The Alexandrian

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Tagline: A resource almost any GM of Sailor Moon should make every effort to get their hands on.

Sailor Moon: The Complete Book of Yoma, Volume 1 - Guardians of OrderThe Complete Book of Yoma: Volume 1 is the seventh Guardians of Order book I’ve reviewed for RPGNet (Big Eyes, Small Mouth; Big Robots, Cool Starships; The Sailor Moon Roleplaying Game and Resource Book; and the three Sailor Moon Character Diaries being the others). I continue to be impressed with their efforts, as the company steadily makes it way closer and closer to a hallowed inclusion on my “buy everything these guys do” list. The Complete Book of Yoma is a resource almost any GM of the Sailor Moon roleplaying game should make an effort to get their hands on.

WHAT’S IN THIS BOOK?

The Complete Book of Yoma basically has four primary features (in my mind, anyway):

COLOR SECTION: Let’s start with the glitz and the flash: In the center of the book you’ll find an eight page, full-color section printed on glossy paper. This section, like the plentiful use of art throughout the rest of the book, illustrates (yet again) the huge advantage which Guardians of Order has here: After all, if you’ve got a couple hundred animation stills to choose from, you can (and they do) provide four or five pictures of every single monster in the book without a second thought … because you’re not stuck having to pay the artists.

YOMA: The core of the book, of course, are the yoma themselves. I discuss these in a bit more detail below. (For those of you wondering, at this point, what the hell a “yoma” is, the answer can be found there.)

HOW TO USE YOMA: The first section of the book deals with how to handle the yoma in your campaign. A solid resource, it succinctly sums up the basic foundation on which these creatures exist – summarizing the standard formulas of the television show (and how to break them to make a better roleplaying campaign); who controls yoma and how; where yoma come from; general cosmology… the whole nine yards. The best part of this section, in my opinion, are the charts which statistically break down the yoma – by who controls them, what attacks destroyed them on the TV series, their type, and their gender.

RANDOM YOMA: This is actually a part of the first section of the book, but I’m spinning it off into its own section because I really liked it. Basically, Lindsey Ginou realizes that the yoma can be broadly classified in various ways (for example, there are the yoma who “charm people”). Thus you can, effectively, chart these – and once you’ve got the charts you might as well throw in some probability tables and get yourself some randomized yoma. The resulting charts can be used to actually randomly generate a yoma – or you can use the charts as a quick reference for designing your own basic yoma packages.

THE YOMA

Anyone with even a minimal amount of exposure to Sailor Moon will know that the basic structure of any given episode is simple: Sailor Moon and the Sailor Scouts face down a nasty magical creature. They are nearly defeated, but in the end they find the yoma’s weakness and defeat it. There’s also an arc structure to each season of the show (for example, during the entire course of the first season the Sailor Scouts are facing off against Queen Beryl.

So what’s a yoma? “Yoma” translates, roughly, in to English as “monster”. The Complete Book of Yoma: Volume 1 assembles and presents every single monster which the Sailor Scouts face down during the first two seasons of the show. (This includes the Cardians and the Droids, who are not, strictly speaking, yoma. But that’s just a technical distinction, and not all that important.)

Each yoma is given a full page description, and are arranged in the order they appear in the television series (thus the yoma from episode one appears first; the yoma from episode two appears second; and so forth).

Each yoma is described with: Their English and Japanese names, the name of the episode(s) they appeared in (English, Japanese, and translated Japanese), their type (defined in the introductory material), their master (who sent them), who defeated them in the show, and their final fate on the show.

Additionally, more lengthy passages are given describing their physical appearance, the significant events of their appearance(s), various points of interest, and (of course) their actual stats.

In case you missed it: With this information you (of course) get a standard monster manual entry for every yoma, but you also get a strategy section on how they can be defeated, and also adventure hooks on how to design a story around them.

A great deal of care has gone into constructing the yoma so that they behave exactly as they do in the television series. Using the rules of the Sailor Moon roleplaying game and the stats as they are provided, you can recreate the events of the television series exactly as they appeared on the screen. Guaranteed. Nothing is more frustrating than picking up a licensed RPG only to discover that you can’t create characters who can do the same things the characters the license is based on. No such problem here.

