Speaking of Kickstarter – In April I backed No Motherland Without, a 2-player card game about North Korea since 1953. It really looked interesting. I had really high hopes. It was cancelled – for all the right reasons I am sure. I hope they come back and try again, maybe with a stronger publicity campaign. Personally I watched The Players Aid review and was sold:
Veterans in The Expanse (very mild spoilers for S3E4) – I like The Expanse TV series but one line got me going last week. Alex states he has done his time and is an honorably discharged veteran. His implication is that he is special. As an honorably discharged veteran myself I resent this attitude. Unfortunately, I see it everyday – too many veterans who believe that since they served they have a special privilege above “mere” civilians. They grouse when a place does not offer a veterans discount or the like. Being a veteran does not make you a special citizen. This is not the world of Robert Heinlein’s Starship Troopers (the book, not the horrible movie) where only veterans are citizens. Veterans get many privileges; be humble not an entitlement baby!
At first I was confused by all those fancy dice with their crazy symbols. Now I see this system as one of the best matches of narrative gameplay and setting. I don’t see any other way to play a cinematic science fiction adventure. The nearly-identical Age of Rebellion and Force and Destiny round out the trilogy of adventure just like the original trilogy of movies did. Although low on my list, I am the GM in a campaign for the RockyMountainNavy Boys using this system.
I always thought I would not enjoy transhumanism settings in my sci-fi RPG adventuring. At least, that was until I found the FATE Core-driven Mindjammer. Another exploration into narrative-driven RPG systems. (Avoid the Mongoose Traveller version.)
More a guilty pleasure than a game I play. Many people deride the rules but this is my go-to version of Traveller when I want to do some hardcore setting creation. Actually, as long as one avoids Melee Combat the rules hold up surprisingly well. It’s a shame this one gets so much bad press, the game is actually very good – its the bad reputation the first rulebook got that I think makes people stay away.
Driven by the Cortex Plus system, this is another game that shows my tilt towards more narrative-driven games. The setting is also in keeping with the Original Traveller Universe (and not all that far from Edge of the Empire either). The production quality of the books are so shiny!
Strictly rules, this slimmed down version of FATE Core is the best rules set I have found to introduce new players to narrative RPG gaming. Some people accuse this game of being too simple; I disagree and say it is the ultimate “rules-lite” system.
Atomic Robo is a fine example of what happens when authors and game designers are of the same mind. The rulebook is one of the best I have ever seen, effortlessly taking source content and marrying it to game system and examples. The Brainstorming Rules are absolutely essential to ANY narrative-driven game played.
Going old-school here, but James Bond 007 has stood the test of time. The Chase rules, where one bids for initiative is very cinematic. I now recognize that this was the first RPG I played that had a Game Economy in the form of Hero Points. There is also the best-ever Example of Play which puts iconic scenes from the movie Goldfinger opposite game play.
Cepheus Engine is the modern 2d6 Sci-Fi RPG system that is the natural evolution of Classic Traveller. Except this one uses the Open Game License and not Mongoose Traveller’s much more restrictive legal obstacles to third-party publishing. Though a youngster, there are several great settings that take advantage of they rules including the awesome The Clement Sector, Orbital 2100, and the brand-new These Stars are Ours!
Diaspora uses the older FATE 3.0engine, and could probably use an update to FATE Core. But the designer’s don’t have to be in a rush because Diaspora is a great game as-is. Occasionally called the Traveller version of FATE, I love it for many of the same reasons I love Traveller; it is a sci-fi adventure RPG with moderate rules overhead. The Space Combat rules are a unique take on vector-combat using range bands (and should be retrofitted to Classic Traveller).
It was 1979 that I first discovered roleplaying games, and my gateway game was the three Little Black Books of Traveller. Who can ever forget the simple text on the box cover:
“This is Free Trader Beowulf, calling anyone…Mayday, Mayday…we are under attack…main drive is gone…turret number one not responding…Mayday…losing cabin pressure fast…calling anyone…please help…This is Free Trader Beowulf…Mayday….”
Now known as Classic Traveller, the rules are still a model of “complex simplicity.” Complex in that all the tools for making your own adventure are there (there is no default setting or Third Imperium in the original LBBs) and simple in terms of rules. Maybe a bit too simple, as shown by the modern rules version in Cepheus Engine. It really doesn’t matter to me what today’s version is called, Classic Traveller will always be the one dearest to my heart.
