Short Roleplaying Game Reviews

"If life doesn't offer a game worth playing, then invent a new one."--Anthony J. D'Angelo, The College Blue Book

[NOTE: These are now quite dated. It's been a while! For example, someday I will actually have the opportunity to participate in a d20 campaign...]

NOTE: All games are trademarked by their respective companies or whatever. What follows are personal opinions, nothing more; all links provided to the games' companies (where available) are solely for your convenience. Note that not all games mentioned here are in print, but you can often find old games at game/hobby stores or used bookstores.

I've played a few role-playing games, read and own the systems for more. My current favorites are Legend of the Five Rings, Advanced Fighting Fantasy, and Over the Edge. I've played L5R, AD&D, GURPS, Mage: The Ascension, Champions, and Shadowrun.

A few "gamebook" systems of (mostly) solo adventures have been reviewed here, and I hope to add more as I track them down. (I wish I had access to my Lone Wolf books, for example.)

(Advanced) Dungeons & Dragons (xD&D)

Heroic fantasy (but other settings are available): dice-based, class-based.

Its virtue is that there are many people who've heard of it or are familiar with it. The worldbuilding is generally abominable, and previous versions of the system were badly worked out. (Ten different kinds of dice, no coherency in the mechanics...) The current version (the d20 system), however, is "open-source" and now that I have my hands on a copy, is quite a pleasant surprise in terms of improved, streamlined mechanics.

Well-known xD&D campaign settings include Forgotten Realms (melting-pot high fantasy), Ravenloft (Gothic supernatural horror), Dragonlance (a disaster-ridden fantasy world featuring dragons and kender), and more. My personal favourite, which is perhaps obscure, is Planescape, an unusually moody, if high-powered, depiction of interplanar interactions among competing philosophical factions. (The computer RPG Planescape: Torment does a great job of capturing the milieu.)

There are multiple editions and multiple versions of some supplements, especially with the advent of d20. Your best bet may be to find someone who already owns the necessary paraphernalia.

(Advanced) Fighting Fantasy

Heroic fantasy: dice-based, skill-based.

A British system, hard to find in the U.S. I'm not a fan of heroic fantasy, and the "cinematic" mood espoused by the writers of Dungeoneer and Blacksand (which contain the core rules) irritates me...but the system's clean and simple almost to a fault. I have a sadistic fondness for the idea of taking spellcasting points out of a PC's health (Stamina).

The system is perhaps more noted for the series of Fighting Fantasy gamebooks, a long and generally open-ended sequence of solo adventures ranging from heroic fantasy to horror to space opera, the rules being sufficiently flexible to allow for this (Skill, Stamina and Luck being the main statistics, with others added as the story requires). As a bonus, they are amply furnished with interior line artwork. Some of the best gamebooks include Steve Jackson's SORCERY! sequence: The Shamutanti Hills; Kharé--Cityport of Traps; The Seven Serpents; The Crown of Kings, with its intriguing magic system and exotic settings, and the fiendishly difficult Siege of Sardath, whose author I don't recall offhand. Most of these appear to be out of print, but they show up occasionally in used bookstores, and the better ones could conceivably be mined for campaign or scenario ideas.

Alternity

Science fiction: dice-based, class?-based.

I've only glanced through it, and got the impression of AD&D in space. Some of the ideas are interesting, but the mechanics seem to reproduce some of AD&D's more irritating features.

Amber Diceless Role-Playing

Science fantasy: diceless, skill-based.

Best attempted if you're familiar with the first five CHRONICLES OF AMBER by Roger Zelazny. Yes, it really is a diceless system. Some parts don't work, like the so-called magic system, but the concept of a diceless game is neat. I'm told there are fixes on the web. The supplementary book, Shadow Knight, seemed disappointing.

Ars Magica

Medieval fantasy: dice-based, skill-based.

A mage-centric medieval RPG with a beautiful, detailed magic system saturated with Latin, which I enjoyed but others may not. Unusual and well-written, though inherently limited in scope by the game's premise. (Based on 3rd ed.; as of this writing it's on its 5th ed.)

Champions

Superheroes: dice-based, skill-based. (And have a calculator handy.)

