lategaming

Staying up late. Doing the gaming thing.

I bought a White Wolf game this week

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I was doing my six-monthly browse through the stacks at Replay in Bangor and as usual found myself not wanting to leave without parting with some cash. It wasn’t due to the intrusion of the proprietor who helpfully inquired if there was something he could help me with (wow, it was kinda irritating), but because I like to support my local game store. The plight of game stores is legend.

So this is why I find myself with a copy of the main book from White Wolf’s latest line: Scion

Scion Hero is about people finding out they are the sons and daughters of gods long past. To their credit they include a good description of the pantheons they think would be fashionable (Norse, Japanese, Aztec, Egyptian, Voodoo, Greek) and if the company’s past is anything to go by there will be new pantheon splatbooks out in the next few months as well as some net-pantheons created by rabid fans.

It’s not a bad book, ideal for the generation of low powered heroes along the lines of Hercules, Perseus and other offspring of the gods. Of course I’ll never get around to playing it having neither the players nor the GMs available even though it’s a low level superhero game.

Scion Hero is the first of a series of books which continues in June this year with Scion DemiGod which will be covering the more powerful scions - I suppose it might be the equivalent of the D&D Expert or Master set if Scion Hero is to be considered the Basic set.

I’m not mad struck on the layout but then this is the first WW game I’ve bought in a long time. The art ranges from very good to “uh, what is that meant to be” which isn’t to say any of it is bad.

It’s a lot of fun to read too.

Renaissance Magic

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The Guardian has a book review on De viribus quantitatis (On the Powers of Numbers) penned by Luca Paciola, a man who was a personal friend of Leonardo da Vinci and who is considered not only the father of modern (double entry) accounting but also one of the leaders in magic tricks. The book covers mathematical puzzles, tricks, proverbs and verses and codes.

Don’t try this at home…

For washing your hands in melted lead

Take cool well water and soak your hands for a while; then shake them, you can put them in a pan full of melted lead over a flame, and it will not cook you. It is even better if you put some ground rock alum in the water … to the uneducated … it will appear to be a miracle.

Gaming Last Night: Gizeh and ZOMBIES!!!

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Last night’s effort consisted of a rather fun 3D game of Connect 4 called Gizeh. And then we played the Zombies!!! boardgame.

Gizeh really is quite brain tiring as it’s a race to win all the 4s and you keep score of them, unlike Connect 4 where you spend all your time trying to link a single 4. We ended up with scores in the 20s each.

Zombies!!! likewise is tiring but only because it leaves itself ripe for gut-splitting laughs as you quickly move from a game where you’d push someone out of the way to get ahead to the point where you’d push them, knock them over, spit on them, kick them in the ribs and give their mum the finger just for a single bullet counter.

Excellent.

Review (kinda): Zombies!!!

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Tonight we didn’t play Zombi, which would make that the second week in a row. Instead, we played Zombies!!! which made a small amount of difference. Less plot, more frantic backstabbing.
This is therefore going to be a little review. We played Zombies with the expansions for the Army Camp, the Mall and the University but to be honest we played for 3 hours and didn’t get anywhere. The turns got a bit slow with 5 players but it was funny. The tiles dealt out a twisting map and the cards and dice rolls gave us plenty of opportunity to move, establish grandiose plans and in some cases, execute them. Paul managed a great combo, sadly depriving me of some excellent toys and leaving us neck and neck at the end before he scooped the victory from me (Bastard!).

It was an excellent filler for this week and the only issue is that you need a LOT of table space.

Film Review: The Illusionist

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I really enjoyed this movie. It showed all of the overt magic and illusion which we would associate with stage magery albeit with the benefit of camera tricks to make them seem all the more unreal.

