Imazine 36
Imazine 36
Imazine 36
ISSN 0267-5595
Editor: Paul Mason
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ELL, ITS TAKEN a long time, but Ive finally reached
issue 36. In the Year of the Dragon, my year, the zine
finally reaches my age. Sorry about the long wait, but
too many things have got in the way. To be honest, they
continue to get in the wayI have a huge pile of editing to
do over the next couple of weeks, not to mention exam
marking. But these are no more than excuses, the stock-
in-trade of the fanzine editor, and Im supposed to be
introducing an all-singing, all-dancing new issue. When it
comes right down to it, though, this magazine costs you
(virtually) nothing, and it costs me a lot, so I think I can
be cut a little slack for these occasional periods of inaction.
W
2 Reviews
2 Puppetland & Powerkill
More New Style Hogshead games
3 Dragon Fist
High value D&D Chinese roleplaying
5 Bloode Island
1-page pirate RPG by Deep 7
6 Orbit
Small-press SF gaming
7 Raining Hammers
Gamebooks meet RPGs in the Old West
8 Two-Fisted Tales
Small-press pulp play
9 Players & Pints
Imazine used to have articles like this. Id
almost forgotten; now you can find out why.
In case youre worrying, New Style is indeed
a Hogshead Publishing trademark. But they
say fair use allows for parody...
13 New Outlaws, New Layout
The publication of Outlaws of the Water Margin
is like the journey to Usennuan
interminable and apparently pointless process.
Paul Mason outlines his unrealistic demands
for the next stage.
15 Colloquy
More letters, from the sane to the serial killer,
the demure to the drunk. Some are short and
some are long. Some are heavily edited. What
more could you want?
For abstruse technical reasons, I decided I had to keep
this issue down to 20 pages. This means that several things
that should have gone in did not, and among these was a
plug for Tim Harfords excellent Annwn fanzine on the web.
Take it as read, and Ill make up for this next issue. If
youre lucky.
I would also like to remind you that you, personally have
promised me an article and/or letter of comment, even if
you currently dont seem to remember making any such
promise. Ill forgive you the non-appearance of said
contribution on condition you get one to me in time for the
next issue (by which I mean September). I
?
Click for
instructions
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ABSURDITY IS PAYING for a hard cover with the full knowledge it will cost you
twice that in source book before you play.
Suspect is a package costing a third the hard cover that claims to be two
complete games. Following the success of their first New Style release, The
Extraordinary Adventures of Baron Munchausen, Hogshead Publishing has
released John Tynes Puppetland and Power Kill. Available free on the net for
some time now, both present very strange value for money.
After a decade of angst-driven role playing, the thought of a storytelling
game that claims to be steeped in grim whimsy is less then inspiring. Its a
case of everyone has been there and probably done that. What makes
Puppetland different though, is its originality, complete commitment to its
themes and 20 heavily illustrated pages in which it accomplishes the
seemingly impossible: a complete role playing game that will never see a
further source book.
Of course, thats all well and good but how does it read? John Tynes has
created a world of storybook gone bad, where Punch has murdered the Maker
and now rules the population of Puppetland with a stuffing-stained mallet.
There is no daylight or blue skies in Puppetland, only a perpetual night where
Punchs vile minions scurry to enforce Punchs insane rule. There is hope
though (isnt there always?), a small band of brave puppets dedicated to the
destruction of Punchs evil and the resurrection of the Maker. As you can
probably guess, these are the players fighting an evil against which there is
seemingly little hope.
Puppetland is a strange blend between Call of Cthulhu and an episode of
the Smurfs. It works. The world established invokes a grim atmosphere more
unsettling than the stylish gothic angst of contemporary horror, and more
intriguing.
Puppetlands diceless system is simple and elegant, revolving around a list
of things the character can or cannot do. Damage is equally as simple; each
player has sixteen puzzle pieces (hit points) that represents their life. Each
time the character takes major damage (leg being bitten off, burnt alive and
all manner of nasty things) a puzzle piece is filled in and the puppet wakes
up the next morning, fully healed of the damage but missing a puzzle piece.
