Posts Tagged ‘RPGs’

Stacy’s Mom [Shambles Recap]

Saturday, February 27th, 2010

Last weekend Psi Phi hosted its once-a-semester Cookies N Characters, where GMs bring a one-shot or two and we invite everyone to join us for cookies and games.  It is usually just Psi Phi members, but occasionally we’re joined by newcomers.  Either way, we all have a great time.  This semester, I decided to host a Shambles game since I’d had the opportunity to review but not playtest it in the fall.  It was a good choice.

I tend to like games with a large off-the-cuff element, and the LAFFS system was a good start.  I had a name (Stacy’s Mom) but not much else.  I decided to set the game in sleepy little Collegetown, USA on a Sunday morning, following a party.  I did an overview of the rules for my seven players and let them generate their own characters.  Most rolled lots of dice, resulting in some interesting layouts.  One player actually rolled nothing lower than a four, and he ended up with quite the erudite zombie.

Character creation was a chance for the players to help build the premise of our game, which worked rather nicely.  It had, of course, not occurred to me that a player might choose to play a professor, but, as it so often does, the unexpected happened.  One player created  a professor of Viking Studies, and decided that the party had been held at his house.  Another player decided that zombies were boring and created a succubus instead, adapting the standard attributes to something more appropriate.  And one player took what I’d given them so far and named her character…Stacy.

The characters all found themselves waking up, scattered around a strange house, feeling somewhat different.  I decided that the professor woke up with his tie, but no shirt, and couldn’t quite remember how it happened.  Our erudite zombie was a guitar-playing stoner with an acoustic guitar, and he and Stacy were draped across a sofa.  The succubus was prowling, a local pickpocket was groggy, and a visiting lecturer named Gregor Samson had strange dreams of Kafka and giant bugs.

The door soon rang, and sure enough Stacy’s mom had dropped by while looking for her daughter.  She didn’t notice anything until Gregor grabbed her and started to eat her brains, at which she only moaned, “Mr. Samson!” and flailed limply.  So, there went my first NPC and the characters had begun to figure out that something was going on.  They fumbled around for a bit, getting used to their zombieness, until Stacy’s dad arrived.

Stacy’s mom was Cassie, and her dad was Kyle.  Cassie was a cougar, and Kyle was the sheriff.  When Kyle arrived, he started berating Cassie once again for her cougaring ways, totally missing the fact that her limp, bloody body was being pulled apart by his daughter and a strange man.  Yes, I rolled that.  Plus it was just funny.  At this point a couple of players decided to steal his cop car, one of those ones from the 70s with a gumball on the top, to go in search of snacks.  Oh, and they stole his gun.

Our succubus friend, Serena, seduced Kyle and Gregor Samson took the opportunity to snag the gun on his way out.  Serena took her new toy and Cassie’s car, but as she ordered Kyle to drive off, Professor Arthor Thorvald landed with a splat on top of the car.  Hilarity ensued as they drove down the street.  Eventually they reached the campus, where Professor Thorvald visited the Viking Studies dept.  He broke down the door and used the axe in the lobby to cut his way into the Chair’s office.  Of course, this being the Viking Studies dept., the chair had a crossbow on his desk…  Professor Thorvald managed to dethrone him nonetheless, and began a new reign.

Meanwhile, Serena ate Kyle’s soul once they reached campus.  She then tried to seduce the campus security guard, but he turned out to be gay.  She whipped out a dog collar and that took care of that, but it was an unexpected curveball.  Thereafter she commenced eating the souls of the poor, underfed mall employees.  Mm mm, good!

Let’s get back to our friends in the cop car.  Gregor, Stacy, Ralph, and Tristan motored on down the road towards the closest diner.  Ahead, the mailman was making his daily rounds on his bicycle.  Tristan used his guitar to smack mailboxes as they approached, until the mailman noticed them and freaked.  He lost control of his bike and veered out into the road to avoid hitting the blind old woman being walked by her blind guide dog (who just memorized the route).  Ralph and Gregor managed to spend some LAFF points to hit the mailman and launch him into the old lady, but they decided to return for him once they’d hit the diner.