CONCLUSION

Having read this book, I really can’t imagine running a Sailor Moon campaign without it. At the end of the day it does precisely what every supplement should do: It helps you run the game, without being absolutely necessary.

In other words: Sure, you can run Sailor Moon without owning this book. There is absolutely nothing here that you cannot create yourself using the core rulebook. But The Complete Book of Yoma makes you ask a simple question:

Why would you want to?

And that’s why you should buy it.

Style: 4
Substance: 4

Author: Lindsey Ginou
Company/Publisher: Guardians of Order
Cost: $17.95
Page Count: 90
ISBN: 1-894525-00-0

Originally Posted: 2000/04/06

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

Star Trek: Voyager

The writing is really bad.

This is the biggest problem. Voyager regularly deals up truly horrendous episodes at a pace roughly equivalent to the Original Series, but it doesn’t surround those episodes with the highs of TOS (which produced some of the best episodes of television ever made).

The acting on the show is also incredibly problematic. There are several performers who are just flat-out terrible. Others are crippled by the bad writing. The cast notably lacks the stellar talents like Shatner and Stewart: The best actor on the show is Robert Picardo, but it’s really difficult to run a show out of sickbay. (Which is why most of the series’ best moments come after the Doctor gets a portable holo-emitter and Jeri Ryan joins the cast.)

Coming back to the writing, though, we can also note that the writer’s room was burned out: The same basic team had produced hundreds of episodes of Star Trek at this point and they were just running out of ideas. There’s a lot of rehashed Trek fan-fiction taking the place of original science fiction ideas. (And if you peek behind the scenes, you’ll discover a surprisingly large number of rejected scripts from other series getting dumped into Voyager.)

Finally, the show embraced ideologies that were curiously antithetical to a lot of the futurism that the franchise had previously fanfared. For example, “Measure of a Man” is one of the most celebrated episodes in all of Trek, so it was weird to see so many episodes of Voyager endorsing Janeway’s position that the Doctor (and other forms of artificial life) weren’t actually sentient beings. Voyager is also where the Prime Directive reached bat-shit insanity.

What might have saved the show would have been to embrace the long-running story arc with meaningful continuity that its premise inherently promised. But meddling from above repeatedly prevented that from happening.

Nail in the coffin: The entire series hinges on Voyager being stranded in the Delta Quadrant. The writers accomplished that by making Janeway an asshole; misinterpreting the Prime Directive; and then executing a plan that makes no sense. (Put your bombs on a timer!) The entire series got off on the wrong foot and was based, ultimately, on some really stupid writing.

Tagline: Power Kill questions some of the unspoken assumptions behind our entertainment in a pithy, biting, and utterly provocactive way.

Power Kill - John Tynes - Hogshead PublishingHogshead Publishing has, in my mind at least, successfully exploded without ever letting us hear the bang. As of this writing they are producing Warhammer Fantasy Roleplaying, SLA Industries, and the developing New Style line of RPGs (including Baron Munchausen, Puppetland, and Violence). If you haven’t heard of these, it is quite possible that you’ve been dead for the last two years.

(FYI: It’s March of 2000. Check with friends and families if you’re missing time. Besides temporary death, you may have also been abducted by aliens or the Illuminati or both. If this is the case, you’ve never heard of me, and I’ve never heard of you.)

But I digress.

POWER KILL

Unspoken assumptions. Unquestioned premises. Unexamined beliefs.

There are things we hold to be such basic truths that we never stop to ask ourselves why we believe them – or to entertain the conjecture that it might be possible to believe in a contrary point of view. Often this poses no problem, but every so often you’ll find yourself in a heated argument with someone and neither one of you will quite be able to figure out why the other one isn’t “seeing commonsense”. Nine times out of ten it’s because you and your opponent are working from different premises – premises so intrinsic to the way you think about life that you don’t even hesitate to consider them.

A common example: Almost everyone believes that “murder” is an immoral activity – and they do so at such a basic level that they never really stop to ask themselves why murder is immoral, or even what murder is. Often this doesn’t pose any problems (no one really wonders whether or not Charles Manson was a murderer), but at the points where common belief frays (for example, do soldiers commit murder in war?) conflicts can arise without either party ever realizing where the true dissent lies.

