Posts Tagged ‘atomic array’

Review: CthulhuTech Dark Passions

Tuesday, February 16th, 2010

Few gamers are unaware of the Lovecraftian mythos. Even if you haven’t read any of H.P. Lovecraft’s deliciously terrifying stories (Call of Cthulhu being one of the most well-known), you’ve most likely encountered My Little Cthulhu or another of his otherworldly creations in one game or another. The fear of tentacled, non-Euclidean things that go bump in the night seems to run deep in the human psyche. And, naturally, Lovecraft is an inspiration for a great many games and stories playing on the feelings evoked by Lovecraft’s prose.

But this post is not about H.P. Lovecraft’s tortured (and very racist) genius, fascinating as it may be. No, here I shall take a few bytes to discuss the excellent CthulhuTech RPG written by WildFire and published by Catalyst Game Labs (who also publish BattleTech, though the two are unrelated). Obviously, the name derives from an amalgamation of Lovecraft’s greatest monster, Cthulhu, and a sci-fi spin. The most important things to take away from the name are these: mind-bending horror, mechs, and interplanetary warfare in the future. I’ve been wanting a chance to look through this game for a few months now, so naturally I took the chance offered to me by the wonderful Ed Healy of Atomic Array. What follows are my thoughts about the CthulhuTech game and the Dark Passions supplement (the PDF version). For a review of the core book, read this at Stargazer’s World.

One caveat before I proceed further: CthulhuTech is not for the faint of heart. I said mind-bending horror and I meant it. To be clear, these books will not scar you for life but they are intended for mature audiences. Part of good roleplaying is getting in the mindset of every hero and villain, but part of a healthy mind is knowing when to stop and pull back.

So, on to the good stuff! First off, the layout of Dark Passions is nothing less than fantastic. The palette is generally pleasing to the eye, though the white-on-dark print fiction included in every CthulhuTech book can be a bit jarring. Aside from that minor detail, the book is marvelous. The artwork is fun and inspiring, not to mention evocative, and the book is generally well-organized and easy to read.

After some introductory fiction and a brief overview of the content, Dark Passions gets straight to business. The book focuses on the minor cults that feature in the future Earth. Most are associated with a larger cult of evil, but a few “benevolent cults” are included as well. The evil cults are the most easily spotted, since they tend to turn up in bloodbaths, while the benevolent cults walk in dreams and protect the citizens of the New Earth Government. The first chapters of Dark Passions cover these minor cults, relating them to the larger threats presented in the Core book (the Esoteric Order of Dagon, for example). They also include a basic primer on where the minor cults can be found, who joins them, and what their purposes are (both seen and unseen).

The minor cults range from brutal terrorists to friendly neighbors. Dark Passions does a fantastic job of presenting each in turn, describing the recruiting process, current status with the New Earth Government, and the puppeteers pulling the strings behind the stage. Later on, the book also supplies sample characters who might be found working for each cult. Each sample character includes stat blocks and brief blurb of flavor text.

The second half of the book offers more fiction, supplemental rules to spice up the minor cults, and two sample stories designed to introduce the minor cults into a CthulhuTech game. I haven’t been able to playtest the stories yet, but they appear both comprehensive and interesting. Similarly, the fiction is engaging enough to be sold on its own but it also serves the purpose of opening a window on the future Earth. Needless to say, I’m a bit freaked.

On the whole, Dark Passions is a quality product. I enjoy the way CthulhuTech weaves Lovecraftian horror and science fiction, and Dark Passions throws the spotlight on some of the more neglected aspects of the future Earth. The PDF is high quality and equally suited to providing flavor or inspiration for a game not using CthulhuTech’s Framewerk system. My only point of contention is formatting of the fiction, really. If you play CthulhuTech, you want this book. Hell, I’d recommend Dark Passions to any gamer with a taste for horrific science fiction in a heartbeat. Cults are a major part of most roleplaying games, and I’ve rarely seen them detailed any better than this. Now go play!

Disclosure & Thanks: I received the PDFs for the existing CthulhuTech books to date in order to do my review. In no way was my review altered or edited by Catalyst Game Labs or Atomic Array, and if I didn’t think I could give the product a good review you wouldn’t be reading this right now. Thanks also to the fine folks at Atomic Array for providing the opportunity to review a fine product.

Want to learn more about CthulhuTech? Read on…

Review: Secrets of Pact Magic

Friday, November 27th, 2009

Secrets of Pact Magic is a very interesting set of alternative rules for any OGL game.  I’ve often enjoyed fantasy worlds where magic is performed by binding spirits, or at least where such rituals are fairly common (say, more frequent than castings of planar ally spells, which have never been used in any game I have played in for the last seven years).  So, at first blush, pact magic looks like a good way to incorporate that feeling into D&D with both crunch and roleplaying.

Over the last several days, I’ve had the chance to read through Secrets of Pact Magic and have absolutely fallen in love with the way pact magic is presented.  A word of warning – I haven’t had time to do a playlets, so I cannot speak definitively about balance or the way the crunch plays out.  I’ll offer my opinion (since when has anything stopped me from doing that?), but take it with a grain of salt.

First, production values.  Secrets of Pact Magic is about what I’d expect from a third party publisher.*  The pages of the PDF have a nice background and border that add some flavor without being too distracting.   The art is not quite as good as, say, something from Paizo or Wizards, but its style fits with the rest of the production choices in the PDF and that’s really my highest requirement.  The typographic and other layout choices are mostly good, but the headers on some sidebars can be distracting.

