Reviews

GURPS Discworld (Steve Jackson Games)

206 pages plus an index plus 30 pages of GURPS lite, all the rules I need, personally. However, if you really want to play GURPS properly or if you want more detailed characters, you need the Basic Set and probably Compendium 1 and Magic as well, as the character descriptions contain a number of skills and spells which are not mentioned in this book or GURPS lite.

First thing that meets the eye are Paul Kidby's brilliant black and white illustrations. He's also done the cover (Death rocks!) but I would have liked one by Josh Kirby. I'm sure most of the British fans will agree on that.

The book contains short descriptions of the various regions on the Disc, a discussion on how DW physics and magic work, descriptions of all the major characters from Rincewind to Granny Weatherwax, most of them with game stats.

As they state in the introduction, the book doesn't explain everthing in detail, the books (called Chronicles) and the Discworld Companion contain a lot more information.
The book basically shows you how to use DW as a roleplaying world and only covers topics like magic in more detail which are completely different from many other worlds.

There's a section with new and DW specific Character Types (magic users like wizards and witches are covered in a separate magic chapter), races (Trolls, Dwarfs, etc.) Skills, Advantages and Disadvantages and, of course, Spells (like the classic Eringyas' Surprising Bouquet). Although I would have liked to see more of the latter, any spell from the Basic Set can be given a DW name, I think. And this seems to be the idea of the book, anyway, as every fan has his personal image of the DW in his mind...

One thing I'm missing is a character sheet. OK, there's a small one that covers three quarters of a GURPS lite page. A custom DW one would have been nice, though. Fortunately, there's one in PDF format on the GURPS website.

The book is wonderfully written, very often reminiscent of Terry Pratchett himself (who has provided some additional material) and a joy to read.

At last year's and this year's GenCon I played it with the author, Phil Masters, as GM and I enjoyed it very much (Special Greetings to the Stonecircle Programmer. Forcible upgrade anyone?).
I didn't know GURPS before and I liked it. It's a quick and simple system with a lot of optional rules if you want more realism.

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Star Trek: The Next Generation (Last Unicorn Games)

Finally, after FASA lost their license, there is a new Star Trek RPG. Here is my first impression:

The book is quite impressive, a sturdy hardback of over 300 glossy pages with lots of pictures from the series (unfortunately, some of them are video captures and a bit blurry). It contains a wealth of information on the Federation and Starfleet (history, structure, regulations, major worlds and races etc.), the Galaxy, technology and so on. The coolest thing is clearly the Technobabble table (three columns, twelve rows), with expressions like quantum, flux, coil, grid, resonating, feed and so on. Either roll dice randomly or make something up. I guess ST writers have something similar ;-)

Characters have:
- Attributes: Fitness (Strength and Vitality), Coordination (Dexterity and Reaction), Intellect (Logic and Perception), Presence (Willpower and Empathy) and PSI
- Skills (with a default attribute)
- Advantages and Disadvantages (a bit like in GURPS).
- Courage, Renown (Aggression, Discipline, Initiative, Openness, Skill).
The default values are determined by race and position (engineering, science, command etc.). Then it depends on what the academy years, cadet cruise and first tours of duty looked like.
There is also a point system to build characters completely from scratch.

According to the basic rules, it's not possible to have PC Commanders or Captains, as these promotions require a lot of Renown and experience points. However, on an unofficial website, you will find rules for that.

The system is quick and easy. For a skill test you roll a number of D6 equal to the underlying Attribute, one of them the so-called Drama Die (like in StarWars). Only the highest die result counts which is added to the skill level. The end result is compared to the difficulty number (from Routine 3 to Nigh Impossible 15). If the drama die comes up 6, that is added to the next highest die result. If the drama die and all other dice come up 1, a dramatic failure has occured.
Combat looks quick and easy as well. I haven't had the chance to play one through yet, so I can't tell how it really is. I will post this as soon as I have.

The game is quite obviously written for the beginning roleplayer as it contains a lot of information and hints on GMing, developing stories, guiding players and so on. But this is fair enough, I think, as a lot of ST fans who aren't yet roleplayers might want to use this game to start off on our great hobby.
It also contains an introductory adventure, near the Neutral Zone.

The price at 25 UK pounds (at GenCon you could find it as low as 20 ;-) ) might seem a bit steep, but the high quality of the book and the contained information make up for this.

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The Extraordinary Adventures of Baron Munchausen (Hogshead Publishing)

THE best new game I played at GenCon was definitely Baron Münchausen (by James Wallis of Hogshead Publishing), not really a role playing game, more a game of storytelling.

Imagine a group of nobleman in the late 18th century sitting around a table in a tavern or so and telling each other the most
extraordinary
(an expression that's used a lot) stories they've ever heard (all of them lies of course), in the best tradition of the Baron himself.
You don't know what story you have to tell so you can't prepare yourself, as the person sitting to your left will give you the starting line, basically.
As an example, I've been asked to tell the story of "how you thwarted a French plot to assassinate the King of Prussia only with the help of a wooden spoon" or in a later game "how Leeds Castle ended up in Kent", which again involved a wooden spoon in a later stage ...

The French seem to play a prominent role in these stories anyway and so does women's underwear for some strange reason...

You also don't need any character sheets or other props except for a handful of tokens, coins or such. As the game should be accompanied by a lot of drink, a pub or bar is a good location.

There are a few rules involved, yes, but not many, they only add more to the fun really and are used to determine the winner in the end.

As a player, you not only need to tell a story from the top of your head, you also need to come up with the title of the next one.

As the storyteller recounts his tale, other players can interrupt him at any time and offer a wager, i.e. throw an obstacle in his way which would change his story and push one of his coins towards the storyteller (in my example I was chasing after the French, when a player barged in "but, Graf, what did you do when this huge chasm opened across the road in front of you?"). The storyteller can then either incorporate that idea into his story and keep the coin or deny it and give the coin plus one of his own back. The same way, players can doubt the truthfulness of a fact, again by offering a coin. The Storyteller can then either give in and keep the coin or keep to his statement and give the coin and one of his own back.

However, direct insults to any player's truthfulness, parentage or claims to noble rank may be answered by a challenge to a duel, either a proper one, or one for cowards which involves three rounds of rock-paper-scissors. The winner receives the loser's money, the loser must drop out of the game.

In the end, when everyone has told a story, Players vote for one and give their remaining money to that player. The player with the most money in the end wins and has to buy a drink for everyone.

The small book (only 24 pages at a RRP of 5 UK pounds, I believe) is brilliantly written by the Baron himself (James Wallis) and contains a huge number of story ideas ("over two hundred adventures ready to be played"). The reading alone is wort the price. I brought it into our club last Tuesday and we had a lot of fun, although two of the players were not roleplayers as such.

As we (hopefully) play more often, I will post story ideas, either here or in uk.games.roleplay. There will be an official website by Hogshead Publishing, I'll post the URL as soon as I know it.

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