If you look at this blog, it should be apparent that the Traveller RPGis one of my favorite game systems. It should also be apparent that I have something of a love-hate relationship with Mongoose Publishing. Unfortunately, they are the current banner-carriers of the Traveller RPG system in the form of their Traveller Core Rulebook for Mongoose Traveller Second Edition.
To be clear, I don’t like it. Basically, I don’t see it as any real improvement over the original version and, when coupled with a more restrictive license that limits – even harms – third-party publishers, I am loathe to support it.
So I picked up the Dominion Quickstart for Mindjammer Traveller from DriveThruRPG. This is a free 48 page intro game with a few pages of rules changes from Mongoose Traveller 2E and then an adventure.
What I found was very few rules changes from Mongoose Traveller 2E and a lot of background. Background I already have in the FATE Core Mindjammerversion. After careful consideration, I concluded that there is not enough new or attractive in the Mongoose Traveller 2E version of Mindjammer to purchase it.
So I’ll pass, and pause to ponder. Why do I find Mindjammer Traveller unattractive? It is the rules or setting? In this case, I don’t see a good marriage of rules to setting here. Maybe my experience with the FATE Mindjammer version has biased me, but I just don’t feel the Mindjammersetting is best served by the Mongoose Traveller 2E rules. Indeed, I feel the story-telling or narrative basis of FATE is much better for Transhuman Adventure than the very mechanical Traveller engine. The possible results are much more wondrous – like a Transhuman setting should be.
Furthermore, I realize that my unbounded desire for anything Traveller has ended. These days, I appreciate a bounty of different RPG systems from the Cepheus Engineto Traveller 5 to FFG Star Wars to FATE games like Mindjammeror Atomic Robo to CORTEX Plus games like Firefly. Each of these games captures or compliments a setting in unique and positive ways – Mindjammer Traveller just doesn’t give me that same feeling.
Attention Crew! You have a short journey ahead of you to Narendra Station where you’ll be assigned to one of several ships…
This email includes a link to download the very first Alpha test of the Star Trek Adventures Living Playtest. For this adventure player characters are newly deployed cadets heading toward Narendra Station on a shuttle for assignment to their various vessels. During the trip, they receive a distress call from a science outpost on a planet that’s been struck by a highly irradiated ion storm. The shuttle crash-landed on the surface and the crew was attacked by primitive hostile humanoid creatures wielding clubs and rocks.
This first adventure is set in the 24th century (TNG era) and is for all crews regardless of which ship they picked. You are assigned cadets as characters for this very first mission but in subsequent missions you will be playing aboard your chosen ship with a wide choice of bridge crew. This first mission is to introduce you to basics of the rules however the results will affect the on-going Living Campaign plot. Additional rules will be introduced with each new playtest pack.
The Rescue at Xerxes 4 (by Shawn Merwin) is the first adventure in the Star Trek Adventures Living Campaign playtest series. This adventure is meant to be played by a Gamemaster (GM) and 3-7 player characters, using the pre-generated characters provided.
We will be asking for feedback in December so get testing as soon as you can!
The download package includes Alpha Rules v1.2, 12 playtest pregens, Playtest Summary sheets, the above referenced adventure, and a short background document.
I was a bit disappointed with the Alpha package because I specifically signed up for a Star Trek: The Original Series (TOS)-era playtest campaign. After reading the Modiphius Forums I understand the intent to use a single Alpha playtest package to introduce the basic rules before getting into era-specific adventures, but it still was disappointing to not start off like I expected.
Exploring the (Warp) Core
STA uses Modiphius’ 2d20 system. This is a core mechanic I am not previously familiar with so I am really entering the playtest as a newbie to the system. To put my Bottom Line Up Front, I feel the 2d20 mechanic generates limited narrative opportunities at the cost of somewhat cumbersome mechanical implementation.
Starting off, the Alpha Playtest document is hard to read. I know this is the Alpha version and not supposed to be fancy, but the layout/format is not friendly to a flow of reading that helps to understand the game. To get a better understanding I got the free Modiphius Robert E. Howards CONAN Roleplaying Game Quickstart from DriveThruRPG which I found explained the 2d20 system better. The Conan Quickstart and STA Alpha are not identical, but the game concepts are similar enough to assist in understanding the system.