At the diner, our merry band of maniacal zombies wreaked havoc through various means.  Stacy tangled with some of the waitresses, managing to down a few brains.  Tristan figured that there was a probably at least one stoned dude in the corner, and sure enough there was.  His brains were gooooood duuuuuuude.  And in the spirit of havoc everywhere, the zombies herded all the patrons into the kitchen, whereupon to eat their brains.  Of course, they also decided to torch the place, since they heard cops coming.  Gregor noticed a little golden-haired girl, who turned out to be his sister, and as the diner burned he ran outside, shouted, “What have we become?!”, and offed himself with Kyle’s gun.

Fin.

Two Random Ideas

Wednesday, February 17th, 2010

Idea the First: I was considering crossbows and their mechanics while in seminar today, and it occurred to me that what a range increment represents is your ability to hit a given target with different levels of accuracy.  So, your range increment should increase if you can find a way to reduce the noise in your aiming mechanism.  The long and short of it is that a crossbow bipod makes a lot of sense.  No reason you can’t use it to stabilize your crossbow and add 10′ to your range increment.  The caveat, of course, is that you must have something to rest it on, so you must be prone or near a steady object of appropriate height.  All of my future D&D/Pathfinder games will include bipods, since I’ve always felt that crossbows don’t get enough love.

Idea the Second: Psi Phi will be hosting our semesterly Cookies ‘N’ Characters on Sunday, and I’ll be running either a Pathfinder adventure or a Shambles one-shot.  Can’t decide which, so I’ll bring both to the event and let the players decide which they want.  I’m going to have a lot of fun working up a Shambles adventure I think I’m going to call “Stacy’s Mom.”  Yeah, that’s right.  It’s gonna be crazy.

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…

Upcoming (Not Dead Yet!)

Sunday, February 7th, 2010

The last few weeks have been busy, which is why I’m pleased that I have some neat stuff coming up here at Creatively Anomalous.  In the past couple of weeks, I’ve turned 21 and the year changed.  Talk about news!  Later this week I’ll be posting a review of CthulhuTech, a fascinating RPG that combines (you guessed it!) Lovecraftian horror and science fiction!  I will also include some life updates (I’m working on a new show: The Butter & Egg Man) and my thoughts on Braid, among other things.  And, eventually, I’ll get around to posting my interview with Clash Bowley, game designer extraordinaire!

In other news, I’m taking a class called Fan Culture, and it’s changing my life.  The theoretical stuff alone is intoxicating and curiously concrete for theory.  Throw in some Buffy, Rocky Horror, and de Certeau and you’re golden.  Fan fiction just sweetens the pot a little more.  I hope to share some of my thoughts on the class here going forward, especially since this is the first class I’ve taken where a class blog actually works out well.

In other news, don’t blog while sick and on Nyquil.  Or while operating heavy machinery.

DriveThruRPG’s Donation Package Raises $50,000 In One Day For Haiti Relief

Thursday, January 21st, 2010

DriveThruRPG released the following press release earlier today, and I hope you will all take advantage of the deal they are offering.  Not only is it a good one for you, but a little humanitarian aid never hurt anyone, right?

Thursday, January 21, 2010

In an effort to hurriedly engage publishers and fans in a charitable relief action for the people of Haiti and the Dominican Republic (following the earthquake that devastated the region), DriveThruRPG put together the single most amazing bundle of products ever seen in the RPG hobby’s history. For a $20 donation, fans are given over $1500.00 in RPG books, music, and more.

It killed their servers within hours of going live.

As one fan put it, “I’ve never been happier to get an error message.” The generosity has been utterly overwhelming, and the collective patience of the customer base has been greatly appreciated by the folks at DriveThruRPG.