Out of print, but I acquired a copy of the last edition. I played a one-shot in the system and liked it. It's a metasystem, which means you can probably work in almost any weird effect if you wanted to put in the time. The game is designed for superhero play, though it could be adapted to other genres, such as fantasy or space opera. RPGs specialized for those genres will do a better job, but this wouldn't do badly. There are lots of numbers involved, and character generation can be time-consuming.

UPDATE: Renamed and "succeeded" by the HERO System, 5th ed., which is in print.

Earthdawn

A creepy fantasy setting featuring Cthulhuesque monsters (Horrors). Some of the spells have bad puns for names. I've been told that this functions as a fantasy companion to Shadowrun, with which I'm not especially familiar. Unfortunately, FASA went out of business, and while better-known games such as Shadowrun and Battletech were sold to other companies, this game may become more difficult to find.

UPDATE: back in print from another game company, but I haven't had a chance to check it out.

Feng Shui

Heroic Hong Kong action movie-based fantasy: dice-based, class-based.

An entertaining and entertainingly-written RPG set in the same world as the CCG Shadowfist (neither is more "canon" than the other; they are both refractions of the same world). Start with Hong Kong action movies, and add shape-shifted animals, time travel, a dystopian cyberfuture, kung fu, and feng shui. The mechanics look clean, realism is taken with much monosodium glutamate, and it looks like great fun. I'd love to bully someone into running a one-shot.

GURPS

Generic: dice-based, skill-based.

Short for Generic Universal Role-Playing System (though it sounds like a rude noise, doesn't it?). A decent system that covers the basics. To do anything specific, though, you have to pick up some of the million-and-one sourcebooks (including conversions for other settings or systems) or figure out your own special rules. If there's a good system for a setting that you want to roleplay in, use that; if there isn't, GURPS isn't a bad way to go, though I find the combat system clunky compared to the rest of the mechanics. I favor Over the Edge for adaptability, but not everyone is comfortable with that much unstructuredness, and GURPS is by far the more prevalent. (Based on 3rd ed.)

GURPS Traveller

Science fiction: dice-based, skill-based.

I don't normally buy GURPS world-conversions, but others have told me that they do a decent job of keeping settings intact. I enjoyed Traveller's setting, featuring an Imperium with striking similarities to the Roman Empire, various alien races, exploration and commerce and conspiracies galore. (See also Traveller, below.)

HERO System

The updated version of system formerly known as Champions, a metasystem geared toward, but not limited to, superheroes. You could simulate just about any effect you wanted to devise using this system by putting in some time, although as with Champions, more setting-specific systems will probably do a better job of capturing the "feel" of Oriental fantasy or what-have-you. Based on 5th edition.

James Bond RPG

Spies and James Bond: dice-based, skill-based.

I belong to the small segment of the population with access to TV's who's never seen a James Bond movie. The mechanics looked dreadful, being dominated by tables and more tables, but reading about poisons, weird weapons and gadgets is fun. Out of print.

Legend of the Five Rings

Oriental feudal fantasy: dice-based, class-based.

Based on the CCG of the same name. The mechanics are clean, though on the deadly side combat-wise, and magic is lower-powered than you might see in other RPGs. The setting is well-thought-out in some respects as a fantasy distortion of medieval Japan called Rokugan (with some China, Korea, Mongols, and others thrown in), less-so in others; the detailed history can be both an advantage and disadvantage, as it makes earth-shattering adventures difficult without major alterations. Also, the 2nd ed. of d10 makes significant and questionable rules changes, though it includes more of the rules that appeared in various supplements, including many Way of the [insert Clan here] books, in one place for easy reference. UPDATE: And now there's 3rd ed., which I own but haven't looked at closely.

There is also a d20 version that has gained considerable populiarity, with core rules in Rokugan and the reprint of Oriental Adventures, and other supplements. I haven't taken a close look at them yet, though my instinct is that the d10 system is far better-tailored to the Rokugan's specific cosmology. On the other hand, it makes the setting available to a wider pool of players. Earlier supplements, such as the aforementioned Way of X books, are d10 only, but contain lots of background; later supplements are apparently dual-system, though the tendency of late is to focus on d20. A notable exception is Time of the Void, which summarizes the events leading up to the Day of Thunder, though it sometimes relies on background from the CCG's storylines.