Once all pieces are filled in, the character never wakes up again. These
pieces can never be taken away and this inexorable encroachment of death
only helps make Puppetland that much more scary game. Puppetlands
system has been designed to drive the game, a rarity in this industry where
setting is often considered secondary to system.
Whereas most diceless systems are recommended for advanced gamers,
Puppetland & Power Kill
Reviewed by Daniel Flood
F
Puppetland would probably best
succeed in the hands of an
experienced GM and new players.
Unlike most role playing games,
Puppetland has an ending, the
destruction of Punch and in this way it
is a disposable rolegame. And then
there is the way it is played,
everything being narrated in the third
person, story book style. The old my
character picks up the rock and throws
it at the baddy is replaced by
Sammie the marionette does thrust
the mighty orb of granite at the foul
nut crackers skull as the narration
aims to entertain as it unfolds: a
wonderful idea that new gamers will
adapt to quickly while experienced
gamers may take a while getting used
to. Of course you could adapt the
game and play it however youd like,
but I think youd lose something in the
process, probably the joy of the story
books Puppetland so eloquently
corrupts.
OR REVIEWS TO BE really valuable, of course, they
should be recent, and here Im afraid the erratic
schedule of imazine works against me. But I do what I
can. One thing I can promise, which doesnt seem to be
observed very much nowadays, if it ever was, is that
imazine reviews products without fear or favour. A game
supplied by a publisher, complete with PR bumf, will obtain
no more generous treatment than something bought. If you
doubt this, check out last issues Imagine review.
If you would like to review games with the freedom to
criticise, then feel free to get in touch. I would also be
grateful if readers would note that I do not write all the
reviews presented here!
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On the flip side (flip the book upside
down and there it is), Power Kill is an
oddity, a Meta-game you run
alongside an existing campaign. It is
quite simple: the player is a psychotic
delusional who creates fantasies to
excuse their crimes. So while you
might be running a standard loot and
pillage dungeon bash, the Power Kill
character is slaughtering the residents
of a low income tenement. The
Councillor (GM) questions the
characters at the beginning and end of
a session, in hope of over time curing
the persons antisocial behaviour.
So much for healthy fantasy.
Power Kill attempts to address
violence in gaming. Its a battle that
has been waged for over a decade,
across innumerable issues of magazines and public forums.
Now it has its own game. Youll either love the idea or hate
it. I find rationalisation to be the opposite of fantasy, so I
probably wont use Power Kill in my campaign.
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Dragon Fist
Reviewed by Paul Mason
CHINESE ROLEGAMES HAVE come a long way since I was
underwhelmed by Mystic China and GURPS China in imazine
23. Yet even those games represented a considerable
advance on Oriental Adventures, the D&D mishmashery that
exhibited all the worst aspects of TSRs disregard for
culture.
So what to make of Dragon Fist, the new D&D Chinese
rolegame? Firstly, though D&D it is clear we can now forget
TSR, as this name is disappearing. Can it be long before
Wizards of the Coast, too, disappears from Hasbros hobby
games portfolio? But does the removal of the name of the
company Gygax founded also mean the eradication of his
legacy? The answer, of course, is no.
Before I describe how the Ghost of Gary G still hovers
over this game, a few details are in order. Dragon Fist was
a project by Chris Pramas from before the Hasbro takeover.
In the wake of the inevitable rationalisation, it was facing
cancellation, but Pramas cleverly suggested an alternative
publish it free in Acrobat format!
Thus interested parties can obtain this game free from
the Wizards of the Coast web site, and for this, if nothing
else, Pramas and the rump Wizards are to be commended.
The game comes in a set of 9 PDF files, clearly designed
from print rather than screen use. There has been no
attempt made to make use of any of Acrobats features,
but given the circumstances surrounding the games
publication this is hardly a surprise. Personally I like paper,
so it was no problem for me.
Layout is clean and admirably pedestrian (it actually
Its a personal preference thing.
Interior illustrations are excellent.
They set the mood for Puppetland,
managing to capture the whimsy
inherent in the background. The covers
do not and its a shame. The Power Kill
cover is pedestrian and uninspiring
while for Puppetland Hogshead made
second use of a piece originally used
in arcane magazine. It looks good but
lets the package, as a whole, down.