“It is an embarrassment of riches of the highest order,” said Sean Patrick Fannon, Marketing & Communications Manager. “We simply had no idea how huge this would get, and how quickly it would become a massive sensation throughout the gaming world. I’ve never been more proud of my community or my job.”

In order to resolve the server issues, DriveThru employed a “coupon solution” that enabled customers to gain a code that would let them select each of the products in the original bundle for free download. With well over a hundred products, however, this became a tedious and frustrating process, and the customers rightfully complained.

As of now, a new coding has been employed, and now customers are getting all of the products that go with the bundles automatically added to their download lists. The folks at DriveThruRPG care immensely for their customers, wanting the experience to be as easy and enjoyable as possible. While the main focus is to get help to Haiti, DriveThru also wants to leave a positive and lasting impression on everyone who comes to the site.

As of this press release, DriveThruRPG has collected well over $56,000, which will be going to Doctors Without Borders for their efforts in Haiti and the Dominican Republic. The “Gamers Help Haiti $20 Mega Bundle” will be available until January 31st. Other relief efforts may continue as needed.

For more information, contact Sean Patrick Fannon at sean@onebookshelf.com. Go to www.drivethrurpg.com to obtain the bundle and learn more about what DriveThruRPG is doing to help Haiti.

Open Game Table Vol.2: I Was Nominated

Sunday, January 17th, 2010

Well, it appears that some kind soul decided to nominate some of my ramblings here for the Open Game Table Vol.2!  If you have no idea what I’m talking about, here’s the short version: it’s a giant anthology of the best blog posts in the online RPG community.  Vol.1 was amazing and available in print and PDF.  I got the PDF, and I cannot believe how useful it is.  Regardless of what kind of game you play, the Open Game Table has something for you (and is available at your FLGS, Amazon, or Drive Thru RPG.  Jonathon Jacobs of The Core Mechanic masterminded the first volume and will do so again for the second.  Bravo, sir, and well done!

This time around, there were almost three times as many submissions!As I mentioned, someone out there nominated a few of my items for this anthology.  By a few, I mean seven.  I admit to having nominated several myself, but at least two were nominated that I had not contributed myself.  To whomever nominated mine: thank you!  That kind of feedback is both rewarding and an indication that I’m doing something right, and I appreciate it.  I wish the reviewers and editors the best of luck, since they’ve got quite a lot on their collective plate, and I cannot wait for the new edition.  With luck, something I wrote will make it in, but if not it will only be because there was something better and what’s wrong with that?

In case you’re curious, here are my posts that were nominated for Vol.2:

Will’s 6 Rules For Happy Internet Publishing

Wednesday, January 13th, 2010

Whether you blog, write, or code, internet publishing is a minefield that all too often blows off a metaphorical limb.  I started blogging almost two and a half years ago (not at this location, obviously) and I have gleaned some tips that I now share with you, dear readers.  I have made almost all of the mistakes I list below, and I hope that it will prevent you from having to make them yourselves.

  1. Determine whether you want to use your real name or an alias and stick to it.  Consistency is key, people.
  2. Learn who the giants in your particular field are.  Learn from them, but engage with them only with caution.  (Relatively) famous people are usually also very busy people, and them being busy can feel like a painful snub when no slight was intended.
  3. Expect people to pan you.  Don’t get bent out of shape about it.  Internet publishing is meant to enable you, the individual, to produce whatever content you like and make it available to like-minded people.  If someone doesn’t like it, odds are they aren’t of a like mind, and therefore are not worth including in your product assessments.
  4. Don’t be down on yourself (especially publicly).  It just comes across as attention-grabbing if you actually think your stuff is the best thing since prepackaged hummus.  If you really think your skills are terrible, no amount of external validation will really help turn things around.  And if you are just generally depressed about things for long periods of time and believe that you are no good at anything at all and will never succeed, ever, then for heaven’s sake see a psychologist, take a vacation, and make yourself better (I recommend the vacation from personal experience).
  5. Put feelers out and meet or talk with people who do what you do.  Don’t expect them to love you or your work right away, and definitely don’t deliver manifestos about why they should.  By politely introducing yourself you will find nice, supportive, good people with whom you can share the joy of whatever it is you do.
  6. Last, DO NOT EVER sound off about how other people in your field are just plain wrong and do not have any idea what they are doing.  NEVER enter into ideological battles over the internet.  I have done this.  I regret this.  You can learn a lot of important lessons from it, but it’s better just to take this one on faith.  Be respectful to others, be willing to admit mistakes, but also stand up for what you believe and you will not go wrong.