This concept of unexamined premises can crop up pretty much anywhere – not just in debates about moral absolutes. Which, for those of you who are thinking I’ve gone completely off my rocker, brings us around to John Tynes’ Power Kill.

Power Kill is a “roleplaying metagame”, designed as an extra “layer of ‘game’ that you add to whatever Normal Roleplaying Game (NRG) you are currently playing”. In three short, hard-hitting pages it is a pithy assessment and satire of some of the unexamined beliefs which go into your common roleplaying session.

Basically it works like this: Everyone creates a “Power Kill Character” (PKC). There are no rules associated with this – just pick a name, gender, “race”, and background for the PKC (the setting is modern day Earth). You then “play” Power Kill in brief sessions before and after your normal roleplaying session.

In the session before play the GM (known in Power Kill as the “Counselor”) asks a few probing questions of the character played in the “NRG”. For example, “How many times a month do you find yourself in genuinely life-threatening situations?” These are filed in the PKC’s patient record, and play begins.

In the closing session the player assumes the role of the PKC. The Counselor spends a few brief moments describing the events of the roleplaying session in it’s real world context. For example, if the game session consisted of going into a dungeon and killing all of the monsters, then the Counselor explains that PKCs entered a low-rent tenement building inhabited primarily by ethnic minorities. “Moving methodically from room to room, the PKCs murdered the residents and took readily portable valuables such as cash, illegal drugs, and jewelry.” Once this summary is completed, the Counselor will again ask the PKC the standard set of Power Kill questions.

The Counselor should then analyze the two sets of questionnaires – comparing the assumptions of the PKC with the assumptions of the NRG character. Evidence that the answers of the NRG are closer to the PKC than to the delusional NRG personality are a good sign – it indicates that the schizophrenic PKC is beginning to associate more closely with reality.

“If the PKC refuses to refute the character in the NRG, continued therapy is required. If the PKC refutes the NRG character, but the player does not refute the PKC, continued therapy is recommended but not required.”

WHAT SHOULD YOU THINK OF ALL THIS?

There are two common refrains to the reviews and discussions concerning Power Kill that I’ve seen:

1. That Tynes is “biting the hand that feeds him” by criticizing the roleplaying industry as it exists. Worse yet, that Tynes is a woeful hypocrite. After all, just look at Delta Green — isn’t that exactly the type of game he’s criticizing in Power Kill?

2. That Tynes’ analysis of the roleplaying industry is “right on” – that any conscionable member of the hobby should reform their game-playing style in accordance with Power Kill’s criticisms.

Both of these suffer, I think, from a basic misconception of what Tynes is attempting to accomplish with Power Kill. The work, in my opinion, functions at two distinct levels – one simple, one complex:

At its more basic level, Power Kill is a rather humorous satire of some of the more recent trends in the roleplaying industry. A mock serious tone, bizarre and unusual acronyms and titles for the common roles of GM and player – the whole nine yards.

At its more complex level, however, Power Kill is an elegant (and, to a certain extent, eloquent) attempt to rip away the unquestioned exterior of the premises we bring to the table with us every time we sit down to a session of roleplaying. Why do our forms of entertainment basically consist of various forms of “crime fantasies”? “What is the source of our FAE [Fun And Excitement] anyway?” Why do we do these things with our spare time?

As he says in the summary at the end of the game: “Power Kill is meant to suggest a few answers. Or at least, to ask a few questions.”

I don’t think Tynes is, necessarily, saying that what we do in a typical roleplaying session is wrong – I think he merely wants to make us aware of what we do in a typical roleplaying session. Is this really what we want to be doing? If so, why? If not, why not? And even if we like what we’re doing now, are there other options we haven’t tried?

Awhile back, on one of the many discussion lists I participate on, someone asked the group why we all loved the work of Tynes so much. What makes his stuff so special? There were many answers – “his talent”, “his evocative settings”, “immense creativity”, “he’s a genius”, etc. (all of which are true) – but after giving it some thought I responded with an answer something like this:

Tynes doesn’t just write roleplaying games, he understands them.

