The Alexandrian

Pantheon - Robin D. Laws (Hogshead Publishing)

Review Originally Published in Games Unplugged (August 2000)
Republished at RPGNet – May 22nd, 2001

Robin D. Laws is the esteemed designer of Feng Shui and Hero Wars, among sundry other games of high quality. Hogshead Publishing’s New Style line of games has included games such as Baron Munchausen and Puppetland, which have met with great critical acclaim. What happens when the two of them come together?

Pantheon. Five roleplaying games, under a single cover, of a curiously different sort.

The five games in question are Grave and Watery, Boardroom Blitz, The Big Hole, Destroy All Buildings, and Pantheon itself – each of which is based on the Narrative Cage Match (NCM) system.

What’s the NCM like? Think of it as a splicing of Once Upon a Time and Baron Munchausen, with a dash of Amber and Puppetland thrown into the mix. Like many of the other New Style games, the NCM is a storytelling game in the truest sense of the word – a system which doesn’t just talk about using traditional systems in order to create a story, but a set of rules which actually serves to focus the game session on the joint creation of such.

Basically it works like this: Each NCM game takes the form of a storytelling scenario – complete with plot seeds, goals, and characters. The degree of detail given varies depending on the particular game. For example, Boardroom Blitz has a Set-Up (detailing the fight to inherit the fortune of Dash MacMillan) and a Cast of Characters (from which the players can select their characters and gain insight into the supporting cast). The Big Hold, on the other hand, gives you a Set-Up and an Opening Scene (where the action starts), but doesn’t detail a specific Cast of Characters (leaving character creation up to the players).

Now here’s where it takes a turn off the beaten path: There is no GM in Pantheon. Instead gameplay begins when the first player submits a sentence. Play then proceeds to the second player, who submits another sentence, and so forth. This basic device is then complicated by a challenge system in which a combination of bidding counters and dice rolling will allow one player to rewrite the sentence submitted by another player. Eventually the story comes to an end (either because all the characters except one are dead, or because only one player has any bidding counters left) – at which point players score points based on the actions their characters accomplished (or failed to accomplish) during the course of the story. The winner, of course, is the player who has scored the most points.

Conceptually this is a really powerful system – not only can an endless variety of scenarios be plugged into it, but almost any given scenario can be played either humorously or seriously depending on which direction the players decide to take it. It is also a very different type of roleplaying game, which may leave open the question in the minds of some whether it is a roleplaying game or not.

The answer to that is an emphatic yes. On the one hand the game is clearly designed so that you assume and play a specific role. The methods by which that role is presented are very different from those used in a “traditional” RPG, but that merely means that a different set of creative skills are being used (with all the resultant changes in the types of stories you can tell). On the other hand, this is clearly a game – complete with goal-oriented awards. The fact that Pantheon is a different breed is a definite strength, not some sort of hidden weakness.

Unfortunately, the system does have its share of flaws in practice. Games with small groups can easily be ruined by an obnoxious player – primarily because the rules can easily be stretched to absurdity without actually breaking (run-on sentences, for example). The challenge system provides some recourse for this, but in a small group it becomes very easy for a single player to end up with more bidding chips than everyone else combined – essentially making it a cakewalk for them to force their distorted gameplay into continuity. This is particularly true since the mechanics of the bidding system make it inevitable for a consistently obnoxious player to amass more chips than everyone else (since the only person who sacrifices their chips are those who win challenges, if a person is consistently obnoxious – and therefore other people are challenging him to keep him in line – he is eventually going to have more chips than the other players).

Larger groups, on the other hand, tend to be more stable – but at the cost of some flexibility in character interactions (if there are always four or five sentences between you and another player, it becomes difficult for your two characters to meaningfully interact when all of the PCs are together). I also felt that the rules should have specifically addressed dialogue. Specifically: Just how constricted is the dialogue of our characters by the “one sentence” rule? And if it is constricted, then doesn’t that end up distorting character presentation?

Although these seem, at first glance, to be glaring problems, in practice they ended up being fairly minor concerns. The complications of large group interactions, for example, were overcome with a little practice and cooperation. The ability for a single player to ruin a small group game, on the other hand, is more troubling – but when push comes to shove, this isn’t really a game you want to be playing with those type of people, anyway. On the other hand, if a little more forethought had gone into the design of the rules (for example, by taking run-on sentences and dialogue into account) this would be a less pressing issue.

At the end of the day, though, there can be only one conclusion: Hogshead and Robin D. Laws have struck gold again. Pantheon is a solid kick in the pants of the traditional RPG form, and is pure fun through and through. Whether you play it with your tongue in your cheek or in pursuit of high pathos, this one’s definitely worth taking the time to check out.

Style: 5
Substance: 5

Designer: Robin D. Laws
Publisher: Hogshead Publishing, Ltd.
Price: $5.95
Page Count: 24
ISBN: 1-899749-25-X

The New Style games from Hogshead Publishing, although mostly forgotten today, are some of the most important narrative tabletop games every published. James Wallis, the founder of Hogshead, was a visionary and he deserves a lot more credit that he gets for laying the groundwork that the Forge and the indie RPG movement would start building on a few years later.

Pantheon is devilishly difficult to get your hands on today. Which is unfortunate, it lay the groundwork for a lot of Robin D. Laws’ later work with storytelling games, including the DramaSystem. Some time after writing this review, I had the chance to play in a session moderated by Laws at Gen Con, and that was really special for me as a young fan and creator.

See the note on my 1999 review of Baron Munchausen for how my thoughts on roleplaying games, storytelling games, and narrative tabletop games were being challenged here, eventually evolving into a much more robust understanding of the medium(s). You might also enjoy checking out my near-contemporary article “Hog Wild – The New Style of Hogshead Publishing.”

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

One Response to “Games Unplugged Review – Pantheon”

  1. Routinely Itemised: RPG #350 says:

    […] The Alexandrian reviews Robin D. Laws’ Pantheon. […]

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