Now, if I could just email this to myself a few years ago, I could create a causal loop and make gigantic tears in the fabric of reality…

Shadow Assassin As Street Samurai

Sunday, January 3rd, 2010

The shadow assassin is a Pathfinder RPG core class created by the excellent Super Genius Games.  I love the Super Genius Guides, and the shadow assassin has to be one of my favorites.  I haven’t written about it much, but I love Pathfinder.  The shadow assassin is a wonderful implementation of a good idea in a great system.  In short, a perfect marriage.

What is the shadow assassin?  A blend of rogue and beguiler (see the Player’s Handbook II, D&D 3.5), with echoes of the 3.5 assassin prestige class.  The class focuses on using shadows and concealment for everything from stealth to combat.  The class offers the skills, saves, and attack options to be expected of a stealthy type.  The other abilities are where the class really shines, though.  By using areas of dim illumination, the shadow assassin is able to blend with the shadows and even become a shadow himself.

Personally, I think the coolest features are the options for daggers and the ability to create a light weapon out of pure shadow.  I’ve always felt that the dagger ended up being way too ineffectual in D&D.  That is, there were never enough options to make a knife fighter a really viable option the way it is often used in the fantasy genre.  The shadow assassin offers some more options, like Daggermaster, that go a long way to rectify that problem.

I also love the ability that allows a shadow assassin to create any light weapon out of pure shadow.  It fires my imagination like nothing else, and I can just see cinematic sequences in which the cloaked shadow assassin takes on a squad of enemy guards, dodging their weapons and blocking with a weapon that flashes in and out to deflect the occasional lucky blade.  In short, serious badassery.

So…I’m not a d20 Modern player (yet), but it occurred to me that the shadow assassin would make a pretty good street samurai/ninja.  Some tone elements could be tweaked to add a more cyberpunk flair to it, and it would be neat for a game like Shadowrun or d20 Modern.  It seems like a class well-suited to the internet land of Snowcrash or as the avatar for an AI or for someone like Merlin Athrawes in the Safehold series by David Weber.  The shadowy striker can fit into just about any fantasy/sci-fi game, and I think the shadow assassin is a good fit for the role.

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World Premise Twist: Education

Wednesday, December 30th, 2009

The typical fantasy world assumes a low level of general education.  Many (or most) can’t read or do basic math.  Scholars are rare or derided, and universities and higher learning are not considered to be worth the expenditure in gold and real estate.  Learning is generally not a priority for most people, because most fantasy worlds assume a medieval level of development and resources.  For the average peasant, there is little time for reading when crops must be gathered.  Adventurers focus on staying alive or the practical knowledge they need to loot more efficiently.  Generally, this makes sense given the medieval baseline.

That is not to say that education does not exist in fantasy gaming or literature.  It quite often does, but it is at best a sideline.  Eberron introduced institutionalized education into D&D in a way that hadn’t been done in a major production before (again, to the best of my knowledge – please feel free to correct the record).  I think it’s safe to say that education very rarely drives much of any fantasy world, and that it is very rare for education to be anyone’s priority (in the fantasy world at large, at any rate).  Within the scope of my gaming experience, there has been little in the way of an educated populace.