We had been recently discussing his unfinished Stargate RPG (the notes for which you can find on his website, Revland), and I blundered on to point out the way in which Tynes was instantly capable of spotting the gaming potential in the Stargate universe, to target that potential, and then begin to design a game around it which accented, highlighted, and improved upon that potential.

The original questioner then asked me how Tynes did this. At the time I thought about it, but I couldn’t come up with an answer. After re-reading Power Kill a few times, though, I think I’ve finally figured it out:

Tynes doesn’t have any unspoken assumptions when it comes to roleplaying games.

Ultimately, I believe, Tynes is very self-aware. He doesn’t just let himself assume something — he asks himself why he holds that assumption, whether it’s a good assumption, what strengths that assumption has, and what strengths other options have (and in what contexts those strengths would manifest themselves).

Let me give you an example: One of the quickest ways to start a fruitless flame war in a roleplaying discussion group is to say one of two things – “Diceless games aren’t really roleplaying!” or “Dice ruin storytelling!”

The reason this will lead to a fruitless flame war (even if the original statement is made in a non-provocative fashion, rather than the belligerent tones presented here) is that you will very quickly have the two sides of this argument (the pro-diceless and the pro-diced) square off against each other – neither one ever really asking themselves what the relative merits and weaknesses of the two mechanical options are.

The real truth – and the truth Tynes, I think, understands – is that neither side holds the ultimate truth. For some things, dice is the better option. For others, diceless. If you move beyond your simple belief that, for example, “diceless games aren’t really roleplaying” to the question of why you think dice are essential for roleplaying (usually dealing with making the experience a “game” or introducing the “random factor” into the equation) you’ve made a good deal of progress.

If you take the next step and ask yourself: What about games which don’t use dice – can’t we base a roleplaying game in those traditions, too? What about situations where randomness isn’t necessarily an important component (or even a situation where randomness would be a downright substandard choice)? Well, at that point you’re on the verge of making some important breakthroughs (Baron Munchausen, Puppetland, and Amber being some key examples of innovative designs which have come about by such questioning).

I’ve been discussing rule systems, but this applies equally to world building, plotting, adventure design, character design, and pretty much anything else. You just have to learn to ask the right questions.

And I think, at the end of the day, that’s what the message of Power Kill really is: Asking the right questions, and seeing where the answers take you.

Or, at least, that’s the conclusion it’s questions took me to. Your answers might lead you somewhere else entirely.

Which is the whole point.

Style: 4
Substance: 4

Author: John Tynes
Company/Publisher: Hogshead Publishing, Ltd.
Cost: $5.95
Page Count: n/a
ISBN: 1-899749-20-9

Originally Posted: 1999/10/23

[ Note: Power Kill is packaged back-to-back with Tynes’ Puppetland game. Rather than do both games the disservice of attempting to review them together, I am instead going to review them separately. The page count listed for Power Kill is for Power Kill alone; the price is the cost of both games together. The review of Puppetland can be found here. ]

It was really fascinating re-reading this review nearly 15 years after I wrote it. There’s that section in the middle of it where I’m struggling to express the insight I had about Tynes’ fan-brewed Stargate game: Add ten years to those thoughts and you get my (hopefully much clearer and more useful) series discussing Game Structures.

Upon further consideration, I’m forced to conclude that this is probably one of the five best reviews I ever wrote. (Although that feels like a bit of a cheat because so much of it was prompted by the superb quality of Tynes’ work.)

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

 

Tagline: Best German Game of 1995. Best U.S. Board Game of 1996.

Settlers of Catan - Mayfair GamesGood board games are hard to find.

This is a truism which comes about because, the plain and simple truth is, board games are expensive to produce and hard to distribute. As a result, it is extremely difficult to introduce truly experiment in a meaningful way with board game mechanics (because it’s expensive to do so), and this inevitably leads to stagnation. (Cheapass Games, as I (and many others) have said before, has escaped these limitations by pioneering an entirely different marketing strategy. But Cheapass Games is special.)

To make matters worse, where a roleplaying game can be considered successful if you use it for one or two campaigns, for a board game to be successful (at least in my opinion) it needs to have lasting replay value. Or, to put it another way, even though Citizen Kane is a better movie than Die Hard, I don’t regret watching Die Hard. On the other hand, why would I play a substandard board game with my friends when I could be playing a better board game? To put it a third way: There’s a narrower potential for variety within any niche of the board game market than there is within the roleplaying markets or movies.