Alone, Puppetland is worth the
asking price while Power Kill is a
mixed bag that will appeal to some
and not others. If Hogshead can keep
up the standard which they have set
by this product, then maybe there is a
future in the New Style line; high
quality, disposable roleplaying at a
bargain price. I
Puppetland & Powerkill are published by Hogshead
Publishing. www.hogshead.demon.co.uk
resembles the originalunpublisheddesign for Outlaws).
As you might expect from a professional outfit, it is free
from the typographical eyesores that blight the likes of
Imagine (reviewed last issue).
I said at the start of the review that Dragon Fist is
Chinese D&D, and here I must confess to misleading you.
Dragon Fist is actually set in Tianguo, a sort of fantasy
empire based on China (just like the Wulin of Swords of the
Middle Kingdom). Once again, as with Swords, Legend of
the Five Rings, and 7th Sea, I have to ask what is the
point? Why go to such lengths to fabricate an artificial
China? Why write Jianmin rather than Qianlong, Zuyang
rather than Luoyang, Zu rather than Yao?
John Wick, who wrote 7th Sea, has provided some
reasons in his column at the interesting web site Gaming
Outpost ( .gamingoutpost.com/), and I must confess to
finding them rather limp. Uncharitable soul that I am, I will
nevertheless propose some possibilities, not all of which
John mentioned. One is to lock in purchasers to the game
world, and encourage them to buy your product rather than
simply visiting a librarya purely commercial motive.
Another is to save the author from being castigated for
botched researcha purely cowardly motive. Yet another is
to provide the freedom to improvise in the settinga
meaningless motive, for it is perfectly possible to improvise
freely in a real setting.
Thus Dragon Fist is wasteful because it deprives players
of the convenience of using real world source material as
is. The game could just as easily be set in Zhongguo, with
a fantasy plot based on the Qing Emperor Qianlong (or,
indeed, a host of other emperors). The China Lite
approach that has been taken in the game could just as
easily have been based on the real China. Tianguo and its
inhabitants are no more intrinsically easy to remember or
deal with than any historical Chinese, and are less
www
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amenable to reinforcement from source
material or entertainmentincluding
the Hong Kong movies so frequently
referenced throughout the game.
Digging deeper into the background
makes it clear, furthermore, that the
second excuse for fantasising the
country is not justified herePramas
demonstrates ample research and gut
feel for the background, far exceeding
that of Erick Diceless Wujcik, the
irritable author of Mystic China. I
might quibble introductory fiction,
which seems to suggest a Western
take on hell and demonology, but later
sections make it clear that this is not, after all, a
misinterpretation, but a deliberate upsetting of the cosmic
balance to create an established conflict in the game
background.
The pronunciation guides provided for Chinese names in
the game are execrable, and here Pramas has fallen victim
to that most dreaded of writers foesthe inept editor.
Sadly, the editor cannot be blamed for the games greatest
linguistic blunder: the claim that wuxia (martial chivalry)
means flying people. Sadly this booboo is partly integrated
into the rules (in the name of a manuvre), so it is even
more prominent than it might be.
Operating Systems
So far Ive said little about the systems, and Im sure you
can imagine why.
To me, D&D has a lot in common with CP/M. I dont
deny its place in history, but the thought of using it in this
day and age gives me the screaming heebie-jeebies
(notwithstanding the fact that Jonathan Tweet is designing
D&D 3rd edition). It is evident that Chris Pramas has made
a tremendous effort to overcome this problem, and in some
areas he has been remarkably successful. Nevertheless,
D&D weights this game down even more than MS-DOS
shackles Windows.
My heart sank first at the Gygaxisms. I grant you, I
have been blissfully underexposed to D&D products for
many years, but I had somehow imagined that at least
some of his crimes against the English language, and good
sense in general, might have been rectified after he left
TSR. But no: we still have save vs paralyzation, alignment,
and sundry others. Its what Microsoft call a legacy.