Maelstrom

Medieval English fantasy: dice-based, skill-based.

This is old, British, and obscure; and if you can find it used (it's a paperback), it should come cheap. The setting is 15th-century England, and therefore quite limited; mechanics-wise, there is an excess of tables to roll on.

Mage: The Awakening (M:TA)

Modern fantasy: dice-based, skill-based.

I wish I were familiar with more of White Wolf's games. I've heard of the concept behind this one and had a chance to look through it, and it looks like a fun modern magic setting. The various schools of magic run the gamut from bacchanalians to the grim and feared Euthanatos to the Technocracy, which seeks to keep the masses in thrall to that magic-of-belief called Technology, and are well-detailed. I'm told White Wolf games have clean mechanics, too, though I don't have any personal experience with them. A friend did warn me that creative players can abuse the system, however.

Mechwarrior

Giant robot science fiction: dice-based, class?-based.

This looks like it made a better wargame than a RPG. Don't get me wrong--I like the mecha, and the background is neat, but it's a little singleminded for my taste.

Over the Edge

Modern weirdness/conspiracy science fantasy: dice-based, skill-based.

Avoid this if you're dogmatically far left or right, or if you have no sense of humor. A bizarre island setting, probably rated R+. The disclaimer on p.6 should give you a good idea of why:

All references to vices and to the supernatural contained in this game are for entertainment purposes only. Over the Edge does not promote satanism, belief in magic, drug use, violence, sexual deviation, body piercing, cynical attitudes toward the government, freedom of expression, or any other action or belief not condoned by the authorities.

That being said--the mechanics are lovely, and I think they'd be easy to adapt to another setting. Do use the dice. Dice rolls are few in this system and they give you, as the GM, time to think. (I was panning madly between five characters the first time I ran this system.) Character generation is streamlined; the essential rules can be taught in under 10 minutes, which I can't say for many other systems. This is probably close to the least amount of structure a game can have without becoming freeform, which endears it to me; others may find it less comfortable.

If you're interested only in the mechanics rather than the setting, an Over the Edge Player's Handbook is available that puts all the essential rules in one place and gives copious examples without divulging any of Al Amarja's secrets.

Palladium

Heroic fantasy: dice-based, class-based.

Nice art, but that's all I can say for it. I took one look at the overconvoluted mechanics and decided I'd have to be desperate to try this system. I might characterize it, uncharitably, as a D&D-wannabe with a slightly darker feel.

Quest

Heroic fantasy: dice-based, class-based (solo gamebooks).

A gamebook series by Dave Morris & Jamie Thomson, unusual in that it is highly open-ended for the genre and each of its books features a different region or society; players can choose any of the books as a starting point, then venture into other lands through appropriate travels and picking up the relevant book(s). The character has a class with associated statistics, and there is even an experience system for gaining Ranks. A set of "codewords" in each book serves as flags for indicating when you've visited an area before, completed or failed quests, etc. Overall, the concept is striking, but begins to wear thin after a while, as the adventures and quests in which you can engage are fairly standard. An entertaining diversion for when other forms of roleplaying are unavailable, though not much else.

I'm not sure whether this series is still in print. So far I've tracked down two of the volumes, and neither place seemed to have other volumes readily available at the time, which is a disadvantage of trying to play a linked series.

Sengoku

Historical Japan: dice-based, skill-based.

I picked this up at GenCon 2002 as someone had mentioned it as a far more historically-palatable alternative to Legend of the Five Rings with regards to historical Japanese roleplaying. The mechanics seem reasonably straightforward and character generation features a Lifepath system. Characteristic Points will buy you points in "primary characteristics," which in turn affect a number of "derived characteristics." You can take disadvantages to gain more points and purchase advantages, skills, and so on: in short, standard point-based character generation, along with caste/profession templates to simplify matters or provide inspiration.

The game shines in its loving and detailed background on many aspects of Sengoku Japan. Though geared toward "Chanbara" play (epic heroics and a dash of fantasy), it gives suggestions for Historical or Animé (or "Superheroic") play, with some bias toward the former. Even better, it includes conversion notes for AD&D, Bushido, GURPS, Legend of the Five Rings, and other systems. The game appears to be recently out of print, but is well worthwhile if you have an interest in the setting, and includes an extensive bibliography and filmography.