So, like I said, good board games are hard to find.

Which is why it’s always a joy to find a game like The Settlers of Catan. Sure, the cynic can claim that we’ve seen everything here before (hex-based maps from every wargame you’ve ever seen; combinations of resource cards are basically a mechanic from Risk; maintaining diplomatic relations from Diplomacy; variable board set-up from Chess variants; and trading resources from many variants of Monopoly), but the true aficionado will recognize a whole which is greater than the parts.

LEARNING THE GAME

The first thing to like about this game – and something so cool it deserves its own little section in this review (although largely because I’ve been a proponent of this type of lay-out for roleplaying games for a long time now) – are the dual manuals which come with it.

The first manual, Game Rules, is used – in combination with a large, full-color Game Overview sheet – to learn the games. It reads like a fairly standard game manual – taking you step-by-step through the game, with examples of play, repetition of concepts, etc.

But the game you learn is only a beginner’s version of the rules – most noticeably, the variable board rules (see below) are excluded in favor of a “standard board”. After playing your first game, you can proceed to the Settler’s Almanac to spice things up.

What makes this so cool, though, is that the Almanac is a reference for all the rules in the game. In the Almanac, however the rules are grouped by topicality, and are presented in a very technical format.

What does this mean in practical terms? Well, I’ve always disliked the fact that – with most games – you have to go wading through a manual designed to teach you the rules in order to reference the rules. The rules themselves are often spread out and buried behind the explanatory text. No such problem here. Because the Almanac is nothing except rules, reference is easy. And because the system starts simple and then lets you add in the more complex elements, its very easy to learn. The Game Overview sheet also contains a handy turn sequence reference, and every player gets a Building Costs card which summarizes the resource cost of building (see below).

Make no mistake about it, The Settlers of Catan is a moderately complex game (some would argue that it is a very complex game, but then some have never played Advanced Squad Leader). But the system they’ve implemented for new players to learn makes it seem as simple as Monopoly.

THE RULES

So what is this game all about?

The game is played by three or four players. Each player represents a group of colonists who have come to the largish island of Catan. By building settlements and roads you control various resources on the map, and by possessing resources you can build settlements, cities, roads, or development cards (see below).

GOAL: The goal of the game is to collect 10 victory points – which you do by building settlements (each worth one point) and upgrading those settlements to cities (making them worth two points). You can also achieve victory points through certain combinations of development cards, or by achieving certain meta-goals (such as the “Longest Road”, which gives you two victory points).

BOARD SET-UP: This is probably the most commented upon feature of the game: The board for The Settlers of Catan is variable, meaning you set it up differently each time you play. (Imagine, if you will, that Park Place and Boardwalk were in different places every time you played Monopoly.)

Basically the board comes in the form of seven types of hexagons: Mountains, Hills, Forests, Pastures, Fields, Harbors, Ocean, and Desert. Using a specific set of guidelines you randomly place these hexagons out onto the table, ending up with the island (composed of the five types of land the single desert card) in the middle, encircled by the ocean and harbor hexes. In addition, there are chits which bear little numbers on them – following a specific pattern these are placed one to each land hex (except the desert).

Finally, each player places two cities and two roads onto the board (there is a specific mechanism to figure out who gets to place their cities first and so forth). Cities are placed on the intersections between hexes (and thus always border three hexes) and must be at least two intersections away from any other city. Roads run along the edges of the hexes, and must be connected to one of the player’s cities. (Each road piece is one hex is long.)

GAME PLAY: Play proceeds in turns. First, you roll two six-sided dice. Compare the number you roll to the numbered chits on each hex – any hex which contains a chit which matches the number you rolled produces resources on that turn, based on the type of hex it is. (Mountains produce Ore, Hills produce Brick, Pastures produce Wool, Fields produce Grain, and Forests produce Wood.) Any settlement (yours or other players) which borders one of these hexes collects a resource card.

TRADE AND NEGOTIATION: There are two types of trade in the game: You can trade with other players (only the player whose turn it is can engage in trading); or you can trade overseas. Trade with other players is based entirely on negotiation and is, in my mind, the core of the game’s effectiveness and replay value – because it adds the complexity of human interaction into the outcome.

