is just about every major creature that appeared during Deadlands' original run.  We have walking dead, animated hands, devil bats, hangin' judges, chupakabras, vampires, werewolves, night ravens, rattlers and much, much more.  Most of the monsters have a picture.  Every monster has a full description and stats, as well as a list of special abilities.  Some abominations, when killed, grant special boons to the Harrowed, and those are listed as well.  My only complaint is that, again, it takes a somewhat simplified approach in some areas.  We now just have the one set of hangin' judge stats, when Classic introduced actual named hangin' judges, with their own unique quirks and habits.  Still, it's only a minor effort to convert them if you have the classic stats.

Just as helpful is a list of human templates: Texas Rangers, Agents, Blessed, Martial Artists, Gunslingers, Indian Braves, Common Townsfolk and more.  Just about anything you'll need statted up and ready to go.  I made a band of Indian bounty hunters for one adventure, taking the Brave template and tweaking it differently, three times, getting three similar yet divergent warriors.  It's a very simple matter to do and cuts down on GM prep time even more.

Then we get named NPCs.  Reloaded ended the existence of NPCs without stats, such as the much hated Stone  Everyone is statted up and ready to use.  I'm not saying the Servitors of The Reckoners, like Stone, aren't stacked – they very much are...but it's POSSIBLE to kill them, though I wouldn't try it before reaching Legendary.  With everyone having stats, no one has plot protection anymore.  The Rail Barons get their own special section, and then the stat blocks wrap up with mundane animals.

The book concludes with the Poker Hands chart, the listing of powers by Arcane Background, a character sheet, the index and a big map of the Weird West.

Alright, like the Player's Guide, I'm going to be straightforward.  This is about as good as gaming gets for me.  I love westerns and Savage Worlds lets me get all the awesome of westerns without tediousness or bogging me down in a bunch of extra stuff.  I have run Deadlands adventures without supernatural elements, ghost stories, trips into The Hunting Grounds where the heroes fought (and barely survived) a manitou on its home turf, raging gunbattles, nightmare dream sequences, you name it...and I would STILL gladly run it every weekend indefinitely if I had the opportunity.  As for Reloaded versus Classic, I never look at a stat block and have to stop and think whether it's better for a guy to roll 4d8 or 2d10.  The stat blocks are cleaner and easier to read, the books are more gorgeous than Classic (thought more expensive, true) and the whole product line is undergoing a fresh revival under Matthew Cutter.  Metaplot isn't hanging over the head of the line like it was in the Classic days.  If you want to get the Plot Point books, feel free...if not, you have every last bit of information you need, as a Marshall, to run the setting however you like.  With Pinnacle releasing conversion notes for most of the classic adventures for free, I don't know if there's been a better time to be a Deadlands Marshall.

Tommy's Take on the Deadlands Reloaded Player's Guide

Okay, look...this is going to be a fanboyish thing.  I apologize for that in advance, but here's the deal: Deadlands is my favorite setting of all time.  Savage Worlds is my favorite in print game system.  Deadlands Reloaded kind of rocks my face off.  There is a REASON I became a fanboy for both of them.

Deadlands Reloaded was released in 2006 for Savage Worlds, updating the classic system to fit Pinnacle's current in-house rules system (and making the fourth official rules system it has appeared in).  Being Shane Hensley's baby, it was released in full color hardcover for about $40, and – combined with the Savage Worlds Explorer's Edition – was everything you needed for adventuring in the Weird West.

Four years later and instead of a standard second printing, new Deadlands Brand Manager Matthew Cutter decided to cut the tome in two, giving us once again a Player's Guide and a Marshall's Handbook.  Now, disclaimer: If you already own Deadlands Reloaded, you can get both the errata and the rules updates for free from Pinnacle's website.  If not, then let's take a look at the Deadlands Reloaded books, see if it's what you want, starting with the Player's Guide, now available in PDF format for $14.99.

Deadlands is an awesomely creepy campy western horror mix.  During the Battle of Gettysburg, all the dead got up and started attacking both sides, digging the Civil War into more of a cold war as things just went increasingly south (no pun intended) from there.  Ghost Rock, a powerful fuel with a disturbing secret, was discovered in California after an earthquake shattered the coast, and Rail Barons have been waging a bloody war to beat each other to the coast and be the ones to funnel the Ghost Rock back East for mass production.  Crazy folk tales and legends have come to life and strange scientific gadgets have begun circulating.

Does that sound like your cup of tea?  Yeah?  Then jump aboard.  No?  Well, I'm not misleading you about the contents.  Not sure?  Keep reading.