As Ive written elsewhere, in some ways Chinese society
was rather Gygaxian. Its thinkers often took the same sort
of taxonomic approach to humanity. While in some ways
this might justify the use of character classes, the use of
the classic fourFighter, Magic User (here translated from
Gygaxian into Wizardhooray!), Shaman (a more
problematic translation) and Thiefreflects no reality of
Chinese society and culture, and is thus just the same
arbitrary nonsense it always was. Pramas even manages to
pointedly demonstrate this with his reference to A Chinese
Ghost Storys Swordsman Yen, whom he refers to as a
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good example of a Chinese-style
Wizard (how is that different to a
Chinese Wizard, I wonder?). Maybe
the film has been cut differently in the
US, but to me They are not skilled in
hand-to-hand combat but can use the
following simple weapons: light or
repeating crossbow, dagger, staff,
three-section staff, and war fan bears
no relation to Swordsman (or was that
War Fan Man?) Yen.
Shaman I mentioned earlier as a
problematic term for Cleric. One can
argue that Tianguo is not Zhongguo,
and thus it is acceptable, but following
this argument suggests a world designed to fit the game
rules, not really something for anyone to be proud of.
Perhaps to try to alleviate the silliness of the D&D
character class system, Dragon Fist attempts to plug
characters into the background with kits, corresponding to
a set of secret societies. The problem is that this taxonomy
gone mad just emphasises the feeling that a background
has been shoehorned into a rule-shaped mould, while
simultaneously echoing the approach pioneered by White
Wolf. Both Feng Shui and L5R, which recognise the
commercial potential of exploiting this particular anal
retentive tendency of rolegamers, do so in a freer, more
natural manner than this.
Sichuan Duck
If D&D stands for one thing in roleplaying it is for arbitrary
limitation, and Dragon Fist is thus no exception.
All of the foregoing, though it has to be said, is in a way
inevitable. One doesnt expect lean, efficient, intuitive
software from Microsoft, so it is perhaps foolish to expect
its equivalent from the heirs of TSR.
So having established the foundations upon which
Dragon Fist rests, Ill turn my attention to the details that
militate against the legacy of Oriental Adventures.
As I mentioned earlier, theres no doubt that Chris
Pramas has a good feel for his material. He obviously loves
Hong Kong movies, and has bust a gut to represent their
fluid action within the laced-up lamellar that is the D&D
combat system. So we still have the one minute melee
round and the roll d20 to hit AC mechanic, but on top of
that we have (more taxonomy!) manuvres, stunts and
feats. I dont know if this is a standard D&D redefinition,
but AC has been sensibly changed to become the number
you need to roll to hit a person. At a stroke we eliminate
swathes of stripy tables!
The key to Hong Kong combat is speed, and Dragon Fist
features a stunt-derived initiative score that must be
determined for each melee round. After that, combat works
in the old wayroll to hit and if successful roll for damage.
The stunts system lifts Dragon Fist out of D&D
mediocrity, however. Each round players describe what their
characters are doing, and say what sort of stunt they are
using. There are six stunt types, one for each attribute, and
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5
characters bonuses in each stunt are determined by the
appropriate stunt, and increase with level. The neat thing is
that stunt bonuses can be used for different tactics, and
the choice of six offers a small but interesting range of
tactical options, which also provide story interest. For
example, a Fortitude (based on constitution) stunt bonus
can be used to temporarily increase hit points, for that
round only, while Savvy (intelligence) can be applied to any
one roll, so long as it can be justified.
This system is, I feel, the most significant contribution of
the game, and is well worth a look. It has the advantage
that it can fold back into very simple form for speedy
resolution, while it also supports and encourages highly
descriptive combats.
Rice Meal
Dragon Fist is a victim of piecemeal systems, which
manifests in such areas as non-lethal damage. This has
always been a weakness of D&D combat and is particularly
noticeable in a game featuring unarmed combat. Dragon
Fist has to fudge with an arbitrary rule, and it undermines
fidelity to the sources.
Much more successfully, the contests mechanic extends
combat to a variety of realmsdrinking contests,
humiliation etc. It also encourages description and uses the
stunt roll mechanic as an accumulated bonus to a single
resolution roll. Again, this is a classic D&D piecemeal
solution, but it is worth a look for the way it extends
combat beyond the narrow boundaries of swordplay and
fisticuffs.