Trade overseas is mechanical. Anyone can trade four resources cards of one type for a resource card of any other type. However, if you control a harbor (by having a settlement on the intersection with a harbor hex) you will get better trade ratios – sometimes on all resources, sometimes on only one type of resource. (It depends on the harbor.)

BUILDING: Finally, resource cards are spent in specific combinations to build new settlements and roads, updating settlements to cities, or purchasing development cards. Development cards can do a variety of things (from giving you additional victory points to garnering you resource cards).

THE ROBBER: Finally, there is the “Robber” – who wanders around the board stealing resources from one player and giving them to another. There’s a specific set of mechanics governing the use of the Robber, but I won’t go into them here.

SOME NOTES ON EDITIONS, AWARDS, AND EXPANSIONS

The Settlers of Catan was originally released in Germany in 1995, where it promptly won the Spiel des Jahres. When it was released by Mayfair in the United States in 1996 it followed up its performance by winning the Origins Award for Board Game of the Year. With the third edition (the one you’ll buy if you buy Mayfair’s version), the rules were internationally standardized (they had not been before).

There are also a number of expansions for Catan — notably an expansion allowing play for five or six players (instead of three or four). The most major supplement to be released in the States to date is Seafarers of Catan, which develops the overseas elements of the game to a larger extent (there is also a 5/6-player expansion for Seafarers). For some reason the 5/6-player expansions are not compatible with the German edition (and the German expansions are not compatible with the United States edition). I don’t know why (although, obviously the artwork on the cards wouldn’t match).

Later this year we’ll also be seeing Settlers of Catan: Cities and Knights which will expand the city rules and add warfare to the game.

In addition to all this there is a Settlers of Catan card game (non-collectible), which can be played by two players. Personally, I am very excited by the forthcoming United States release of Spacefarers of Catan, which is a stand-alone game involving colonizing space in a variable universe.

CONCLUSION

This is an elegantly designed game, and deserves every bit of praise it has earned over the past few years. The Diplomacy-like elements of the trade and negotiation which are at the heart of the game make the game a joy to play with friends and strangers alike. But Klaus Teuber has not failed to back this up with some strong strategic and tactical considerations. For example, the resources you need at various stages in the game shift gradually over time – thus you need to carefully plan how you’re going to get the resources you need to expand now, but also what resources you’re going to need to finish the game. (On more than one occasion a rising juggernaut which seemed incapable of being defeated ground to a halt because the player failed to get the proper access to the right resources to finish the game.)

Basically I’ve got only two, small complaints to level against Settlers of Catan: First, the price is a little steep. It’s well worth it, but it made the game a tough buy to get into. The prices on the expansion packs, though, really leave me wondering in some cases. (Particularly the $35 sticker on Seafarers of Catan, when the blurb says that “certain scenarios” will require the purchase of two of them!)

Second, and perhaps more importantly, there have been a significant fraction of sessions with this game where the random factor played – in my opinion – too large a roll (no pun intended). Although dice rolling is built into the system, it seems to me that the emphasis of the game is on strategy, tactics, and negotiation. But a handful of lucky rolls can really alter the whole course of the game. This was not a major problem, but it was a troubling one.

Style: 5
Substance: 4

Author: Klaus Teuber
Company/Publisher: Mayfair Games
Cost: $35.00
Page Count: n/a
ISBN: 1-56905-091-0

Originally Posted: 2000/04/06

This is a fascinating review to read in hindsight. First, because it’s kind of weird looking back at a time when Settlers of Catan was not completely secure in its position as a juggernaut of the board game industry.

Second, because my opinion of Settlers of Catan has soured considerably. (And it soured fairly quickly after this review was written. I don’t think I’ve played the game in at least a decade.) My primary problem with the game is that it masquerades as an extremely strategic game, but the outcome of any given game is heavily dependent on luck while featuring a very limited palette of experiences. It tends to attract the worst kind of casual player: The ones who think they’re Grandmasters of Chess because they have a basic grasp of probability.

One point I now firmly disagree with my former self about: Games featuring a division of their rulebooks into a beginner’s tutorial and an alphabetized rules reference generally suck. The entire methodology appears to be designed to achieve no other end than to guarantee that you’ll end up playing the game incorrectly while burying rules under arbitrarily arranged titles.