The Deadlands Reloaded Player's Guide is everything you need if you want to be a player.  The PDF weighs in at 129 pages, full color, searchable, bookmarked and layered so you can remove the gorgeous backdrops for easier printing.

The first 22 pages or so is all background material that the players should know, up through 1879, where the Civil War has hit on a cease fire after nearly two decades of war, once it was revealed (in a Classic Deadlands module) that the CSA President was not who he claimed he was.  Under President Grant, the US has fractured into much smaller “country-states”, as the Union lacks the power and ability to enforce its sovereignty, or challenge the sovereign claims of other nations, such as the Confederate States and the Mormon nation Deseret.  Also included here are some mechanical bits, like penalties for riding in a saddle long distances, as well as some “life in the west” type stuff like communications in 1879.  A handy chart of crimes and their punishments are included, as well as a discussion of the law enforcement structure.  The Union fields The Men in Black Dusters -for the supernatural types - and the US Marshalls (for more mundane threats), while the CSA has the Texas Rangers, who kind of do both jobs.

Makin' Heroes provides a list of common character types for a Deadlands game, like Muckrakers, Grifters, Law Dogs and Hucksters to use as inspiration.  Then we get to Deadlands specific character rules.  The only race is Human, which means everyone gets a Free Edge.  Grit is a new secondary attribute added, which helps out with things like being scared, and it goes up as you get more experienced.

New Edges and Hindrances follow, pretty much all of which are conversions from Deadlands Classic.  Now, that's not to say that every Edge and Hindrance from Classic made it into Reloaded, which they didn't...but perennial favorites like Grim Servant o' Death and Veteran of the Weird West are present and accounted for.  Also included are Legendary Edges such as Behold A Pale Horse..., which makes your mount a Wild Card, complete with chips and the Danger Sense Edge or Fast As Lightning, which lets you treat any initiative card lower than a 10 as being a 10.

Gear & Goods covers all the weapons and equipment you'll likely need, from the basic versions on down to the El Cheapo versions for when funds are running low.  As has always been the case, there are more firearms here than I've ever used while GMing the game, but that's how it goes sometimes.  Also included are Infernal Devices, inventions of mad scientists powered by Ghost Rock, such as flamethrowers and air gyros.  They are usually very powerful, but expensive to own and operate, and can have some dangerous malfunctions.

The Setting Rules chapter talks about Grit – gaining it and how it affects gameplay, as well as Fate Chips.  Deadlands Reloaded eschews the bennies of Savage Worlds for the Fate Chips of Deadlands Classic, which are red, white and blue poker chips, drawn at random at the beginning of the session.  White chips grant you rerolls, allow you to soak wounds and remove Shaken results.  Red chips can add a d6 to your result, but doing so allows the Marshall a free draw from the pot himself.  Red chips can also be used as whites.  Blue chips can do anything red or white chips can do, and never grant the Marshall a chip draw.  If you have earned an elusive Legend chip, they can grant you that d6, but you get an additional +2 on top of it.  They can also allow you to reroll ANY one roll, including damage rolls.  Finally, if you choose, you can trade it in for a bonus experience point at the end of a session.  This is one of the updates to Reloaded, as it brings the experience rules in line with Savage Worlds, removing the ability to cash in (non-Legend) chips for experience points.

Deadlands adds its own specific firearm rules, such as fanning the hammer on single action guns (firing a lot of shots at once, basically) and a dueling system that takes its cue from Texas Hold 'em Poker.  We've used the dueling rules once in play, and it ended very badly for the PC (luckily for him it was a dream sequence), but it ratcheted up the tension nicely.  The key in the duel is to a) make it at least appear as though the opponent broke and pulled their gun first, and b) kill them.  It requires a mix of speed, accuracy and willpower to pull it off, and with the right hand of cards, it is entirely possible to kill a foe with one shot during a duel.

The Gamblin' rules get an updated in the new printing, using the non gunfiring steps of the duel, which I haven't had a chance to try out.  You can still use the standard gambling rules for most games, but with a plot-intensive card game, but these out.

Finally, we get Hangin' rules, which pretty much tells you how quickly you die if you're hanged.  This may seem excessive, but watch enough westerns and you can see how it can matter, especially if you're neck's in the noose and your rifleman buddy is drawing a bead on the rope, hoping to save you.