Mechanically, in the 2d20 System, each Task is given a difficulty rating from 0 to 5. The player adds the character’s Attribute and Skill to get a Target Number. When rolling 2d20, each roll under the TN is a success. The number of successes needed is the difficulty. Skills can also have a Focus, and rolling either a 1 or the Focus or less equals two successes. Damage is expressed in terms of Challenge Dice [CD] which is a d6 read with 1 and 2 equalling that number of successes, 3 and 4 meaning nothing, and 5 and 6 meaning a single success and an Effect.
Narratively, the players have Momentum (extra successes beyond the difficulty level) and Determination to spend. The GM has Threat. To mechanically or narratively effect a Task or the outcome the PCs use Momentum, Determination, Teamwork, or pay Threat. The GM has NPC Momentum, Teamwork, and Threat. Values can also be used by the players or challenged by the GM to influence the action.
Send in the Redshirts
All this sounds straight-forward; that is, until I actually tried playing it out. To resolve a task the player may be rolling up to 5d20 (2d20 baseline plus up to 3 additional when Improving the Odds) to determine success with options to narratively/mechanically intervene both before an after the Task Roll. Then, a pool of Challenge Dice are rolled (often to determine damage).
One of the Playtest Pregens – an obvious combat build – has a Control Attribute of 10 and a Security Skill of 4 with a Ranged Attack Focus of 4. Shooting a Type 2 Phaser, the basic attack for this character has a Target Number of 14, meaning each d20 that rolls 14 or under (70% chance) scores a success, and any one rolling 4 or under (20% chance) scores two successes. Remember too that a natural 20 (5% chance) is a Complication (and even that can grow up to a 25% chance given the right conditions). Assuming success against the basic Difficulty 2, this character now rolls 7x Challenge Dice (Basic Weapon Factor of 3 plus Security Skill 4) to determine damage. Any attack scoring five or more in a single attack (or when the Stress Track is depleted ) can cause an Injury. Characters look to have from 8 to 14 Stress. Note also that any successes beyond the basic needed (in the case of here beyond the 2 Difficulty) generates Momentum, and each character has between 3-4 Determination at the start of a session.
My gut reaction is that there are too many “fiddly bits” going on here. When reading the d20 one has to look for three factors; success (TN or less), Complication (natural 20), and extra success (natural 1 or Focus or less). The Challenge Dice also require careful reading too (1 = 1x success, 2= 2x success, 3 and 4 are nothing, 5 and 6 = 1x success plus Effect). I feel that assembling the dice pool will slow the game down.
GM: It’s getting dark, but as you look across the clearing, you see a team of Jem Hadar troopers leading the prisoners away. A reminder; the Momentum Pool is now 2.
PC: Might lose them the dark; gotta act now. [Head nods from other players] I shoot the squad leader.
GM: You both are in the same Zone, so you can make the shot, but given the poor lighting I think it will add to the Difficulty. Make it a Difficulty 3 shot. What is your TN [Control Attribute + Security Skill] and do you have a relevant Focus?
PC (Consulting Character Sheet): Uh…I have Control 8 plus Security 2 for a TN of 10 and I have no Focus I can use. That’s not too good. [Pause for thinking] I need to improve my odds, so I am going to pay one Determination [player puts a d20 on the table with the 1 face-up] which gives me two successes, and I will roll my other 2d20.
GM (Interrupting) Is your attack Stun or Kill? How many Charges are you using?
PC: Uh….They’re Jem Hadar but my Value “Mr. Nice Guy” means I use Stun. Do I get anything for that?
GM: You get one point of Momentum.
PC: OK…I think I am going to only use two charges for the Vicious setting because I really want to take this guy down quickly. [Rolling – 18 and 7]. Whew! The 18 is nothing but the 7 gives me a third success! I don’t get any more Momentum and I don’t think I will use my one earned now to improve the quality or scope of the success.
GM: OK…how many Challenge Dice do you roll?
PC (Again consulting Character Sheet) I’m carrying a Type 2 Phaser so that’s 3[CD] plus my Security of 2 for a total of 5[CD]. [Rolling – 1, 2, 3, 6, 6]. Uh…that’s 5 damage plus two Effect. The Vicious effect means I add 2 damage for a total of 7. That should be enough for an Injury…Stun means a knockout, right?