I’ve been looking for a real twist to the Pathfinder campaign I’m in the process of planning.  While reading David Weber’s By Schism Rent Asunder, I had a brainstorm.  What if education was common in my game world?  What if the Empire, the largest unified nation in the world, sponsors public education at all levels?  What if the Fellowship of Light, the largest organized religion in the world, encourages its faithful to better themselves and others through intellectual endeavors?  What if most of the population can read, do math, and owns at least a few books?  I don’t think this is necessarily a revolutionary approach to gaming, but it certainly revolutionizes my approach.

The first step towards solidifying this idea is to determine the level of education in science, mathematics, literature, philosophy, linguistics, and religion that has been reached.  In other words, how advanced is their education in real-world terms?  I’ve decided to go with an Italian Renaissance-era feel.  So, the sciences (especially their practical applications to engineering) are on the rise, and intellectualism is prized.  Successful rulers must also be well-versed in all aspects of learning in order to be able to converse intelligently with one another and in order to manage their realms.

Keeping with the Renaissance influence, organized religion is also a sponsor of education, though mostly so that they might tempt the people to join the ranks of the priesthood.  Architects and artists are commonly commissioned to create great works that venerate the pantheons.  Clerics and acolytes also educate their flocks as part of their ministerial duties.  Most mid-size cities on up have a college or university of some kind, and some have more than one.  The Imperial capital, of course, has the biggest and most awe-inspiring of them all – Imperial Collegium.  There are half a dozen competitors in the city, but none with quite the same resources or prestige.

The next consideration is magic.  How does it fit into education in my world?  Is it part of universities, or do spellcasters maintain their own schools?  Either choice presents more options, but I’ll stick with magic included in universities.  Spellcasters have their own guilds, of course, but magical education may be found at most temples of learning.  In fact, artificers and archivists are quite common in universities around the world, melding the magical with the mundane.  I’ve always loved Eberron’s blending of magic and technology, and I’d like to carry the same tone into my game world.  A little bit Renaissance to it, perhaps, but it’s a good starting point.

Similar to Eberron, I’d also like to make museums part of the educational scene.  Many colleges have them, and they help the adventuring economy thrive.  Such collections provide ample opportunities for buying and selling, as well as cloak-and-dagger affairs.  Universities compete over having the best museums, just as cities and kingdoms compete over having the best universities.  Skilled faculty are always in demand, as are items (or people)  for study.  This way, adventurers are an integral part of the educational system and the economy.  Adventurers also exist in their usual capacity as troubleshooters, mercenaries, and just plain treasure hunters, but I like having a solid reason for so many antiquities and artifacts to be moving through the economy.

Class-wise, scholars and teachers may be of any class.  Artificers and archivists are going to be common scholar classes in my world, with a fair number of bards, clerics, and wizards for flavor.  There will also be a very sizable proportion of NPC classes represented, since not everyone is an adventurer.  It will vary a bit by institution, of course, but at most places the majority of faculty members will be from NPC classes.  The most common heroic class is most likely the bard, followed by the wizard and archivist.  Clerics and artificers have the smallest noticeable presence, but there are still plenty of them.

And there you have it…

Review: Shambles

Monday, December 28th, 2009

Shambles is what I’d call an interesting idea (and a terrible one, as the game’s cover notes).  Zombies are the stuff of campfire legends and blockbuster films, as well as many a roleplaying game.  Usually, though, the zombies are the bad guys (or at least NPCs).  You know, lumbering undead creatures who seek only to eat your brains (but not your eyes!).  Rarely are the players the zombies.  The following is my review sans playtest, and my copy of the game was provided gratis by the author and designer Duane O’Brien.

First off, the production values of Shambles are pretty good.  The art is simple but sufficient, and generally sets the right tone.  Other stuff, like typefaces and layout, are also perfectly adequate and nothing seems terribly out of place.  It’s a good start…

The game starts with a short introduction to the setting, which accomplishes pretty much what it set out to do.  You’re a zombie in a modern world, and people want to kill you.  Get the picture?  To summarize: “[L]et your players riff off the idea that you could take a live person from that setting, and drop in a zombie, and people wouldn’t notice until the smell got bad.”  Nice, simple, and different from my usual games in which elves, dwarves, and ripped humans inhabit a world of constant danger and darkness.