No Man's Land is for when you want to venture into the arcane side of things...be it as a Blessed agent of God, a superpowered martial artist, a magic wielding Huckster, an Indian shaman blessed by the spirits, a Mad Scientist or a member of the Texas Rangers or Agency.  This chapter provides not only the rules for each Arcane Background, but relevant Edges such as Dealer's Choice which can allow a Huckster to spend a Fate chip to redraw any card for any reason, or Flock, which grants a Blessed followers.

Many of the Arcane Backgrounds got overhauled fairly dramatically in Deadlands Reloaded, to fit the Savage Worlds powers scheme.  Blessed have access to every power on their list so long as they make their Faith roll.  Hucksters no longer HAVE to deal with manitou for their power, so long as they have Power Points to fuel their abilities with.  One big addition to the new printing is that Mad Scientists, once they are Legendary, can take the Eureka! Edge, which grants them the ability to make Infernal Devices.  Similarly, Shamans are now no longer required to take The Old Ways Oath, meaning that you can have a gun-wielding Shaman if you choose.  A lot of the Arcane Backgrounds use the same powers reskinned, which is common in Savage Worlds, but they do cover a lot of ground.

Harrowed are also discussed at the end of the Player's Guide, for those who need it.  Harrowed are the dead who don't stay dead, digging themselves back out of the ground with a demon floating around in their head, fighting for control.  This also includes a listing of common Harrowed powers...enough for the basic Harrowed, but not nearly the breadth of abilities found in the Classic system's Book o' the Dead.

As a long time Deadlands player, I got used to a LOT of things that aren't in the Player's Guide (or Reloaded) anymore.  Classic had rules for werewolf and vampire PCs.  Those have been left behind in Classic...this matters to me, though, because one of my players had a PC who became a werewolf, so that was problematic.  The various Arcane Backgrounds had a ton of powers and tricks that have also been left on the cutting room floor, like Huckster's cantrip-like Tricks and Shaman's Totems.  However, I still have all of my old Deadlands books, and I'm not afraid to add a little more crunch for my own games.

The book concludes with a listing of the Poker Hands and their effects on a Huckster's Dealings with the Devil, a list of what backgrounds access what powers, a character sheet and an index.

Now, like I said, it's not a perfect conversion, at least not for me.  There was some detail removed that I really, really enjoyed, but I understand why it was excised.  Luckily, I'm not afraid to tinker with the old stuff I have to make it new, whether it fits the Savage Worlds design philosophy or not.  Also, we haven't played with the most recent rules additions yet, but we have played a fair amount of Deadlands, both classic and Reloaded.  Our Huckster player wasn't pumped about the addition of Power Points, but the overall agreement is that what little (and it's really just a little) flavor that was lost has been more than made up for with the ease and speed of play.  We had gotten pretty darn fast with the Classic rules, but we can do full Reloaded sessions in four hours or less, and that's without skimping on combat or role-playing.  Deadlands has had such a huge impact on me that I can't watch a Western without wanting to crack out the cards, dice, chips and books and have a go at it.  We've had characters maimed, killed, stalked by the ghosts of the people they've killed, lost in The Deadlands, tormented by the demonic memories of wicked old schoolmarms, turned into werewolves, hunted by werewolf hunters, fought giant automatons, and been utterly creeped out by disembodied crawling hands.

Deadlands is the most fun I've ever had as a player, and is easily some of the most fun I've ever had as a GM.  It has provided laughs, chills and “Hot damn!” moments galore, so it's hard for me not to give it excessively high praise.  The Player's Guide cleans up the editing issues present in the original Deadlands Reloaded release, and maintains the same gorgeous production values. 

Tuesday, August 3, 2010

Tommy's Take on Road Trip (Monsters and Other Childish Things)

Monsters and Other Childish Things was a game I came into ownership of a couple of years ago during a series of trades on RPG.net, and it was an incredibly pleasant surprise.  Just a very evocatively written book and a really cool premise, I just haven't ever really figured out what to do with it.  I was very pleased when I had the opportunity to review Road Trip, the new mega-adventure for MaOCT.

Road Trip is perfectly timed for the summer, beginning with the end of school and hooking the kids and their monsters into a, well, road trip across the United States as they try to halt a nefarious plot that could mean the end of the world.  No, really, that's an actual outcome of the adventure.

Road Trip is a non-linear adventure designed as a series of quirky set-pieces meant to be played in any order, other than the first and last adventures, which (obviously) start and stop the adventure.  Along the way, the PCs can experience glimpses into the underworld, encounter urban legends and even mundane fun like running out of gas or flat tires.