GM: Given that you surprised the Jem Hadar squad they don’t evade your attack nor will the Squad Leader resist the injury. They also aren’t wearing armor so there is no Soak. The 7 damage is enough to injure the squad leader…stunned he falls over unconscious. There still is that other guard though…and he turns your direction and raises his rifle….
PC: Well, I’ve taken my Major Action for this round. I am going to add my earned Momentum to the pool making it three, but [looking at fellow players] I think we need to spend 2 Momentum here to keep the initiative and take down the other guard, right guys?
Need more narrative, Scotty!
Having played Fantasy Flight Games Star Wars RPGs with their unique dice mechanic and Destiny Points, or even Savage Worlds or Cortex Pluswith Bennies and Plot Points, this reading of multiple dice and managing a game economy should not be a problem. But it bothers me. I think the difference is that those other systems use a single dice throw to determine success and impact. The Modiphius 2d20 system uses at least two throws for each attack. A small difference to be sure. There are also three game economies to be managed (Momentum – both individual and group, Determination by individual, and Threat). I am also not convinced that Momentum or Determination and Threat are powerful enough narratively; indeed they really come across as more mechanical in effect than narrative in nature.
Another part that bothers me is terminology. In parts the system has a very Star Trek vibe to it (like Skills named after departments) but in other places the language seems forced (like the “Vicious” setting for a phaser – never thought of a phaser as vicious). The ned result is that I’m just not getting that Star Trek adventure feeling yet.
Maybe after the running through the first adventure I will have a different perspective.
Anybody remember the game store Fascination Corner in Arapahoe Mall in the Southeast suburbs of Denver? It was there I bought my first war-game, Panzer, by Yaquinto Games in 1979. Soon after that, I found a little black box with a very simple logo. The game was Traveller, and it was a role-playing game. Being a huge Star Wars fan, I just had to have the game. This was my gateway into RPGs. Although I had friends who played Dungeons & Dragons, I didn’t (fantasy didn’t catch my attention then, and to this day still doesn’t). I have never looked back since.
I actively played RPGs until the mid-late 1980’s. After college, my job and family didn’t really give me the time to play. Instead, I became a bit of a collector. I tried to keep up with Traveller (buying Marc Miller’s T4 and later the Mongoose Traveller versions). I tried other Somewhere in the mid-2000’s, I discovered DriveThruRPG, and started building an electronic collection of games that I had missed. Being a huge Traveller RPG fan, I stayed with GDW RPGs for the longest time. Sure, I dabbled in other systems (like the James Bond 007 RPG), but I really tried to stay away from Dungeons & Dragons. I had tried my hand at D20 Modern, invested heavily in the Star Wars: Saga Edition, and even looked at Savage Worlds, but none of then really captured my interest.
Being a huge fan of the show, I just had to have Margret Weis’ Battlestar Galactica RPG. I was immediately sold on what is now known as the Cortex Classic System (which, in retrospect, is not so different from Savage Worlds). The Battlestar Galactica RPG was a major turning point for me because it was with this game that I truly embraced designs beyond the Classic Traveller system. The Plot Points system, i.e. a tangible game currency for the players to influence the story, was a major break from my previous gaming philosophy. I realized that I was too fixated on systems like Classic Traveller, with its many sub-games, which is very wargame-like and not actually a great storytelling engine. I continued to follow the Cortex system, and these days really enjoy the Firefly RPG using the Cortex Plussystem.
While Battlestar Galactica started me on the path to narrative RPG play, I didn’t truly arrive until Star Wars: Edge of the Empire. I had got the core rule book and the Beginner’s Game and tried to play with my boys. But at first I just didn’t “get it.” What do all those funny dice really mean? One day I discovered the Order 66 podcast, and listened to their advice on Triumph and Despair. At that moment it all clicked. From then, I was sold on the the system and strongly believe that this game is the best marriage of theme and gameplay. That said, I have to say that the later volumes of this game system, Age of Rebellion and Force & Destiny don’t hold my interest as much as Edge of the Empire does.
