Note: This description assumes that there are
two players.
The object of the game is to get a certain number of
reputation points
agreed upon before the start of the game
You achieve this by sending your Runners to Objectives
(for example Assassination).
Every player has one Objective in front of him at a given
time. You start your turn by either
playing an Objective face down, if there is none (i.e. at
the start of the game or after an Objective has been
claimed)
or by revealing the card you played the turn before.
You can visit your or your opponent's Objective.
The Runners must face Challenges (e.g.
security guards or critters,
barriers like maglocks or other obstacles like Hellish
Traffic)
played face down by the opponent during a previous turn.
You don't have to face the Challenges
played by you.
When the Runners can defeat all the Challenges
- every player can play up to three on his and his
opponent's Objective -
and meet the objective's requirements (e.g. a certain
skill or type of Runner must be present)
they gain the amount of points printed on the objective
card. The objective is then
discarded and will be replaced at the beginning of the
owner's next turn.
There is not much interaction between players during a
given turn. There is only one type
of card, called Stingers which can be
played during an opponent's turn,
but these are few and far between. I had five in 2 decks
and 2 boosters.
The other possibility is to send your Runners to
intercept your opponent's Runners on their
way to the objective, but only if there are no Challenges
guarding that objective.
Combat - Runners vs. Challenges or Runners vs. Runners -
works almost exactly like in Magic:
Every Runner or Challenge (guard, critter, drone, sentry
gun, etc) has an Attack/Body value.
You simply compare the the Runners' combined Attack Value
with the Challenge's Body Value and vice versa.
If the Runners defeat the Challenge, they go on to the
next one (there can be a maximum of three for a two
player game)
After all Challenges are defeated, the Runners can claim
the Objective (gain Reputation Points)
If the Challenge survives, it stays there. The Runners
have to return and can face the Challenge again during
the next turn.
Apart from Runners and Challenges, card types include Gear.
This includes weapons (add to
Attack Value), Cyberware (enhance values or skills),
weapon accessories (silencers, laser scopes,
special ammo), Spirits for Shamans/Drones for Riggers
(function as Runners but Shaman/Rigger
is tapped when he uses it), Spells for Mages (Fireball,
Sleep, Armor, Invisibility etc.), and other stuff like
Doc Wagon contracts.
Then there are Locations (give bonuses to
certain situations like Enchantments in Magic),
Contacts (these are usually tapped to
create an effect) and
Specials (can be played on opponent's
Runners to create negative effects
or cards that have an overall effect like Riot
where every Runner in play receives two points of damage.
Deployment costs (Casting costs) are paid from a pool of
Nuyen.
At the start of each turn, a player receives 4 Nuyen in
his pool.
There are, of course, other situations and effects that
can add or subtract from your money pool.
The game is not playable out of the box properly as FASA
claim because
you end up with cards you don't need (in one deck I had 4
matrix programs
but no Decker). However, 2 decks should be enough to
build a basic deck.
The rule book is clearly written, I understood the rules
at once.
An index, however, is missing which is a necessary
requirement for each rulebook.
Also the layout - that is, the sequence of descriptions
and rules in the book -
could have been better.
Up until now, I only played with myself (the game, that
is) and liked
it. I will playtest it further next week at our club.
The artwork is average to brilliant, especially for
Shadowrun fans. All
of FASA's artists are there (Laubenstein, Nelson, Baxa,
Ausilio etc.)
but also some old favourites like Mark Tedin and Ron
Spencer (the art
for Fireball and Vindicator Minigun is
great).
I also think that the game will appeal a lot more to
people who play
the RPG than to other gamers.
Equipment like weapons and cyberware appear exactly as in
the RPG
and you can appreciate some of the flavour text only when
you know
more about the background.
The cards themselves are a little bit too rigid and
crease if you bend
them too much. Up until now, nobody seems to be able to
reach Carta
Mundi's quality.
The playtest at our club last Tuesday was a success.
The game is easy to learn and runs quickly as soon as
you've got the
hang of it. It's a little more interesting, if there are
more players but it plays
equally well with 2 players.
According to the rules, there's no maximum number of
players. However,
a game with more than 4 players would take ages and would
have to take
place on a giant table. You already need a fairly big one
for 4 players.
And finallly, a note on the cards. There are 385 cards in
the set, plus several Promo Cards
which will appear in various magazines (Inquest, Scrye,
etc.).
For me, the card mix was a bit unfortunate. Uncommons and
Rares were OK, but after 2
starters and 17 boosters I'm still missing 16 Commons! On
the other hand, I've got about
6 Commons at least six times. They also seem to come in
groups, the starters I had contained
exactly the same Commons. Objectives, at least common
ones, seem to be restricted to starters.
I've got 17 in all, and you need at least six for a deck.
Official information, including a card list, can be found
on FASA's Webpage.
This was my thir GenCon and it was brilliant.
First of all, as I don't like the idea of roleplaying
tournaments, I can't tell you what the RPGA events were
like. If you're looking for information on Magic, sorry,
I stopped playing over a year ago.
This year I had no troubles whatsoever getting to
Loughborough. I arrived a few minutes to 10 and checked
into my room.
The reception was at the Student's Union this year, a lot
closer and more central than last year. In general, the
halls were a lot closer together (Student's Union, Trade
Hall, demo hall and Martin building (freeforms)).
The biggest improvement was certainly the General Gaming tent, a large marquee with enough tables for everyone who didn't get oder didn't want to play in the official tournaments or various demo games. Sadly, a central, bigger noticeboard was missing.
THE prominent new game of the convention was of course
Baron Munchausen by James Wallis of Hogshead Publishing.
Not really a roleplaying game, more a competition of
storytelling (see also my review).
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).
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".
The french seem to play a prominent role in these stories
anyway, and so did women's underwear for some strange
reason ...
Friday night saw again the Discworld Freeform, this
time loosely based on Reaper Man, i.e. we were
at UU, Windle Poons was to leave us and when the time
came, DEATH didn't appear.
I was Ponder Stibbons and tried to solve the
problem using Hex, of course.
Only the third attempt of performing the Rite of
Ashk'Ente brought Death back, which might have been
caused by the fact that we didn't have enough senior
wizards (i.e 7+1, or 9-1) and had to replace the missing
ones with witches (Granny Weatherwax and Magrat).
Again, it was good fun, just a bit short.
Another notable event were the World of Darknes LRP
games, run by Millennium Moon (a joint venture of
Camarilla and Masquerade UK and some independent groups)
brought brilliant stories to live. Unfortunately, I was
only able to join the big Vampire on Saturday (over 200
people, the biggest game in Europe!) but that alone was
worth it.
I was assigned a brilliant character, a Malkavian who
asked a lot of real characters and invisible entities
about this spirit who brought him there (maybe you
remember me).
I had so much fun, there was so much real roleplaying
going on, almost entirely character interaction, I had to
resolve only two challenges during the whole evening.
The plot was brilliant, the NPCs were brilliant, all the
characters I interacted with were brilliant.
To put it simply, I had the time of my life.
Apart from that, I played West Point Academy, Visions (both run by Equilibrium Games), Warhammer FRP, Ars Magica, Mage:Sorceror's Crusade, GURPS Discworld with the Author Philip Masters (see also the review) and the new Star Trek RPG (see review).
All in all, a most enjoyable four days, I'm looking forward to next year, hope to see you there
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.
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.
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.