I'm going to go light on spoilers, seeing as how this is an adventure and I wouldn't want someone's fun spoiled by players reading all about it here, while still trying to give a good overview of the material.  The Road Trip PDF is an impressive 202 pages, which includes post cards (that are actual in game props), fully searchable, bookmarked, and featuring a clickable table of contents.  It retails for $14.99 in PDF, or $29.99 in softcover.  The book begins with the history of the Ur-Monster, an ancient being possibly older than The Great Old Ones.  This thing is kinda important to the adventure.

Despite being pretty open for customization, the book makes certain assumptions about the world and gives you said assumptions, so that if you decide to change something, you have an idea as to what is affected.  The book also assumes a modern setting, but provides some tips on switching up eras as you like.

One thing I loved right off the bat is that it is designed for two to four kid/monster pairs.  I almost always play in very small groups, and so it annoys me that adventures tend to always assume four to six players.  I am far more likely to wind up running this just because of the smaller group size, honestly.  This chapter also provides tips on setting the adventure in a non-modern day setting and how it'll influence the various regions in the book.  There's also a section on rewards, as the PCs can gain valuable insight about the Ur-Monster and its Cult if they are particularly successful on their missions.  In fact, every mission can go a couple of different ways, and impact the final chapter by influencing the preparedness of the PCs as well as the enemies and allies present.

New mechanics are also introduced, such as Threats, which abstracts problematic situations into a die pool similar to, but not exactly like, a monster's die pools.  Homesickness is a nice little feature that all the kids have to begin rolling for after their first stop on the road, the severity of which can be nothing to losing a die in a skill, an attribute and a relationship!  However, Homesickness can be fought, and if fought successfully, can be beneficial.  The third mechanic, Lessons of the Road, allows PCs to potentially gain bonuses after recovering points lost due to Homesickness, giving them an edge due to their trials.  The Threats mechanic are applicable in any MaOTC game, while Homesickness and Lessons of the Road are nice touches for the theme.

The story begins with the PCs being visited by a strange boy named Jack, whose monster Basil has gone missing.  Jack believes that the baddies that have taken Basil are after the PCs next, and tries to form an alliance of convenience, which sets the PCs afoul of Jack's enemies.  Once this is completed, it is very likely that one or more kid/monster sets are in danger of disappearing from the world forever, unless the PCs rally and defeat the bad guys, giving them good reason to embark on their road trip.  At this point, the aforementioned post cards kick in, with Jack doing what he can to help the PCs make it to their next destination (wherever that may be).  Once the PCs are on board with going on a road trip, then it's all up to figuring out the “how”.  The book provides a number of alternatives but assumes none, so if the PCs come up with something, let 'em run with it.  If not, there is plenty of advice.  A helpful checklist of necessary needs are included, as well as pros and cons of things like having parental units around (no homesickness vs much sneaking around).  Once the method is determined, the kids are off!

As mentioned before, once the first chapter is finished, there is no assumed order for the next chapters.    In New England, the PCs are drawn into the middle of war between an insane farm owner and the intelligent animals, led by the intelligent, talking rabbit he was once friends with, who live there.  Each chapter has a section detailing what the PCs' adversary hopes to accomplish in each place.  For all the detail provided, the adventures does not dictate the PC's actions, though this struggle is fated to erupt into full scale war not long after the PC's arrive.  The side they are on will be up to them and their actions, which can have immense ramifications on the future of the story.

In California, the PCs get to encounter an homage to a certain famous kids show about multicolored ninjas as they encounter a small town that is unusually targeted by giant monsters.  As you may imagine, these rainbow ninjas are awfully suspicious of monsters, thus complication #1, and so the PCs are presented with the task of helping them find their missing mentor while potentially having to battle the very people they are trying to aid.  As with the previous chapter, there is far more going on behind the scenes than appears on the surface, and success or failure is at least partially dependent on the methods used.

Las Vegas provides the ultimate nightmare: A daycare prison.  The kids who have been left behind have banded together into Playground Gangs, which means the PCs will have to at least dabble in Playground Politics before they can unlock the secrets of Sucrose Park, and perform a prepubescent prison break.

Kansas provides a trip to a famous destination, as the kids get to play stormchaser in order to travel to the Emerald City of Oz, which is reaching a boiling point as factions in the city are divided over how best to govern and the children have the opportunity to play Kingmaker...literally.  This one has the most “rail-roady” of outcomes...but also has some of the broadest ramifications based off of the actual choices made by the PCs.

Florida provides a timeless everglade where missing kids have joined in a parentless rule, ala Lord of the Flies but a little less violent and nihilistic.  Again, as with the previous adventures, there is a lot more going on behind the scenes than appears on the surface, and there is the possibility for a big misstep or two here.