After Edge of the Empire, I started looking for other narrative RPGs. Somehow, I happened across a copy of Atomic Robo. I picked up the game (mostly on a whim) but after reading it was so intrigued by the gaming possibilities. As fortune would have it, I also discovered a Bundle of Holding that had many FATE products. I discovered I had been missing out on a great game system. Now, in addition to Atomic Robo, I enjoy Diaspora (FATE 3.0) and Mindjammer (FATE Core). I have even played a few games using FATE Accelerated with the boys, much to their (and my) enjoyment.
Truth be told, these days I pay much more attention to the “game engine” than the actual game. I admit that my favorite “game engine” these days is FATE Core. That said, I still enjoy Traveller (and even the much-maligned Traveller 5) although the newest Mongoose Traveller Second Edition is not impressing me.
One of the major rules changes in the new Mongoose Traveller Second Edition (MgT2.0) Core Rulebook is called “Boon and Bane.” As the Core Rulebook states:
“…there will likely be situations that arise that will make things either easier or harder for the Travellers. This is where Boons and Banes come in.” (Core Rulebook, p. 59)
When a Boon is invoked, the player will roll 3d6 and keep the two best die. Bane calls for a roll of 3d6 keeping the low two dice. To see the impact on the chances of success/failure, I recommend you look at Traveller GM and 2nd Edition playtester Shawn Driscoll’s video which graphically lays it all out.
Back in September, I was already confused about the Boon/Bane mechanic. As I wrote then:
I’m sorry – I just don’t get how task difficulty and Boon/Bane work together. Nor do I see a clear difference between task difficulty and exterior factors. Don’t get me wrong; I like the intent of the Boon/Bane mechanic (the 3D6 High/Low 2D roll makes for interesting odds and results) but the RAW are unclear as to when, or even how, Boon/Bane is applied. I would like to think it’s a narrative (role-playing) tool for the players and referee. Regrettably, the rules are silent on that issue.
As the Beta playtest continued, the use of Boon/Bane was reduced and in many cases replaced by a simple die modifier (DM). In this final version, the usage is greatly reduced compared to the early Beta. However, the rule remains. Looking at the few places Boon/Bane is used, it is finally making a bit more sense to me – but only if I make the jump in understanding that MgT2.0 is a more “narrative RPG” than I previously thought.
The eureka moment for me finally came after I read Chapter Three: Combat, Leadership (p. 72). In combat, a Traveller can make a Leadership check. The Effect of the check (if positive) is the number of Boons the leader can give to any skill checks on the same side. Conversely, if the Effect is negative, the opposing side gets that many Banes available to influence skill checks. In the FATE system, this would be called an Aspect:
“Aspects are short phrases or sentences which describe something important about your character, object or situation. You can use an aspect to gain a mechanical or narrative advantage during play….Mindjammeruses several types of aspects: game aspects, character aspects, cultural aspects, situation aspects, consequences, flaws, and boosts.” (Mindjammer: The Roleplaying Gamep. 67)
I think that Boon/Bane are trying to be the MgT2.0 version of FATE aspects. The first problem is that the MgT2.0 Core Rulebook is very weak on when a Boon/Bane is applied. The closest one gets is the sidebar in Chapter Two: Skills and Tasks on p. 61:
“In the vast majority of cases, a referee simply need set a Task Difficulty and then decide whether a Boon or Bane need be applied. Any necessary Dice Modifiers will be suggested by the rules.”
In FATE Accelerated (FAE), the simplified version of FATE which I often reference to understand the core mechanic, one can invoke an aspect to give themselves a bonus (Boon?) or make things harder for their opponents (Bane?). Players can also compel an aspect; use it against themselves or others making life more complicated (Bane?) (Fate Accelerated (FAE), p. 27-29). The major difference here is the use of Fate Points. While the FATE system uses Fate Points, a similar game mechanic can be found in Savage Worlds (Bennies), or Cortex Plus (Plot Points). The lack of a similar mechanic – the Fate Point/Bennies/Plot Point economy – in Traveller is the second problem with the Boon/Bane mechanic. Without a Fate Point or similar economy, too much power potentially ends up in the referees hand.
I am now more comfortable with the Boon/Bane mechanic in MgT2.0.It will be interesting to see how it works in play, but at least now i have a better understanding, and acceptance, of the intent and usage.