The book begins with an introduction to pact magic, which is a good primer for the flavor of the pact magic system.  Reading it for the first time, I was immediately drawn in and wanted to give it a spin or work it into my own campaigns.  I love the idea of small bargains or deals that aren’t quite on the Faustian level (at first) in order to gain a measure of personal power.   It’s a delicious approach to magic ripe for roleplaying opportunities.

The way pact magic is presented in Secrets gives GMs a chance to use it either as a full-blown change to D&D’s magic system, or as an addition to the game as it stands.  I think the best way to use pact magic is by making it an option, but not necessarily by making it the primary source of magic in the world.  Part of my reasoning is that the pact magic system doesn’t seem meant to be a replacement for arcane/divine magic.

The classes offered in Secrets have a few holes.  Not big ones, mind you, but for the kind of game that I like to play the pact magic classes aren’t quite adequate.  I like having a cleric class, for one.  Pact magic offers the Occult Priest, but it doesn’t have quite the flavor I’m looking for.  So, pact magic can’t replace magic in D&D for me, but the beauty of Secrets is that it works just as well as a complement to the stock classes.

The way I played with my friends in high school was that all the standard classes in the Player’s Handbook were available, and then the GM picked from the dozens of supplements we collectively owned which other classes would be permissible.  There were usually at least two dozen.   I like having options, and pact magic adds some good ones.

I’m a particular fan of the Foe Hunter, a ranger-like class that lets the Hunter vary his/her abilities based on the currently-bound spirit.   I can see using the Foe Hunter as a holy warrior who calls upon spirits to hunt the enemies of his/her faith.  Alternatively, the Foe Hunter sells little bits of his/her soul at a time (sorta like a time share, but in hell) to gain the skills needed to off the next contract.

Note to GMs: want to make the supernatural a very important part of your campaign that is fundamentally tied to at least one character in the game?  This will do it.

In short, I love Secrets of Pact Magic.  The designers put some serious thought and effort into writing this supplement, and I think it makes a great addition to any D&D game.  I’m looking forward to working it into a game soon, possibly using the Pathfinder conversion.  I would have loved to review that as well, but this review ended up being way longer than I expected so I’ll save that for another day.

Disclaimer: I received a review copy of Secrets of Pact Magic, Villains of Pact Magic, and the conversion guide from Ed Healey at Atomic Array so that I could write this review.

* That is, a company with less in the way of resources than a one of the few major hitters in the field.  I love small presses, and this one is no different, so please don’t take this as a negative.

Want to learn more about Pact Magic? Read on…

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Review: Thrilling Tales

Wednesday, November 25th, 2009

I seem to be doing a lot of reviews lately…  I guess that’s what happens when I get offered review copies.  Check back here on Friday morning around 8pm EST for my review of Secrets of Pact Magic for Atomic Array.  In the mean time, I offer some quick thoughts on Thrilling Tales, a pulp adaptation for the Savage Worlds rules set from Adamant Entertainment.

I picked up Thrilling Tales today for the low price of $1.  That’s $23.95 off the regular price, and it was a major steal.  $24.95 would ordinarily be far more than I’d be willing to pay for a PDF, so I have to question Adamant’s pricing scheme, but that’s beside the point.  I highly recommend checking it out while it’s still on sale.

So, on to the actual document.  Production values rate an A+, especially their use of pictures.  Plenty of rule books (especially for modern games) list dozens of weapons, but Thrilling Tales actually includes pictures of every gun, car, and aircraft described in the Equipment section.  Way to go, guys.  It should be a requirement for every game manual.

There isn’t really a system to discuss, since this version of Thrilling Tales uses the generic Savage Worlds rules (I also bought the d20 Modern omnibus version for $1).  It’s nice that they don’t waste a lot of time explaining stuff in the core rules and instead spend the pages on a timeline of the 1930s that focuses on events relevant to pulp games, offers some extra guns and cars, and details a bunch of character concepts and sample villains.  Finally, Thrilling Tales closes with a customized character sheet and a serialized plot point campaign.

I’d say Thrilling Tales gets the tone spot on.  In many ways it’s similar to Two-Fisted Tales, a similar pulp game from Precis Intermedia.  Both offer great character concepts and absolutely wonderful art, but they differ greatly in terms of system.  I haven’t had time to playtest either game, but Thrilling Tales starts with a simple advantage due to the fact that I know the rules for SW already.  That’s not really fair to Two-Fisted Tales, but I promise to try them both out before making any kind of a judgment about superiority!

Back to Thrilling Tales…  I really appreciate their use of stereotypes and breakdown of pulp into the various genres (like crime fighting and horror) that together formed the backbone of the pulp stories back in the day.  While recommending that characters play up stereotypes, they also recognize that many of the stereotypes from the original pulps are now considered very politically incorrect (not to mention wrong and hurtful).  While it’s not really important to gameplay, it’s nice to see designers taking the time to be socially responsible.

My favorite thing about rulebooks is probably all of the characters and organizations that they give me to play with.  In that regard Thrilling Tales also shines.  It offers a few example groups of villains, as well as individual NPCs and ways to center a campaign around them.  These examples are staples of pulp stories, and blend a bit of the very real (Nazis, anyone?) with a bit of the weird (Oriental* mysticism).  The plot point serial also looks great, but I’ll wait to pass final judgment on that until I’ve actually played it.

I can’t wait to give Thrilling Tales a playtest with my gaming group at school.  Pulp is one of my favorite modes of story telling, and I’d like to see how it plays out in Savage Worlds.  I highly recommend checking it out at RPGNow and suggest that you consider dropping a dollar on it.  It’ll be worth the price, I promise.

*Oriental is considered offensive by many people and I apologize if you (the reader) are among them.  I am using it for consistency and because I’m referencing Thrilling Tales.