Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Saturday, 5 March 2016

Review: Feng Shui: Action Movie Roleplaying

As with most roleplayers, I first encountered the games in my early teens and via D&D. This would have been about 1983 or 84, with the red box set of D&D Basic Rules, then the blue Expert Rules. Our group very much took to heart the concept that these rules were a framework, a guideline - now take it and make it your own! While we did buy supplements and Dragon magazine, our fertile imaginations and bottomless appetite for movies and books in the fantasy, sci-fi and horror genres meant we were more than willing to build (and shoehorn) our own ideas into this basic architecture.


I also played with another group of friends (I’m not sure why the two didn’t really mix, it was just one of those things). This group was less adventurous; we played different games - largely Rolemaster and Paranoia and boardgames - but stuck more within the strictures of the given rules. This was also the group where you didn’t get too attached to your character-  perhaps unsurprisingly given the systems, mortality was fierce - while in my D&D group we would run characters and their relationships for years. Of course, both groups split when we reached college age and went our separate ways..


It was some years before I found another group of like-minded friends (I had considered going to one of the local game shops and seeing about joining a group, but gaming had for me always been quite a personal, intimate thing). This group, still going these <harrumph> years later, with some changes, had a much wider experience of games than I did and introduced me to some wonders, and we discovered many more together (one of the rules of gaming: never start to tot up how much you’ve spent on rulebooks…) and one that was an utter revelation was Feng Shui by a man who shall forever be known as The Mighty Robin D. Laws.


The subtitle “Action Movie Roleplaying” tells you much of what you need to know about this game. It is specifically the Hong Kong action movie genre of John Woo, Jackie Chan and Tsui Hark, although you can easily adjust it to fit Schwarzenegger movies, Indiana Jones or The Transporter. The main point is that it is Heroic; the characters are typically Big Damn arse-kicking Heroes who can leap off balconies firing a gun in each hand, punch opponents through walls and drive high octane cars down narrow streets at ridiculous speeds.


And it works brilliantly, due to Laws’ superb design. The basic mechanic is stunningly simple. Eschewing the multiplicity of dice I have come to know and love (the old joke is that you out a roleplayer by saying “would you hand me that d6?”) Feng Shui uses two six-sided dice of different colours, a good dice (positive) and a bad dice (negative), added on to a skill/characteristic rating (if you know what I’m talking about, you’re a roleplayer; if not, don’t worry about it). What really works is the level at which this is pitched; as I say, the characters are Heroes, they don’t need to worry about fighting with ordinary minions! This is accomplished by the simple expedient that Mooks (as they are designated here), generally the kind fodder the Big Bad will throw at the heroes to keep them occupied, tend to come in squads of six and each individual is taken out wit a single point of damage - so picture Jackie Chan running through a factory, knocking bad guys from gantries as they try to mob him. This is further enhanced by advantages that the game calls shticks, special abilities of an almost (or sometimes literally, depending on the character type) magical nature. For instance, the common one of never having to reload a weapon or, one of my favourites, the rather more tricky running up the stream of bullets coming toward you to attack your opponent.


However, the real revelation for me was a step beyond that injunction in the original D&D to make these rules your own, and that is the encouragement to use description and inventiveness within the game by giving bonuses for descriptiveness, resourcefulness and imagination - along with penalties for being dull or repetitive. Example: in a firefight you can get away with saying “I take aim and shoot” a couple of times, but if you don’t try harder the Director (as the gamesmaster is called) should start to penalise you. Adding some description will counter this, and maybe give a minor bonus (“I leap over the bar for cover, blazing away with an automatic pistol in each hand”) and particularly good/descriptive/crazy ideas should earn you better bonuses (shooting down a chandelier onto a group of mooks, sliding on your back along a stream of lantern oil someone is about to set on fire while shooting, or simply punching/tripping/throwing one enemy into a pile of others. Just use your imagination, or steal from your favourite action films.


The beam of celestial light hit me in my first session playing this game. We were in a New Year parade in Kowloon when it is attacked by Triad goons/terrorists/whatever (I forget the details). My character (a fairly bog-standard Martial Arts Cop, one of the basic archetypes) was on the edge of the parade and I asked if there was a nearby lamppost or pillar I could use to swing around, kick some bad guys in the face and continue to boost up over the parade. Simon, the director, looked me squarely in the face and said “If you need there to be, there is.” Of course: movie logic!


Of course, there is the danger with this that either the players will just be too silly in their inventiveness, of the Director will expect and demand ever increasing invention to avoid penalties, but that is partly where the trust and cohesion of a good roleplaying group comes into things. In any game, the gamemaster (or Director, DM, storyteller, etc) has to set the tone and expectations, usually implicitly but occasionally explicitly, and the players let him or her know whether they are onboard. Roleplaying is a unique form or communal storytelling where each participant adjusts and makes room and reacts and accommodates to move the story forward.