Edward Norton plays the title role of ‘Eisenheim the Illusionist’, a cabinet-makers son who falls in love with a Duchess. There’s also a nastybad Crown Prince and a moral but compromised man in the middle. If I were a cynic I could say that you should watch The Princess Bride and get the same kind of plot with even more laughs but I was sufficiently immersed in the film that it dealt me a plot twist or two and that made it even more fun. Rufus Sewell plays the villain as he does so well and Paul Giamatti the protagonist of the tale as the unsure-of-himself Inspector Uhl.

This film, and The Prestige (which I have not yet seen), makes me want to work on Qabal even more though it’s apparent that Qabal is a different beast altogether. I’ve therefore resolved to use the “Feits and Tricks” rules from Qabal to have a go at emulating the feel of these movies. I think it could be a lot of fun.

The Illusionist had me thinking that Eisenheim was the villain of the piece at the start but halfway through I was enraptured. And by the end I was cheering, actually cheering. I may have disturbed other viewers in fact. It twists from a romance, to a thriller to a revenge story and back.

I’d better get my finger out, eh?

Zombi Review

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Jeff Rients writes about 5 old games he feels were overlooked. While I can agree with the ancient (James Bond, Lords of Creation) and the venerable (SpaceMaster) and perhaps even the weird (SenZar - though I always thought it was an internet joke-meme) I was shocked and surprised to see number 5 on his list was … ZOMBI. Go read and give appropriate linkage willya. Jeff’s blog is one of the blogs I read with my morning cereal and it was very cool to see something I wrote just there. I was interested in the “5 old games” article anyway and BOOM, he surprises me with this nugget!

He also liked the name “SpaceNinjaCyberCrisis XDO” and sometimes I feel fortunate that I never completed the script for SpaceFleet HyperDimensional WarFortress 44 which I think was only mentioned in WildTalents 3 as:

“Taking SNCC to the stars, SF44 brings you the background for the Archon War. The rag- tag remnants of a hundred worlds now follow the banner of Earth to grind the Horde under their Meka-Tek heels. New rules include starship and zero-G combat. New races and new guns!”

Anyway, Thanks Jeff, for the review, the walk down memory lane and the description of LoC, which I’m going to chase in the IntarWebbage.

Games Shops in Paris

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I went to two games shops in Paris and spent a little too much on books.

I got some English language RPGs and could hve bought more - there’s heaps of dead-tree books that I’ve never heard of and I know there must be hundreds of electronic versions that I’ve just not the time to look at.

I picked up some french language RPGs as well which has proved to be eminently readable.

The Authority RPG
Tekumel RPG (and I got namechecked in it!)
Hard][Nova RPG
Te Deum RPG (French language mediaeval religions wars)
Apocryph (French language religious wars in modern day)
In Nomine Satanis/Magna Veritas (cos the SJG one was “Lite” or PG13)

As it happens my friend Paul, who has a career interest in history, also ordered Te Deum this week. I have an inkling his French is better than mine :)

Sadly I missed Salon de Jeu, a big games convention which started on Friday and ended today. If I’d known it was on I’d have made the effort.

Reviews of these games to follow….

Marvel Super Heroes Saga

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Both of us at lategaming are fans of Super Hero games. For Matt, it’s because he misspent his youth reading comic books. For me, it’s because they’re the pinnacle of escapism, and one of my favourite campaigns I ever played in was a supers game.

In this supers game, we used the old Marvel system (not the old-old one, the one after that). Matt was the GM at the time, and his reason for choosing Marvel (when not playing in a Marvel universe) is that the system is very simple for resolving things, keeping the game fluid, and reducing the rules-lawyering or number-crunching which can plague other games (*cough*DC Heroes*cough*).

(Incidentally, we were talking the other day (again) about how all role-playing games are essentially super hero games–you have a character who probably has fairly broad strokes of personality (at least initially) and who has some kind of abilities which makes that character stand out from the crowd. Think about it: Vampire, D&D, Ars Magica, SLA Industries and so on ad infinitum. They all give you special powers and let you wreak havoc.)