Magic is basically D&D magic, but with interesting spells:
you know, fancy names like Scales of the Lizard, Five
Elements, Yin-Yang, that sort of stuff. The resemblance
confirmed what had been irking me for a while: the rigidity
and inadequacy of the Outlaws magic system.
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We then get experience points and monsters, which are
adequately done, especially if you like that sort of thing
(though I blanched at the old one about bonus eeps for
contributing to the story). Much more interesting is the
chapter on the campaign, in which we find advice about
how to build a Villain Tree a feature that closely matches
what you see in the films that provide the source material.
Unfortunately, the section that details the rest of the
background: any information about the society and the
culture, was inexplicably missing from my copy, and didnt
appear in the Table of Contents either. Odd, that. On the
other hand, Chapter 7 does refer readers to a wonderful
book called Outlaws of the Water Margin
On a personal level, my litmus test for any oriental
roleplaying game is how often it makes me think about
changing my own rules. Sengoku, favourably reviewed last
issue, made me think about presentation and organisation,
but I didnt once feel that it had anything to contribute to
my mechanics. Dragon Fist on the other hand, despite the
enormous disadvantage of D&D, has enough flair and
inventiveness to set me thinking at various points. In
particular, I was interested by the resemblance between the
stunt and contest mechanics and the fractal/critical incident
systems I noted that I was after last issue.
Given the price (free once youre connected to the
Internet) I can recommend the game unreservedly to
anyone interested in Chinese roleplaying and in search of
inspiration. And if you are unfortunate/fortunate enough to
like D&D, you may even want to play the game! I
Dragon Fist is nominally published by TSR/Wizards of the
Coast, and may be downloaded for free. Go to
www.wizards.com/dnd/DF_Downloads.asp.
Also available for the game from the same address is a
short adventure called Dragon & Phoenix, in which you are a
hero of the martial world, improbably allying with other
martial arts organisations to rescue the Empress.
Bloode Island
Reviewed by Paul Mason
AROUND THE TIME my Outlaws game
was winding down, I started thinking
that a pirate game might be
interesting. Some of my players
agreed, but unfortunately they were
the ones who were leaving Japan, and
they didnt include the new referee, so
nothing came of it. Around that time,
7th Sea had been released, with more
of the ersatz approach of Legend of
the 5 Rings, and which therefore didnt
tempt me. So how about Bloode
Island?
First of all, its a game which is
very much closer to the James Wallis
way of making a game than to the
John Wick. Deep 7 specialise in one-
page role-playing games, and although
Bloode Island has ten, most of that is
scenarios. The actual rules are on a
single page.
I suspect that your reaction to the
game is likely to depend, more than
anything, on what you feel about this
whole idea. Many people, I know, are
dismissive of games this slender.
Knocking up a mechanic is the easy
part, they say. Anyone can do that. If
Im buying a game I want
development.
Bloode Island is billed as a beer
and pretzels game, so development is
the last thing you can look for. The
background is quickly described in
terms of pirate movies. Anyone who
gets a 1-page pirate RPG can
reasonably be expected to be familiar
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with this background! But this means that to succeed, it
has to compete based on its mechanic, and on the
efficiency with which useful scenario possibilities are
crammed in.
The mechanic is not spectacular (roll one die under a
target number to succeed, with 1 always a success and 6
always a failure). It is explained with gusto, and there are
blood and guts involved (blood is hit points, guts is what
keeps your presence intact). It is all explained on a page
which also functions as the character sheet.
The next page is the refs page, which contains short
and sweet advice on running the game, stressing that it is
designed to be disposable. There follow five scenarios,
demonstrating clearly that the game is designed to be
played in single, relatively short sessions, each exploring
one of the tropes of the genre.
Perhaps scenarios is the wrong word: scenario seeds
would be better. Each takes up only one page. All the
same, the presence of phrases like At this point, the party
should be thinking... sets off off warning bells. In scenario
seeds, especially, I believe it is a mistake to railroad. A
common defence of the practice rests on the alleged
affinities between cinema and roleplaying, affinities which
are obviously being exploited here. Nevertheless, playing up
those affinities too much simply draws attention to how
weak the visuals of roleplaying games are, a deficiency
which is usually compensated for by the unpredicatability
and freedom to affect the outcome...