The system, called LAFFS, is also pretty straightforward.  I honestly can’t think of any other system I know of that would work as well for a game like this, though I’m sure one exists.  LAFFS uses a basic d6 system, where you vary the number of dice you roll depending on skill level and roll against a target number.  If you roll higher than the target number, you succeed.  Similar to Savage Worlds, there are degrees of success.  The more dice that beat the target number the better.

To give the GM and players some flexibility, LAFFS also allows the GM to hand out LAFF points for doing something funny, good roleplaying, or just kicking serious ass.  Each LAFF point adjusts a single roll up or down by 1, and players may enter into bidding wars if they want to screw around with someone else’s roll (and let’s face it, who doesn’t enjoy beating their gaming buddies about the head with their own arm?).  It’s a solid concept that has plenty of tried-and-true variants.

Braaaaiiiinssss! Teenage hipster braaaaiiiinsss!

On to characters!  Each character has six attributes between 1 and 6 points.  The game suggests spreading 18 points between each of the attributes, rolling six d6’s and distributing the rolls, or just rolling six d6’s and taking them in order.  Each method has its pros and cons, and I think I’m probably a fan of option #2.  I like being able to distribute my dice as I please, but it doesn’t seem necessary for fun.  Option #3 seems most in keeping with the theme of the game to me, but feel free to disagree.

Of course, everyone knows that zombies lust for brains the way Dick Cheney lusts for his very own Death Star.  To drive characters towards those tasty brains (as if they needed motivation!), a player’s zombie deteriorates constantly, losing 1 of 36 initial hit points (6 per leg, arm, chest, and head) every 24 hours (more or less depending on the environment or other circumstances).  Every time the body deteriorates, some specific body part becomes compromised.  If any limb reaches 0, related abilities become penalized and no hit points may be restored to that limb.  To regenerate hit points, zombies must eat brains.  One brain, one hit point.

On a related note, there is the Gore Level.  Basically, it tracks how pretty (in zombie terms) your zombie is.  You start at 6 and lose one for every 6 hit points lost.  Your Gore Level determines how NPCs react to your walking hunk o’ corpsey goodness.  Lower Gore Level makes it more likely that they will try to blow your brains out, decapitate you, etc.

Combat is pretty simple.  You can hit stuff, grab stuff, or chuck stuff.  There are some lengthier rules that explain the effects of multiple successes, but it’s nothing that even a relatively inexperienced gamer can’t grasp in a few minutes.

The rest of the PDF is devoted to making Shambles simple and fun to run and play.  Some house rule suggestions are provided, as are sample characters, organizations, and ways to find victims to snack on.  There are rules for humans, those tasty two-legged delights, and the obligatory character sheet (which, by the way, has a very nice layout and great design).  The sample scenario is also a nice romp for your undead friends, and is a pretty good introduction to the game.

So, I’ve given you a brief overview of Shambles.  Now, I’ll review it.  In short, it’s great.  At $9.99 for PDF, I definitely give it a high value-for-your-money rating.  It’s familiar enough to experienced gamers that even diehard D&D addicts can enjoy it while being simple enough for non-gamers to enjoy.  I think the best part of the game is that it never loses sight of the mission: a good, undead time.  Many games try to keep things fun and simple, but few succeed the way Shambles does.  I’ve read through it a few times, and I never got the sense that it became a chore to write and never forgot that this was a game about zombies just trying to make their way in the world.

The PDF is well-done, and it presents the game in a way that any game designer could be proud of.  The only caution I offer you is that this sort of game takes a particular mindset and a definite desire for a straightforward good time.  If you or your players are looking for a dark setting in which you must fight every day for survival and moral quandaries abound, this game is not for you.  If you just want to have a good time and eat some brains, then by all means put on some Jonathon Coulton (especially “Re Your Brains”) and start rolling some dice.

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