Once all the chapters are finished, it's time for the grand climax of the Road Trip, hosted at a certain infamous government facility in Nevada.  Precisely how this plays out is dependent on how well the previous chapters went: Successes bolster the PCs, failures bolster the enemies.  Decisions made by the PCs affect the allies available to them, and possibly the enemies they face.  A number of options are presented for the grand finale, including an extended battle with cultists, a more peaceful approach toward ending the summoning of the Ur-Monster, and a gigantic, Godzilla-sized battle between The Ur-Monsters and the PC monsters, depending on how you and your players are feeling.

Ending options are provided, ranging from a clean wrap-up to the End of the World.

Two appendices follow, one on Underworld Tremors, which are little asides that can be inserted throughout the campaign to remind the PCs about just why they are racing against the clock, and a wide variety of Roadside Encounters, from getting lost to phantom hitchikers (with a very cute twist) to The Speed Trap from Hell to rumors of local haunted houses.

Two extended encounters follow in the final two appendices, not directly related to the main story at all, including a mini zombie rampage using the Threat rules.

So: Thoughts on Road Trip?  I like it.  A good variety of adventures, all linked to a larger outcome, but providing a great mix of roleplay solutions, problem solving and good old fashioned combat.  Every adventure is well detailed while still providing a lot of flexibility for whatever solutions the players provide.  Honestly, I wish more adventure books were written like this.  I don't think it's railroady any more than asking the players to buy into any given premise is railroady...with the exception of one adventure, whose outcome seems to be a foregone conclusion, but even then the “how” the PCs arrive to that conclusion can have startling ramifications for the campaign climax.

If you like MaOTC, or if you think you do and you're just not sure what to DO with it, buy this.  I doubt you regret it.

Monday, August 2, 2010

Tommy's Take on The New Epoch Character Codex

The New Epoch Character Codex is pretty much exactly what it says on the tin: It is the character creation guide for the New Epoch roleplaying game.

That, then, begs the question: What is The New EpochThe New Epoch is a fantasy RPG set in a steampunkish Industrial Age.  This 146 page PDF has all of the character generation rules for the game, and is apparently the first of six volumes that will make up the sum totality of the New Epoch.  The cover features a cleavagey, steampunk girl seemingly crawling through a duct or tunnel of some sort, and the book itself is a full color, well laid out tome with a distinct visual design.  The art reminds me a bit of the better parts of D&D 3rd Edition's “DungeonPunk” style taken on to a steampunk extreme.

The PDF is not bookmarked, though it is searchable and does have a table of contents, as well as an index, so points there for sure.  It boasts 13 races, though that's a slight misnomer as there are seven main races, divided into subraces.  It also features 10 classes and advertises itself as using the “d20 System”, but this is not the d20 system we know and love (or loath, depends on who you are).  While it looks very much like a product that might have been released in the heyday of the d20 era, it is not, so don't go into it expecting full compatibility with your D&D or Pathfinder books, because that's not what you're going to get, even though it is very deliberately trying to sell itself that way (the RPGnow Product listing files it under d20/OGL).

That said, the system DOES use the same basic mechanic: roll a d20, add or subtract modifiers, compare to a target number.  It diverges dramatically with the “Vitals” which are what you normally consider Ability Scores, Skills (which include weapon skills), and an Abilities system that we'll get into a bit later on.

The introductory chapter implies that the eventual release of the game will be in a boxed set, with all six books in softcover.  I have to say, that sounds very appealing, though I wonder at the price point, since – if this pricing holds – the six PDFs alone will run about $72...a core buy-in more expensive than what you can get the D&D 4th Edition and Warhammer 3rd Edition core for in print.

The first chapter gives a step by step walkthrough of character creation.  Not as robust as some examples, but pretty clear.

The game assumes that you begin at level 0, especially if you're new to it, though you can always start at higher levels.  You select race and class and build from there.  You will apparently have three classes over the life of the character: A basic class, an advanced class and a faction class.  Once you change classes, you can't go back, kind of like dual-classing from Advanced Dungeons & Dragons 2e.  In fact, much like AD&D2e, you retain all of your previous abilities, you just don't continue advancing in that class.

Level advancement also requires a night of rest, so no mid-dungeon level-ups without a safe haven.  The main downside I see to that mechanic is a bit of metagaming where the players turtle up somewhere as soon as they have enough experience points, but you're going to get that in a lot of games anyway, so it's a minor quibble.

