After the high note of chapter two, I'm excited interested to see what the third chapter brings us. A thought occurs
to me as I get ready to dive into a juicy pile of conflict resolution
mechanisms. The signal to noise ratio of this product so far has been
mostly noise with only a little bit of salvageable signal. I can only
hope this trend doesn't continue. Then again, it doesn't really
matter to me. Unless the mechanics blow me off my feet, I'll just use
this as a reference point when working on game systems. A brief
aside, I got my hands on a copy of FATAL. I won't link to it, believe
me when I say this system has absolutely no redeeming qualities.
Also, yes, this is the one game I will flat out admit to pirating.
Byron Hall deserves none of my money, this game barely deserves to
exist. It's only merit is that it snugly occupies the title of worst
roleplaying game created by humans. Anyways, I heard about this game
and thought to myself, “there is no way it could possibly be as bad
as people are saying”.
It was.
Then, being the obsessive collector I am, I said to myself, “you
know what? There has to be some redeeming quality, if not in the
setting material, then in the mechanics. Surely there has to be at
least one salvageable idea in the midst of this gargantuan literary
turd.”
There wasn't.
The point of this whole story is to illustrate this point: no matter
how bad the mechanics are, this game is still better than FATAL.
Wait, no that isn't it. The point is: even if the system is bad, I
will enjoy combing through the mechanics looking for gold. I can't
say that reading though the FATAL mechanics was enjoyable. It was
more like having teeth pulled while under a sedative, or cleaning a
bio-hazard site with a sponge instead of a toothbrush. Slightly
better than a dreadful experience, but not by much.
Before we delve into this chapter, I suppose I should have a set of
guidelines for me to judge if I like the system or not.
- Does conflict resolution match the conflict?
- Does the central mechanic have any interesting ideas?
- Is the system limited to one core dice mechanic?
- Does the system function as written?
- Does the system promote active participation?
- Is the system complex enough to allow for sufficient character variety?
- Are the rules well explained?
Chapter 3
The core of the system is fairly simple. Skills and stats are paired
and added to a roll. Fairly standard stuff so far. D6s are the dice
used in the core mechanics, and this is where it gets interesting.
For untrained skills you roll one die. When using trained skills you
get to roll two dice. Although I'm not sure how that balances out,
given that skills already give you a bonus. This does give you
significantly less chance of rolling “Drama Dice”, their
equivalent of fumbles and critical misses. You also get to roll the
second die while making untrained skill rolls but only add the result
if it's a six, otherwise the result doesn't matter. I think that adds
needless complexity and could slow down play. There is already a
mechanic that gives an automatic success when you roll two sixes.
Personally, I would have a roll of six on one die to allow the player
to roll again and add the two results together. It adds a bonus for
good rolls and streamlines the process.
Helping on a task has fairly standard rules, but honestly, I think
they missed an opportunity to do something really interesting with
their two dice system. Maybe one player rolls the untrained die and
the assistant rolls the trained die, with the special rules for
success and failure applying to each. I'm not completely sure how
that would work, but it's just an example of incorporating an
interesting facet of their design into the rest of the mechanical
framework.
We get a quick glimpse of the target number required for the various
levels of difficulty, devoid of any context, before moving on to
character creation and hopefully some explanation of what we just
looked at. The attributes start at zero, and can stay at zero, which
is something I like. I should mention before we get any further that
this is a points buy system from what I've seen so far. Anyways, the
idea of starting at zero and requiring every stat to be at least one
seems pointless to me. Some systems require at least one point in a
stat to have functional characters. If a system has a minimum value,
then a character should start at zero. The points are divided
between categories instead of having a large pool of points like ORE.
Oddly, you get a similar amount of points between skills and
attributes.
There is an example of character creation immediately after. Before,
I might mention, giving us what the attributes or skills are. In the
example we see that wealth is handled abstractly. As long as your
purchases are below your total coins your total coins remains the
same. Purchases equal to your total skills reduce your total by 1.
Now, I don't hate the name coins but I think a more general wealth or
resources fits better. This may seem contradictory with my complaints
earlier about the setting's lack of originality but when it comes to
mechanics, I think it's best to avoid the abstract and take the well
trodden path. The exception are rules-light games, something like
coins would fit with the lexicon of the average rules-light narrative
games.
One thing I'm torn on is justifying experience spends. I like that
they mention a need for players to explain why they can suddenly
speak Turkish. On the other hand, that is the sort of thing that can
generally be hand-waved away. Obviously, learning something like
sailing while stuck in a desert is harder to justify, so a player
might need to explain that to his GM.
The section on attributes lists limits and averages. I think this
should be put up with the character creation summary. If not, then
the summary should be a side bar. Honestly, the simple layout is
bothering me now. The large font and straightforward layout is
aesthetically pleasing at first but makes mechanical discussion
messier. A more complex layout could have made the setting chapter
more interesting too. Now, I understand if they couldn't afford a
graphic designer to do the layout or didn't want to spend the money,
but I think spending that money would have made a better product.
The attributes can easily be divided into physical, mental, and
social attributes. The social attributes are the only ones that are
really interesting. We have the standard Charisma but we also have
Trickery. This novel stat concerns deception. Charisma seems to be
concerned with the pleasant side of the social world. I like the neat
division of attributes but I'm not sure if separating deception and
social graces is the best way to separate social stats. That is the
sort of division I think is best covered by skills. On the subject of
skill and attribute interactions, the skill list has no suggested
attributes. Is athletics usually covered by Strength or Finesse? I
don't know. The skills themselves are general while still covering a
specific set of knowledge and abilities. Education, which covers
science and history but I would imagine is suppose to deal with
things like advanced math as well, is pretty general and ill defined.
Guts are another game economy, allowing for a bit of direct
mechanical control by players. They start with two and gain a point
at the start of a session or by completing objectives in game. I'm
not a huge fan of Guts as a name, it only really works for one of its
two functions. The function it works for is the ability to ward off
death. Instead of dropping to a Health score of 0, you can spend a
point of Guts to remain at Health 1. Interestingly, while using this
ability, the player can choose to move away from their attacker. A
neatly cinematic touch that could bring the character out of a
potentially fatal melee. You can also spend these points to alter the
results of the dice in a skill check. I find it odd that they single
out skill checks. Why can a player not spend their points on an
attribute check? It seems like an oversight on the designer's part. I
think these would be better called Luck as their current name doesn't
really line up with the function it serves.
Closing
Thoughts
Chapter three is far from over. That said, this is the biggest
chapter of all. Hopefully I'll be able to complete this chapter and
the Bestiary in my next post. That said, now we have to look back on
my checklist from the start of this post.
Does conflict resolution match the conflict? Don't know.
Does the central mechanic have any interesting ideas? Yes, I haven't seen the dice scaling before.
Is the system limited to one core dice mechanic? So far.
Does the system function as written? From the point of view of pure mechanical functionality? Yes. Is it balanced? I have no idea.
Does the system promote active participation? Yes. I'll do another post explaining exactly what I mean when this review/first impression is over.
Is the system complex enough to allow for sufficient character variety? So far, between the list of twenty skills, a big list of boons and more to go, it looks like there is plenty of player choice in character creation.
Are the rules well explained? The core mechanics are written out in clear, plain language. The skills and attributes could use some work, but I've explained all that above.
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