(This complaint does not necessarily apply to all games featuring introductory rulebooks. For example, Space Alert features an incredibly clever tutorial system that iteratively introduces new players to the complexities of the game. The key difference, however, is that Space Alert also features a complete rulebook which is organized procedurally for easy and intuitive reference.)

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

Tagline: Unique. Exciting. Different. Enthralling.

Puppetland - John Tynes - Hogshead PublishingThe skies are dim always since the Maker died.

The lights of Puppettown are the brightest beacon in all of Puppetland, and they shine all the time. Once the sun and the moon moved their normal courses through the heavens, but no more. The rise of Punch the Maker-Killer has brought all of nature to a stop, leaving it perpetually winter, perpetually night. Puppets all across Puppetland mourn the loss of the Maker, and curse the name of Punch – but not too loudly, lest the nutcrackers hear and come to call with a sharp rap-rap-rapping at the door.

There is no easy way to summarize Puppetland. It is a tour de force in twenty pages by one of the most talented creative forces the roleplaying industry has ever seen. It’s a masterpiece. Unique. Exciting. Different. Enthralling.

Merely reading the book is a powerful experience in its own right – one which is quickly matched only by the act of stepping into Puppetland on your own terms, using the evocatively original mechanics of this revolutionary game.

SETTING

Many years ago, there was a war in the real world. Many people were hurt and terrible things happened. The Maker saw all that was happening, and was sorrowful. His creations were the gentlest of creatures, and they were terribly hurt by these tragedies. The Maker made puppets, and in the face of chaos and violence he made a great creation: Maker’s Land, a place where all his puppets could go and be safe until the war was over.

Maker’s Land was a place of peace and prosperity – where all of the Maker’s puppets could be happy and content. But such perfection could not last. Deep within one of the puppets, Punch, a twisted darkness lived and thrived. One night Punch stole into the Maker’s home, and slew him.

With the Maker’s death, no humans lived in Maker’s Land. But the flesh lived, for Punch took the Maker’s face and made a cruel new face for himself. That wasn’t all he made, either: by morning, he had not just a new face, but six loyal puppet-servants sewn of the Maker’s flesh. These six, whom Punch called his boys, stood beside Punch as he announced to all the land that he was now the king. He was Punch the Maker-Killer, and his word was law.

Punch subjected Maker’s Land to a regime of terror and cruelty which was utterly alien to the innocent and naïve puppets. But where there is life, there is hope.

Across the great lake of milk and cookies lies the small village of Respite. The village is run by Judy, who once loved Punch but does so no more. She knows better than anyone the cruelties he is capable of. She knows the evil that lies in his twisted heart. When Punch killed the Maker, Judy was there and she caught the Maker’s last tear in a thimble of purest silver. With this tear the Maker can be brought back to life, Judy says. This is her fondest dream, and the Maker’s Tear her most cherished possession.

The world of Puppetland is the nightmare of a child, rendered through the lives of puppets who are more than puppets. It is a startlingly powerful vision, rendered in an intense barrage of prose, which instantly captures your heart’s imagination. It is a surgical blade slicing through the detritus of maturity and laying open the veins of your inner child.

SYSTEM

Puppetland is very specifically a game, and should be thought of as such. The object of the game is to defeat Punch the Maker-Killer and save Maker’s Land.

The game of Puppetland functions by way of three basic rules:

The First Rule: An hour is golden, but it is not an hour. Like an actual puppet show, a single session of Puppetland lasts exactly one hour – at the end of which the show comes to an end. When the next show begins, the puppets find themselves back home in bed (or wherever they happen to be staying at the moment). Note that this is very deliberately a measurement of time in the real world. In that hour of real world time, the Puppets may expend days of time within Maker’s Land. (For example, a puppet can say: “I sleep for a week!” and a week has gone by.)

The Second Rule: What you say is what you say. Every word an actor says during a session of Puppetland comes out of his puppet’s mouth (you can avoid this by standing up before speaking, but this should be avoided for if it is overused it will spoil the atmosphere of the game). This rule also reinforces a puppet show style of gameplay: You wouldn’t say, for example, “My puppet moves across the room and opens the door.” Instead, you would say, “I shall cross the room and answer the door!”