A couple of thoughts come to mind here. First, from the subtitle of the press release, what does MWP mean when they say “Pick-Up-And-Play Games?” This line is repeated in the body text where MWP states, “MWP’s own crew of seasoned designers and creators of licensed role-playing games, stand ready to develop an all-new series of pick-up-and-play games and game supplements.” Second – and closely related to my first question – will this new RPG use the latest version of Cortex or an older or newer system?
MWP previously produced the Serenity RPG. This was the first game to use their Cortex System (named after the Cortex in Firefly/Serenity and now known as Cortex Classic). As an early effort, the game had much further development done through later releases, especially items like the Big Damn Heroes Handbook which was as much a Cortex System update as a sourcebook. It also apparently had a limited license – MWP was able to use only the movie.
Later MWP RPG games took Cortex through several upgrades and outright system changes. Changes to the point that the early versions of Cortex are almost not recognizable when placed next to the later versions, now known as Cortex Plus. Cortex started out as a dice pool mechanic that also used Plot Points to create a cinematic effect. As Cortex developed over the years, it has become much more narrative in approach. To see what I mean take a look at the Marvel Heroic Roleplaying Example of Playfrom the MWP website. The battle scene presented uses no figures, no map, but only pools of dice and some sticky notes yet it moves along rapidly in a good representation of an action-packed comic book superhero confrontation. This is much different than Cortex Classic. Look at this Example of Play taken from the Battlestar Galactica Quickstart Guidewhich certainly captures the cinematic aspects of the source material but in a much different, more recognizable (classic RPG?) way.
Karl “Helo” Agathon (played in this example by Sean) has been trapped on Cylon-occupied Caprica for weeks with his co-pilot, Sharon “Boomer” Valerii. They have fled one hiding place after another and have recently discovered a shelter beneath a restaurant. They are planning to rest and re-supply. Helo has ventured upstairs to make a hot breakfast, while Boomer catches some extra sleep.
GM: Helo, you find that the perishable food has all spoiled. You do discover plenty of canned and boxed food in the pantry, including oatmeal and toaster pastries.
Sean: The pastries should be fine. I heat them up in the toaster and look for a couple of clean plates.
GM: While you’re scrounging around the cupboards, you hear a loud crash and the sound of broken glass coming from up front, near the door.
Sean: Frak! I look for someplace where I can hide and see what’s going on.
GM: Okay, roll your Alertness + Covert. Sean rolls the dice for a total of 11. The GM rolls Alertness + Perception for the Cylon Centurion who is entering the front door. The Cylon gets an 8.
GM: You are pressed up against the wall. From here, you can see tall shadows moving in through the door. You hear heavy footsteps.
Sean: I pull out my pistol, trying to stay as quiet and stealthy as possible. Any way I can get a better view from my vantage point?
GM: You look around and see a stainless steel dishwarmer off to one side. In its reflection you can make at two Cylon Centurions. They slowly walk around the room.
Sean: I remain quiet and perfectly still in my hiding place. Maybe they’ll go away.
GM: They continue to look around the room, but something’s up. The Centurion closest to you readies its arm-mounted rifle, though neither of them are looking your way. The Game Master rolls again for the Cylon’s chance to spot Helo, and again the Centurion fails.
GM: You smell something baking.
Sean: Uh oh. Is breakfast still toasting?
GM: Yes, and it looks ready to pop up.
Sean: How far away is the toaster?
GM: Do you mean the Cylon, or—
Sean: The one holding my breakfast!
GM: It’s about fifteen feet away. The first Cylon Centurion is only a few feet away, partially separated from you by a frosted glass wall.
Sean: I make sure the safety is off of my gun.
GM: Sure enough, the pastries pop up, and the sound alerts the Cylons. Both Centurions spin toward the source of the sound. At the same moment, Sharon walks through the door from the stairs.They turn away from you, focus on her.
Sean: I fire at the closest toaster—er, Cylon! I yell for Sharon to run!
GM: Since the Cylons were not aware of you, you have the Initiative and can go ahead and roll the attack: Agility + Guns. Sean rolls, scoring a 17. Shouting a short phrase does not count as an action in combat.
Sean: Good roll! Did I hit? The GM determines that the Cylon was standing still, facing Sharon. As an Easy target, the Cylon’s defense was 3. He calculates base damage as 14. He also adds 3 more points for the weapon damage of the pistol—a total of 17!