On the other hand, the scenarios are unequivocally set in
our world, and although they dont go to town on historical
accuracy (how can you in a game this size) this makes it
much easier to expand and improvise.
Finally, a warning about the layout. The text is crammed
in a fairly small point size on to letter size paper, in single
wide columns, and with minimal margins. One can
understand that this was done to save space, but it doesnt
add to the pleasure of reading the games, and perhaps
more importantly the necessity of shrinking the pages to fit
the width on the paper size used in the modern world (A4)
will make it even less readable.
On the plus side, the game is downloadable in PDF
format, and will only set you back $4.95. The company
offers quite a range of other games, too, not only one-page
games, but longer efforts. There are few free downloads
available to tempt you, and the site is quite well appointed.
Worth a visit.
Bloode Island is published by Deep 7, who can be found at
http://www.deep7.com
Orbit
Reviewed by Paul Mason
WHOOAR! LOOK AT the jugs on that
cat!
While I doubt that anyone will
actually say this, and Im loth to throw
my cap into the ring as a US-style
Censorious Voice, I did feel a little
sad that even the producer of a self-
published game feels it necessary to
put cleavage on the cover. Amongst
other things, it gives a very strong
impression of old-fashionedness about
this game, an impression which is
confirmed by the contents.
Orbit is produced without
unnecessary farting around, to what I regard as a pretty
clean standard. The version I have came with one of those
plastic spiral bindings and transparent plastic over the
paper cover, which works well enough, though Jeff Diamond
did mention something to me about a three-ring binder
version: which would have been bugger-all use to me as I
live in the modern world.
You can often tell a lot about the author of a self-
published game by the way they put together their title
page. Im sure youre familiar with the sort of game on
which is emblazoned in large letters the name of the
designer: Hiram P Gaymdesainer Jr. A further glance down
the credits makes it immediately obvious that little Hiram
(twenty-something though he may be)
is being indulged by a wealthy parent.
Theres no evidence of any of that
here. Indeed, Jeffs name does not
appear on the title page, and is only
put in small letters of the base of the
next page in a copyright notice.
Refreshing modesty.
Ive already mentioned the cover.
Inside, Jeff is lucky that Ive recently
got on a Swiss typography kick, and
am therefore inclined to be well-
disposed towards relatively spartan
sans serif type. The artwork is a little
more problematic. I have the
immediate problem that I dont like
manga-style artwork. Moreover, Im
not a fan of guns or
anthopomorphosized animals, so that
also alienates me to a lot of whats on
offer here. Much of the art is well executed, but there is
also some very poor material indeed.
But I mentioned old-fashionedness a little earlier and still
havent offered much in the way of evidence. So let me
note that although character generation is based on a
points-build system, this feeds a set of tables of modifiers,
% to resist poison and so on not a million miles away from
the horrors of D&D (soon to be put to rest, we assume, in
the third edition). We also find ourselves choosing from a
set of character races including the felines of the cover,
Predator-inspired super-warriors, reptiles, dwarfs (spelled
the Gygaxian way) and so on. To me, this is the sci-fi game
equivalent of elves, dwarves, half-elves etc.
imazine
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I skipped past a few pages of tables and rules to give
the game more of a chance, alighting on The Orbit
Universe. So you see, theres a feder.. er... Alliance of
starfaring civilizations, all of whom apparently accept a gold
standard as the basis of their economies. The Alliance has a
pretty large mixed-race military force of warships etc, to
defend the Alliance from... er... not quite sure what: pirates
and smugglers, it would appear, as well as some pests like
Ratmen and Slig and Vax. Theres a little bit more general
stuff about the universe, but then the game gets back into
its stride with lots of hardware followed by psionic powers.
Before launching into the intricacies of combat and
starships, there is some general role-playing pep-talking
and background for the referee. Here, with such
recommended adventure sites as Labyrinth Worlds, it
becomes evident that Orbit really is little more than an
excuse for a rubber monster combat fest (I was going to
write thinly disguised, but that would be unfair as it hasnt
been disguised at all).