This game was my introduction to the work of (The Mighty) Robin D. Laws, for my money one of the great game designers and writers and someone who has continued to work on games that foreground the storytelling above rulemastery aspects of gaming, while having systems that support and give structure - Nexus, The Dying Earth, the flexible Gumshoe system. I’ve left much out of this review - the setting and background, the influence of magic (this is primarily based on Hong Kong cinema, don’t forget, so we’re not just talking martial arts and gunfights!) but, if you haven’t yet, you should get it, get together with a group of like-minded friends, some wine and beer and chips and dips, and have yourself a real good time. In fact, 2nd edition has recently come out and I’ve not got it yet. Ah, so many games, so little time....

Friday, 9 October 2015

Game Review: World War Cthulhu: The Darkest Hour

Reviewing a roleplaying game (RPG) book is quite different than reviewing a fiction or non-fiction book; they are still storybooks in a way, but also instruction manuals, rule books, reference tomes and guidebooks to the setting - the world in which the game takes place. It would be unusual to read it cover to cover, you would tend to read sections some several times and dip into others, returning later for reference. The criteria by which they are judged is, therefore, quite unique.


World War Cthulhu: The Darkest Hour is a primary setting guide for a pre-existing game. Call of Cthulhu is a bona fide classic of the genre, one of the first games to move roleplaying away from the hack n slash of Dungeons and Dragons and its ilk into a more investigative, thinky, character-driven milieu. It is based of the Cthulhu Mythos writings (primarily by H.P. Lovecraft, but expanded by others) and I don't think it's any coincidence that it is since that games' 1981 launch that Lovecraft's work has been rediscovered by an ever wider audience.


The primary setting for the original Call of Cthulhu is, as with Lovecraft's stories, New England in the 1920s (with adventures in exotic places such as Antarctica and the Amazon), though the horrors can be transplanted to any era or locale, and there are many supplemental books that do so. World War Cthulhu, as you can probably guess, is a guide for adventures in World War II, and is excellently done. As well as their standard military roles (for the Allied forces, naturally) the characters are agents for a shadowy civil servant who tasks them with investigating potential extra-dimensional spookiness - at the same time as having to survive the very real horror of the bloodiest conflict in the history of humanity.


As such, the game can be run leaning either way; classic Cthulhu-style, using the war as a backdrop, or primarily focusing on the war itself with occasional added horror (imagine some other terror invading the trenches, like the zombies in the movie Deathwatch) or some mixture of the two.


As a supplement to Call of Cthulhu, this is excellent. There is lots of great background on the various intelligence agencies (there is, understandably, a push to make the characters intelligence operatives rather than straightforward soldiers, as investigation - often behind enemy lines is such a large part of the game) and great short summaries of the theatres across war-torn Europe and North Africa.; general information on the status of various countries as well at least three or four adventure ideas for each as well as a list of "Fortean events" through out the period for extra inspiration. There are, of course, equipment guides (description and statistics for a wide range of WWII weapons, prices for both legal and black market goods, etc), background on some historical figures and how they might be connected (Ian Fleming, Dennis Wheatley, Kim Philby, Aleister Crowley, and others) and, of course, an update of the Dark, Lamentable Catalogue - a guide the Elder Gods and other entities, as well as various Earthly factions and cults. As is now usual, the book ends with a fully fledged adventure to get you going - although extra supplements, including adventures, have already begun to appear. i have not yet run this adventure, entitled The God in the Woods, as I have a couple of my devising to get the group into the swing of things, but it's always good to have one as back up and it looks to be a good one.


The book is very well put together - a solid, attractive hardback (build quality is a consideration for RPG books, as they will get a lot of handling while using for reference) with a good contents page and index, something that many RPGs still lack, an unforgivable omission for any sort of reference book - with good artwork and layout, double columned throughout with good placement of tables and highlighted boxes for important text and examples (again, the number of game books where a table turns up many pages away from the section to which it refers is quite astounding. There is an old joke that RPG designers have an excellent vocabulary that unfortunately doesn't include the word 'proofreader'). The writing itself is solid and, importantly, clear.


This book is produced by a company called Cubicle 7, from whom I have bought quite a few books in the past (they produce the utterly superb Laundry Files RPG, based on Charles Stross' wonderful books) and they have quickly gained a reputation for quality and attention to detail. There's always a good amount of free downloadable content on the website (character sheets, tables and even adventures) and I can personally vouch for their superb customer service; when you buy the physical book you get a PDF as well and they one time I had to chase up the link I received an immediate response.


A great advantage to this setting, of course, is the vast amount of material available online. I have researched locales and buildings (I needed a ruined castle in Poland for my adventure) along with timelines of the war to plan my campaign and the location of adventures.


Highly recommended for your insanity inducing, squamous horror laden, world changing conflict pleasure.