Chapter two delves into races, which has four varieties of humans, each tied to a certain region and lifestyle.  Dwarves are actually mechanical men in this setting, which is a cool twist, with two different varieties.  Elves also have two varieties, a dark-skinned version that live underground called Draugh, and an effete, above ground version called Riven.  Greenskins encompass orcs, goblins and hobgoblins, while halflings are present as kind of a mishmash of the D&D “little people”, one subset being Sky Gypsies and another as Holm Tinkers.

What can I say?  If you've played fantasy RPGs, there's not a lot that's terribly new here, except for the dwarves being mechanical men.  While the greenskins have “troublemaker” like traits, they aren't inherently evil, and have all found their niches in society.  Each race has their abilities and Vital modifiers listed, as well as a paragraph or so detailing what each was up to at any given era in the game setting's history.  The art, again, looks very nice...but there is also a definite feel of “been there, done that” in some places.

The ten basic classes are covered in chapter three, and are: Arcanist – the big, bad wizard, Bard – meant to take on more of a leader role in this game than normal, Berserker – a raging, combat tank, Channeler – who channels divine might, Explorer – a scholar and tactician, Gunner – he shoots stuff, Mechanist – which is apparently an unarmed fighter, Necrolyte – a spell-caster focusing on creepy magics, Rogue – the slippery, sneaky type, and Warder – whose primary role on the field is to defend their fellows.

Each class has a history of the class in the world, the likely races who will flock to it, the common characteristics of those in the class, their main weapons and armor, vitals adjustments, skills, the main features of the class, the starting equipment, and the Disciplines you have access to, as well as the potential you have in a discipline.  Each Discipline has ten abilities, and minor potential lets you learn up to five of them, while major potential lets you learn potentially all of them.

There are some nice twists through the classes: Arcanists are damage beasts at long range, Berserkers can actually influence their allies with their fury, Mechanists are essentially steampunk cyborgs – beings who keep grafting on augmentations to be better warriors.  The classes all feel distinct from one another, and while some hit on classic fantasy archetypes (rogues) and others borrow inspiration from fantasy standards (explorers gain a “favored enemy” bonus similar to D&D Rangers), it feels a little more forgivable here than it does in the races.  That said, this section needs a lot of editing, as the same paragraph was apparently cut and pasted multiple times under the weapons section of various classes, but the “gunner” reference wasn't changed.  Similarly, the Explorer class indicates in bold text that it gets three ranks of Arcanist Discipline for free, but the chart underneath it clearly disagrees.  Definitely want to clean that up before you go to print with it in any format.

Chapter four discusses the Vitals in detail, those being Agility, Power, Mass, Stamina, Ethos, Logic and Vigor.  Vigor is the only one I find to be an odd choice here as I tend to relate it to physical health, but they use it to focus more on willpower.  Just feels a tad counter intuitive.  Each stat is tied into the world's cosmology, which four elemental planes (Air, Earth, Fire, Water) and three ethereal planes (Divinos, Arcanos, Occultos)...with each stat representing one of those planes.

These make up, along with the Prime Material and Prime Immaterial Planes, the Inner Planes.  Apparently there were once Outer Planes, which have since disappeared from The World Mechanism.  On one hand, this seems like a very odd place to suddenly dive into the cosmology, but on the other hand, I very much like how it is all tied directly into the Vitals.  At level 0, you combine the Vitals from your Race and Class, and every time you go up a level, you can add 1 rank to any Vital...however, you can't have a Vital that is more than 1/3 of your total levels.  Each Vital has a section talking about how a high Vital affects your character from a roleplaying standpoint, as well as what weapons and skills are going to benefit the most from said Vital.  A very helpful layout of the Vitals and their effects in game...however, again, that cosmology seems awfully derivative...

The next part of the chapter provides 100 character traits, as well as 100 opposing character traits, all handily numbered so you can make a d100 roll for random generation.  I believe this'll benefit people far more for NPCs than PCs, but you never know.  The cool part is that each trait is, in fact, directly opposed by the one on the same position at the opposite chart.

Chapter five helps you calculate your passives, which are derived stats like encumbrance, speed, defenses (think d20's three Saves, renamed), Health and Steam (which is used to power your abilities).  One nice bit here as that firearms don't attack your “Dex” defense, but your “Wits” instead.  One who is sharp of mind will be out of position of those before one who is a bit slower on the uptake.

If you run out of Health or Steam, you become Beaten – which doesn't mean you're OUT of it, but you wind up with basically -10s to everything, and one more direct hit can kill you.  However, once you hit Beaten, you don't fully recover until you FULLY recover – both Health and Steam have to hit their maximums again.