Orbit compares favourably with Imagine, reviewed last
issue. It doesnt have the pretentions, for one thing. It is
the product of enthusiasm, and despite a load of sentence
fragments and the curious idea that ideaology is a word, it
is better written and perhaps even presented than the
professional effort. On the other hand it does share with
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Imagine a philosophy about the purpose and practice of
roleplaying with which I find myself entirely at odds. This is
confirmed by the separate scenario Souls of Heroes, which
shows some development in presentation (still no quotation
marks or apostrophes, sadly), and some invention, but a
Warhammer 40K-like concentration on violence which I
confess to finding dull.
Jeff was also kind enough to send along a CD by Dan
Sant & Palpatine called Songs of Heroes, which was
recorded to accompany the abovementioned Souls of
Heroes. Its basically thrash metal (though a pedant in the
area would no doubt correct me, and point out that it is
actually left-hand skull, flesh-shrivelling death metal). Im
getting a bit old, I think, as this sounds too conservative
for my tastes (Id rather pogo to Atari Teenage Riot, The
Prodigy or Boom Boom Satellites). But it does appear to be
an entirely appropriate accompaniment for the game.
Athough I am broadly in favour of home-produced
games, especially those fed by enthusiasm rather than a
desire to get rich, I cant bring myself to endorse
something quite this retro.
Orbit is written by Jeff Diamond and published by his 6-0
Games. Web site www.geocities.com/~allianceprime/
Raining Hammers
Reviewed by Paul Mason
IN THE BEGINNING was the gamebook.
The gamebook was a more
important phenomenon in those
countries that use metric
measurements than it was in ye goode
olde United States. This was mainly
thanks to those two lovable rogues,
Ian Livingstone and Steve Jackson, one
of whom went on to become one of
the UKs richest men, thanks to a
reptilian amorality and a computer
game animation with improbable
breasts.
But Fighting Fantasy died some
while ago, much to my UK bank managers regret. Along
with it went pretty well all the other UK gamebooks,
including the Virtual Reality series, which I hoped to write
for, and which I am in the process of doing a bit of a Victor
Kiam on.
The history of gamebooks hangs around the neck of any
UK revival, but the US is different. And so we have Raining
Hammers, a gamebook published in Lightning Prints odd
Letter size with a " sliced off the long edge size.
Its set in a genre little-mined by gamebooks that Ive seen
in the pastthe Westernand it is designed to work as a
roleplaying scenario as well.
I found this last highly stimulating. Although I would be
the first to argue that there is a gulf
separating roleplaying from
gamebooks, if it is possible to make a
roleplaying scenario from a book or
film, it should also be possible to make
one from a gamebook, and the
multiple possibilities of the latter
should work well. Indeed, when the
Virtual Reality series ended abruptly,
and I realised my Red Dragon Pass
wasnt going to be published, I
considered finishing it as a hybrid
gamebook/Outlaws scenario. I still
could, I suppose.
The question is, therefore, how well
does Raining Hammers stack up at
what it attempts to do? One for the
postmodernists among you, it has
several unusual features that set it
apart from the dominant UK
gamebook style. The use of third person is perhaps the
most immediate. Its actually quite a sound idea: theres no
less feeling of identification, and less frustration at the
imperfections of the choice mechanism. Another novelty,
though, and the one that really deserves the postmodernist
label, is the way the narrative breaks off every now and
again for a little factual commentary. It identifies locations
and parts of the story that are historical or still extant. At
one point, it even undermines itself by commenting that a
particular plot twist is ahistorical, simply a Hollywood-ism.
Other peculiarities which no doubt reveal more about
contemporary American society than anything else is the
way that although the book is realistically gritty in its
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r e v i e w s
depiction of the Old West, including sanitary conditions and
the methods of torture preferred by the Apache, graphic
violence and sexual allusion, all cuss words are censored.
I found this distracting, as for a while I couldnt figure out
why there were two hyphens after stupid-a--.
I found several technical errors, including misrouted
paragraphs and a missing North-arrow on the map.