GM: Your armor-piercing rounds hit. The first shell tears through the back of the Cylon’s head, and the second goes through its torso. The Centurion looks as if it’s about to drop. Now we have to take a look at Initiative. The GM checks everyone’s Initiative ratings. The surviving Cylon Centurion goes first, then Sharon, then Helo. Checking the Cylon’s game information, the GM rolls an attack on Helo. The result is a 9.
GM: The remaining Cylon shoves its way past its comrade and begins firing at you in a wide arc. Sharon stumbles to get out of the line of fire. Are you going to be attacking this turn or defending?
Sean: These things have automatic weapons. I’m dodging, and I’m going to dive for cover when my action comes up.
GM: Roll Agility + Dodge.
Sean: I’m spending two Plot Points on my dodge action! Sean rolls the Attribute and Skill dice, and adds a d4 for the Plot Points. All together, he rolls an 11.
GM: You barely dive out of the way as bullets tear the room to shreds. You duck behind the bar, even as light fixtures and other debris fall down on you from the ceiling.
(For the record, I do think that MWP has some of the best Examples of Play since old Victory Games and their James Bond 007 game. Go to this link and read the two-column example of play starting on page 12 of the pdf which has a classic set of scenes from Goldfinger and an in-game version side-by-side.)
I for one welcome the narrative approach to gaming. I dare say that narrative RPG play is gaining popularity and will get a huge shot-in-the-arm when Fantasy Flight Games releases theStar Wars: Edge of the Empire Core Rulebook in the second quarter of 2013. This narrative surge is in stark contrast to what Wizards of the Coast (WotC) appears to be trying to do by releasing Dungeons & Dragon classics. Although I have no personal interest in DnD 5e, it will be interesting to see just how many narrative elements WotC does – or does not – bring into their new edition.
My first impressions are framed by the Ennie awards. Since it won the Best Rules and was the Runner-up for Best Game and Product I have high expectations.
Rules – I have to admit the presentation of the rules is very good. I especially like how the rules are cross-referenced in the text and margins. If you look at my Smallville comments above, you see that I was having a hard time wrapping my head around several game concepts. I have used the Cortex system since Serenity and Battlestar Galactica RPG’s and it has certainly evolved over time (better to say “changed significantly”). This is by far the best explanation of the Cortex Plus system I have yet to read, in part because of the numerous helpful graphics and gameplay examples used. However, I feel the Datafile Creation rules are incomplete. Indeed, they come across as more guidelines than rules. In one case – Assigning Specialties – the book directs the player to “compare your hero to those heroes and villains known throughout the Marvel Universe….” This is an example of being too closely linked to your license; makes being a Marvel fanboy a near-necessity to play. I don’t think this is really MWP’s intention but it comes across as such.
Product of the Year – My product is the Basic Game, which includes the Operations Manual and the Mini-Event “Breakout.” The Operations Manual weighs in at 126 pages (page OM00 is unmarked) and as I already stated is lavishly illustrated and assisted by helpful graphics and play examples. The blank Datafile, Glossary, and Index are here but numbered as part of the Breakout Mini-Event. The Mini-Event is definitely geared towards learning the game. It is 97 pages long and composed of two Acts (the second Act is optional) and has 23 Hero Datafiles and 48 Villains/Minor Characters/NPCs. This large selection is very helpful in designing your own character. It is also provides insight, especially comparing Black Widow the Hero (Natasha, BR58) with Black Widow the Villain (Yelona Belova, BR32). Overall, this does well as a stand-alone product. Minus the dice, of course. But for $19.99 retail this compares very favorably with the 2012 Ennie Gold Winner for Best Game, Savage Worlds Deluxe, which is also a rulebook sans dice.
Best Game – I have not compared all the 2012 Ennie nominees so I cannot judge if this is really the game of the year. What I will say it that this game is not a hack-and-slash supers game, but much more narrative in approach. To get the maximum enjoyment out of the game will demand a high level of player involvement as it is the players and not the Watcher that creates most of the action. The rules also require more than a passing acquaintance to understand and get the most out of. Regardless of the genre, this game is probably best with seasoned RPG players and not players just starting RPGs or kids.