Seventh Sea

"Post-Renaissance" swashbuckling fantasy: dice-based, skill-based.

The mechanics are similar to those of d10 Legend of the Five Rings (unsurprising, considering the author is also John Wick), though oriented toward "cinematic" play. The setting is based on post-Renaissance Europe, which may screw you up if you know anything about that period. There seems to be some emphasis on pirates, which isn't my cup of tea, but there's enough variety to satisfy many interests: swashbuckling, archaeology, conspiracies and secret societies, and various nationality-based magic practitioners. I found the Eisen supplement to be quite disappointing, as neither the writing nor the information therein was compelling, but don't know how it compares to other supplements for the game.

Star Trek RPG

Star Trek (original series) science fiction: dice-based, skill-based.

This is FASA's older version, which isn't still in print. The percentile system is consistent and easy to figure out. It's based mainly on Original Trek, and is faithful to the setting (with all that implies), with a "Lifepath"-style system for getting your character(s) through Starfleet Academy.

Star Wars RPG

Star Wars science fantasy/space opera: dice-based, skill?-based.

I've glanced over a friend's copy, and the system looks decent; I just have little interest in Star Wars.

Traveller

Science fiction: dice-based, skill-based.

I got my hands on Far Future Enterprises' lovely omnibus reprints of Books 0-8: The Classic Books (Introduction to Traveller, Characters and Combat, Starships, Worlds and Adventures, Mercenary, High Guard, Scouts, Merchant Prince, and Robots) and Supplements 1-13: The Classic Supplements (1001 Characters, Animal Encounters, The Spinward Marches, Citizens of the Imperium, Lightning Class Cruisers, 76 Patrons, Traders & Gunboats, Library Data (A-M), Fighting Ships, The Solomani Rim, Library Data (N-Z), Forms and Charts, and Veterans). I can only assume that similar paperback reprints are available for other parts of the Canon (detailed in the front of these books), such as Aliens or Adventures. At any rate, these two books appear to hold the core rules and a fair amount of the world background. (A bit pricey at $28 and $35 respectively, until you consider that they're compilations; quite possibly you could find used original copies for cheaper if you were willing to go to the trouble, but these are handsome printings, even as paperbacks.)

Character creation is entirely random and based on any number of lovingly-detailed tables, which can be amusing or frustrating, depending on the whim of the dice. Stats start between 2 and 12, though later modifiers may lower them to a minimum 0 or raise them to a maximum of 15; one character I rolled to get a feel for the system had a Strength and Endurance of 3, failed to enlist in the Merchants, and was drafted by--the Marines. Go figure. Detailed rules are also available for ship design, a variety of weapons systems, personal combat, ship and fleet combat in space, and the generation of planets and star systems. As to that last, Joe started to laugh when I showed him the astrophysics formulae included in that section. Space combat even includes directions for creating "planetary templates" that indicate gravity wells, which may affect the vector of movement (brief examples of vector addition are given). As you may guess, the level of detail is backed up with charts and more charts, and an obsessive love of precision. (Joe burst out laughing again when he saw the albedo values chart.) You could probably learn some rudimentary astrophysics from this

Social, historical and cultural aspects of the setting are curiously sparse in The Classic Books, but The Classic Supplements include enough (including sector charts) to give you an overview of the Imperium and various other factions of "Humaniti" or the alien species. In particular, a wry sense of historical irony can be found in some of the write-ups.

All in all, GURPS: Traveller is probably a better introduction to the setting for the newcomer, as the information is more comprehensively organized and the transition for GURPS has streamlined the excess of tables. On the other hand, with some judicious culling and modification, the source material in these two books alone could serve as the launching point for some entertaining spacefaring campaigns.

As of this writing I am not familiar with the modifications added by later revisions such as Megatraveller.

Warhammer Fantasy Role-Playing

Heroic fantasy: dice-based, class-based.

I took one look at the mechanics with their excess of statistics (which probably hearkens back to Warhammer's wargaming origins) and decided: no. The worldbuilding and milieu are nice, especially as they are considerably grittier than the xD&D norm; the appendices, especially those detailing architecture, are a delight. Friends who have actually played inform me that the system tends to kill low-level PCs, but survivors to high levels become broken.

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