One big complaint I have here is that the formulas partially use numbers, and partially use symbols that I don't immediately recognize.  I must have missed them somewhere, but I just don't know what the little helmet means, or the scales, or so on.  Oh, wait, there is a key.  Still, I think the sudden addition of the symbols was unnecessarily jarring.

Chapter six, Skills, largely eschews non-adventuring skills, arguing that an adventurer doesn't have time to make armor, build houses and the like.  Weapon skills are divided into Families: Arcane, Divine, Martial, Occult, Projectile and Scientific, then further broken down by weapon.  Utility skills are everything else, and include everything from Ride and Swim to Stealth, Charisma and Break (which is what you use to smash down doors).

Every skill has a listing that details the uses of it further, including Target Numbers for common functions.  I have a big pet peeve about giant skill lists, but I'm okay with this one...larger than I like, but it doesn't feel excessive.  You get the skill bonuses that your class gives you, and improve it by improving the related Vitals and such.

Next up is equipment.  Prices are all listed in shillings, though there are four types of currency of differing values.  A large listing of weapons follows with all the vital stats, followed by a good number of pictures of weapons.

Armor can be gain Dents, which diminish its effectiveness in reducing damage to you.  And yes, Armor reduces damage, and doesn't make you harder to hit, another d20 departure.

This is followed by adventuring standards, such as flint, bedroll, etc.

The final chapter is Abilities, and this takes up the better part of 50 pages.  Every Discipline has ten abilities, which must be bought in order, and every Ability can be improved twice beyond its starting level.  As mentioned before, every class that has access to a Discipline either has major or minor potential, meaning they can either learn all the abilities, potentially, or can learn half the abilities.  This is all listed in both the Class chapter, as well as immediately under each Discipline's heading in this chapter.

There are some nice abilities in here:  Alchemy has Laughing Gas, which can shut spellcasters down, Smog Wall which creates a cloud virtually impossible to see through and Rock Foam, which quickly hardens and incapacitates foes.

Arcanist has Elemental Spray, which is a basic attack that can be changed up as need be, Teleport, which does what it says on the tin, and A Stitch in Time, which gives your allies time “hiccups” that grant them extra actions.

Bards can use Counter Songs that block enemy's magic, Heroic Ode's that inspire his allies, and Circle of Heroes, which grants every ally in range an additional attack, complete with damage bonus.

The Berserker has the kind of rage filled powers you would expect, but his ultimate power allows him to manifest a shadowy twin of the very darkness driving him to such a rage.

There are 42 Disciplines in all, with a total then of 420 Abilities in this book, an impressive amount of options.  That said, there is a heavy combat focus, even in areas you wouldn't normally think of (such as Clarity, which can grant you True Strike, which is an automatic critical hit).  Still, this isn't entirely true, such as Cryptology which lets you animate a quill to map for you, or allows you to draw an item that then becomes real.

After the extensive Abilities Listing, the Codex concludes with an index and character sheet.

So...my final thoughts.  This is hard.  I always look for the positive in RPG reviews...I don't like to crap on anyone's work, period...but I also strive to be fair and honest.  I wasn't asked to review this, as is sometimes the case...it was something that caught my eye on RPGnow, and so I picked it out for a review.  The fantasy steampunk looked cool, and so I went with it.  It's heavily inspired by Dungeons & Dragons.  Combine that with the misleading “d20” logo (not the classic one, but what are you going to think of when you see “d20 System” on the cover of a book?), and it leaves a bad taste in my mouth.  I don't know the history of the project...it may have been in the works for D&D 3.5, then they changed their minds after WotC went 4th Edition, I don't know.  Combine that with a release plan that's apparently aiming for six core books with the price point they're looking at right now...eek.  I mean, the character creation alone is $12 in PDF format.  High Valor is a whole game for $12 in PDF format...and there is not really enough here to play the game, just create your characters.

That being said: it looks great.  It needs some editing, and I would add bookmarks, but other than that?  Nice work.  Even with the heavy D&D inspiration, there are some cool things in here.  I don't own any steampunk fantasy RPGs (other than the first Iron Kingdoms monster book).  I like enough of what I see here that I would seriously consider making it my first.  I think the boxed set with six softcover books, if they can hit the right price point, would be great.  I really would like to see the other five books, and I would love to see it expand on the promise of this one, while minimizing the reliance on its inspiration.  The system, from what's presented in this volume, feels cleaner and like less work than the d20 system does, and that's a huge plus...but I can still only give this a very mild recommendation until the rest of the line develops and we see that a) the other five books will surface (companies with proven track records have had vapor ware, you know) and b) if the game is going to walk its own path, or continue treading the road already beaten.  I will be keeping an eye out on this one, though.