Moreover the handling of location seems rather fluid, and it
is often difficult to keep track of where you are. There are
also several timing problems; I was told that I was looking
for Mitchell before Id ever heard of Mitchell. There was a
curious instruction to go in the hole which I couldnt make
sense of (though no doubt someone will write in to tell me
how obvious this is). There were also some downright
confusing narrative twists which would have been less
confusing had it not been for the routing errors.
Overall, however, Raining Hammers is an interesting
product. While a gamebook, it is also designed in such a
way that it can be used as a role-playing scenario
(something I had considered doing with my Red Dragon
Pass). The structural flaws are more forgivable because the
narrative style doesnt make the pretensions towards
immersion of the average Fighting Fantasy. For a lot of
people the sticking point will be the priceat $17.95, over
double the price of a gamebook, yet with the same number
of paragraphs. Sadly, as Ive discovered myself, such a
price is a harsh economic reality, a consequence of not
being able to take advantage of large print runs, having to
pay high Lightning Print prices and offer huge Amazon
trade discounts.
Raining Hammers is written by Forrest Harris and published
by Knuckleduster. More details at: www.knuckleduster.com
M
Two Fisted Tales
Reviewed by Paul Mason
ANOTHER HOMEGROWN, HOME-published
effort, this time available in the more
accessible ebook formats (namely
HTML and PDF). Im going by the PDF
version, but I have also seen the HTML
version which not only contains a little
more than the PDF but is, of course,
more configurable if you dont happen
to like the layout. Talking of which, its
clean and simple. It has some
illustrations which, to me, dont really
evoke the atmosphere of the pulps
that well, but apart from them its fine.
Oh, sorry, didnt I tell you? This is a
game based on the pulps. It has been a much-revisited
genre, but its interesting to note that there have been no
great successes in the field, with the possible exception of
Call of Cthulhu, which does not attempt to be a general
pulp game. Moreover there have been some notable
disasters (the old TSR Indiana Jones game, for example),
so how does Two-Fisted Tales stack up?
Ive often suggested that a good idea of a game
designers priorities can be gained by observing the order
in which a game is presented. TFT gets to page 71 (out of
127) before it explains the basic game mechanic. Its a
brave move, but it does seem to reflect the philosophy of
the game, in which mechanical resolution is of less interest
than description.
This is perhaps because mechanical resolution itself is
highly deterministic. In many cases, you simply compare a
characters ability to a target value, and if its higher, they
succeed. What could be easier?
To add a bit of suspense (though you are warned not to
overuse it) you can introduce resolution for chancy actions
by drawing a card from a specially-prepared deck of cards
(hmm). An alternative, dice-based
mechanic is offered, but not
recommended.
Despite the hesitation I expressed
above, a card-based system could
easily fit with the atmosphere of the
pulps, though to be honest a standard
card deck would seem to me a better
choice. You can even imagine this
fitting the pulp style: I tried to get the
jump on Lefty, but I guess I drew a
deuce: he was ready for me.
Overall I think the deterministic
system, with Hero Points and an
occasional element of chance, is
appropriate to the simulation of the
pulp genre, and your attitude to it will
really depend on your general attitude
to genre games (games that
concentrate more on trying to simulate
a set of genre conventions, rather than a background).
Two-Fisted Tales is better thought out (and explained) in
this regard than some others. Where Indiana Jones allowed
Indy to stick a piece of dynamite in his mouth, ignite it,
and survive, in TFT combat can be quite deadly. This is
because, as Matt Stevens notes, in the pulps the heroes
were not actual superheroes. The threat of death was real.
Rather, they found ways to cheat death. This is what the
rules encourage, instead of sledgehammer tactics.
Talking of sledgehammers, though, one amusing touch is
that you acquire 3 Hero Points from getting your end
away
As I mentioned before, the book is quite long, and most
of the remainder is made up of templates, examples, and
explanations of how to deal with various pulp situations.
Overall, its well worth a look if you have any interest in
the pulps.
Two-Fisted Tales is written by Matt Stevens. More details at
www.columbia.edu/~mfs10/twofistedtales.html
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Pl ayers & Pi nts
A role-playing game in the New Style