So, when I first heard about the Saga system, which used cards for resolution in an effort to reduce the rules and numbers and promote role-playing and storytelling, I thought this was going to be excellent.

Enough rambling, let’s discuss some nitty-gritty. The game was actually published in 1998, but often that doesn’t mean much in the RPG world–I hadn’t even heard of it till last week. It was released in a boxed set (as were all the Marvel games) that comes with two books: one for rules and one with Marvel character stats in it. It also comes with a deck of cards that are used for all the resolution in the game.

The books are colour-covered but black and white on the inside. My first gripe with the game is that the font is some kind of Comic Sans-derivative font, which is incredibly hard on the eyes for reading long stretches of text, and of course should be banned. I think it’s acceptable in a comic book because those books are hand-drawn, so why not hand-written? In any other book, it smacks of amateurism. The cards that come with the game resemble those you might find in your average collectible trading card game. Full colour images of comic book heroes, with various semi-cryptic numbers and symbols wrapped around them. Having only black and white on the inside doesn’t bother me - this was after all in the age before the rise of very cheap digital printing.

The system itself is … interesting. You hold a certain number of cards in your hand at any given time (somewhere between 3 and 7, with 4 or 5 being normal for the X-men level characters). These cards are your hit-points (you discard cards when you get wounded), your dice rolls (they have random numbers on them which you use to determine success or failure) and your character/hero/karma points (i.e. using them in a particular way allows you to affect things more than you normally would be able to do). Having a hand of cards is a bit like saying you have five dice rolls to choose from each time you want to resolve something, and when you use one of them you have to roll that dice again to bring the total back up to five.

The cards have five suits. Each one is a different colour, is based on a different stat, and is named after a different Marvel character who exemplifies that stat. Resolution is as you might expect: take an ability/stat/skill/power and add the value of the card to beat some target value. The more experienced your character is, the more cards he/she can play at one time. The different suits also function as trumps for their relevant stat, so playing a “5 of Agility” from your hand for an agility based action allows you to draw a card from the top of the deck and add that to the total (and continue to draw and add for as long as you continue to draw the same trump suit).

One suit (Doom/Dr. Doom) has the added drawback that the GM (or Narrator as he’s known in this game) gets to keep those cards and use the numbers on them against you at inopportune times. This is a nice little thing the players have to keep in mind when they play those cards.

The downside of the cards is that they are completely relied upon for resolution of everything (even things like the weather, if you want). So what happens if you lose some or all of them? It’s not like dice where you can just go buy a new set. Perhaps in 1998 TSR planned to make the available to buy, but eBay is about the only place you might find them now. Also, I found the rules at times difficult to understand, but that could be just because I haven’t yet played it. Reading them didn’t make them become clear, and the examples they gave just served to muddy things even further.

The game is clearly intended to be used to play in the Marvel Universe, and with Marvel characters and a large number of the most popular are included in the Roster Book. The game itself is light on source material–it expects you to read the comics (or possibly some supplements) to fully understand anything about the universe or the characters. There’s no history or timeline as you might find in other game settings. Perhaps it’s naive of me to think that it might be necessary for those of us who haven’t read all the Marvel comics since the 1960s.

Character generation is fairly simple, but relies heavily on GM adjudication. In fact, the system is intended to be used to generate those characters that weren’t quite popular enough to be included in the Roster Book but that still feature in the comic books. It even goes so far as to say “bring the comic book with you to every session, so that everyone knows what your character looks like”.

In summary then:

Good

+ Cards are a neat idea
+ System emphasises roleplaying

Bad

- Cards can get lost/damaged and aren’t easily replaced
- System wasn’t easy to understand, examples even less so
- Lack of background info not so good for people who don’t read a lot of Marvel comics
- Bad font choice

Overall score: 3d6 (out of a possible 6d6)

If I played this game a bit to see how well the system actually worked, this might go up to 4d6.