The Digital Revolution: Or “How I Learned To Stop Worrying and Love PDFs”

    PDFs in gaming aren't anything new.  They've been around for a few years, but are taking on a life of their own now.  Virtually every major game company has embraced  a digital initiative, a conversion that was truly completed when Palladium came on board last year.  However, it seems that the only thing game companies can agree on is that digital availability is essential, in some format, with a large amount of disagreement beyond that.
    Wizards of the Coast (in)famously pulled their entire PDF collection after the Player's Handbook 2 was leaked to torrents and file-sharing sites.  They have locked away digital access to their games behind DDI, their in-house digital subscription program in which they control the release of the content.  This has had another effect on would-be WotC customers: If you are interested in Dungeons & Dragons, your only legal, commercial options are buying the Fourth Edition of said game (which is, for better or for worse, dramatically different than every version that came before it), or fishing around in the second hand market for the books you seek.  Well, that's not ENTIRELY true.  The “retroclone” movement has spawned reasonable facsimiles of every version of D&D except my personal favorite, AD&D 2e, so if you seek just the rules themselves, you're covered.  For my part, my favorite material has always been the settings, and I would kill to load up on Ravenloft, Birthright, Spelljammer, Planescape and a few other settings in PDF for the express purpose of conversion to a system I like better, like Savage Worlds, High Valor's FEAT System or something else.  Alas, that option is not available to me.  I pick up the odd used book as opportunity and funds allow, but I have more storage space on my computer than I do anywhere else in the house.  It has been said that the reason for this decision was to essentially force people into buying D&D 4th Edition, and not be able to stay with the older editions, though I don't know how well that has worked for them.   That does, however, bring me to...
     ...White Wolf, makers of the World of Darkness, who have every RPG that they have ever created, aside from the licensed Street Fighter Storytelling Game, available in PDF format to purchase as you will.  A few years back they “ended” the original World of Darkness and replaced it with the new World of Darkness.  They could easily have gone the WotC route of sealing away the old World of Darkness forever, but no, they provide you with at least a digital choice in your flavor of gaming.  Pinnacle Entertainment, my favorite game company and makers of both my favorite setting (Deadlands) and favorite in print RPG (Savage Worlds), have taken a similar approach:  Every Deadlands product ever made is still available in PDF format, and some are around in POD format, all while the Savage Worlds version, Deadlands Reloaded, is still being heavily supported.
     Not every company treats PDFs with the same level of importance, though.  Fantasy Flight Games ruffled some feathers years ago with their PDF pricing for the Midnight game line, and when pressed, simply said that the digital versions were a courtesy and not a priority for them.  Some game companies will give you a free PDF with the pre-order of a print book.  Green Ronin has been known to do this.  Presumably due to licensing fees, this changed with the new DC Adventures RPG, where the PDF cost an additional $5.  Precis Intermedia Games will let you buy a PDF from them and, if you like, you can pay the difference between that and the printed cost to have a POD copy printed up and sent to you.  Kind of a “try before you buy”.  Other companies keep PDF pricing at, or similar to, print pricing by arguing that the PDF is every bit as functional as a print book, just in different ways.
     Obviously, there are gamers who refuse to buy PDFs.  There are others who will, but will cap their purchase limit at, say, $10.  Others will only buy PDFs, having freed up their shelf space and liking it.  I haven't gone to one extreme or another, but since I bought a laptop last year, I have actually purchased PDFs, rather than just download free previews and the like.  These days, I get comped a lot of PDFs as I review more and more games, and I'm perfectly comfortable working off of PDFs for gaming (and actually prefer it for reviews), but that doesn't mean I have eschewed print products altogether.  For instance, I own 98% of all Deadlands print products in print...and I want to make that 100%.  That means no The Flood in PDF, I want it in print.  That's just me.  I still want BASH Ultimate Edition in print, and I preordered ICONS, so I wound up with both the print and PDF versions.  I hope to do the same with the Villainomicon, but we'll see how the funding goes.
    Point is, by embracing the digital revolution, I'm open to many more games than I was just a few short years ago.  There are some great products being released in digital format only, and there is a large number of tremendous, out of print games that are now available again thanks to PDFs.  Feel free to discuss as you will, I'm curious about the thoughts anyone else may have about the digital rpgs.  Okay, it doesn't hurt that  becoming an affiliate of RPGnow/DriveThruRPG has helped me put gas in my tank and thus helped me make it to my real job.