The Third Rule: The tale grows in the telling, and is being told to someone not present. This is a reminder of the play-style on which Puppetland subsists. The actors and the Puppetmaster should think of themselves as collaborators in the presentation of a puppet show to an audience which is not present.

CHARACTER CREATION

Character creation begins with the selection between one of the four types of puppets: Finger Puppets, Hand Puppets, Shadow Puppets, and Marionette Puppets. (Additional puppets can, of course, be added at your discretion.) Each puppet type is defined by three characteristics: What they are; what they can; and what they can not. For example:

Finger Puppets are: short and small, light, quick, and weak.
Finger Puppets can: move quickly, dodge things thrown at them even if they only see them coming at the last moment, and move very quietly
Finger Puppets cannot: kick things, throw things, or grab things because they have no legs or arms.

Next you name them. This is done by describing one specific characteristic of the puppet (for example, a puppet with red buttons might be called “Red Buttons”), and then adding to it a common name (for example, Sally Red Buttons or Nadja Purple Hat).

Finally you modify this puppet’s specific characteristics by adding three items to each list.

It should be fairly clear now that actions are adjudicated based on the very simple interaction between the various capabilities and limitations of various puppets: For example, a Finger Puppet can out run a Marionette Puppet (which “move slowly”) every time. That is, after all, the nature of puppets.

One important aspect of character creation which I have glanced over is the drawing of a character portrait. This is done right on the puppet page (character sheet), in the provided picture box which is divided by jigsaw puzzle lines. This picture is actual size — in other words, a player’s puppet can be no larger than the picture box, and you should be able to hold the portraits of two puppets up next to each other and instantly know which is larger than the other.

COMBAT

There is no specific combat system in Puppetland, per se, but there is a specific method of keeping track of “damage” done to a puppet. Basically you do so by filling in the jigsaw puzzle pieces in your puppet’s picture box (this has no relation to the portrait itself – you will use all of the puzzle pieces regardless of whether or not your puppet occupies all of the pieces in the box). You fill in a puzzle piece whenever:

1. The puppet does something it shouldn’t be able to do.

2. Something especially bad happens to the puppet (for example, Punch’s nutcrackers crunch off one of the puppet’s arms).

At the beginning of each new story puppets awake in their bed wholly healed from whatever their prior experiences – but puzzle pieces are never erased. Slowly, over time, the filled-in pieces will accumulate until finally all of the pieces are filled-in. Then the puppet dies (although they do get to live until the end of the current tale, they know their fate).

And that is the full extent of the rules for Puppetland — although some more general guidelines for the Puppetmaster are provided.

CONCLUSION

Bringing this review to a cogent conclusion is no easy task. The game of Puppetland exists on so many levels, with so much power, that I find it difficult to put my thoughts into an order by which they may be expressed.

First and foremost, if there is any doubt left in your mind, let me make it clear that I am all but shoving you out the door and down to your local gaming shop. You simply must buy this game.

In terms of judging Puppetland I can offer nothing except for adulation and congratulations. As I wrote above, the mere reading of the book is an experience well worth the cost of admission all by itself. The combination of poetic prose, rich world design, and potent imagery blows me away every time I come back to it (and I’ve come back to it several times).

Moving beyond the simple act of experiencing the book, I think what most impressed me – after I had given some thought to the matter — is the way in which Tynes effortlessly blends storytelling with gaming. Often when you hear the phrase “storytelling game” what it really means is that the game has been reduced to a set of muddy mechanics that serve “storytelling” by being easily fudged out of existence.

Not so with Puppetland. Here the game creates the story; and the story creates the game. In other words, the mechanics of gameplay are instrumental in the creation of a Puppetland story (note how the three basic rules encourage a very specific type of storytelling experience). On the flip side of the coin, the nature of a Puppetland story (heavily influenced, naturally, by the storytelling mechanics of puppet shows) are the foundation of the game’s mechanics. The symmetry reinforces itself. Brilliant.

Words fail me. Go look for yourself.

SOME MISCELLANEOUS NOTES

The review is done, but I find myself with some housekeeping left undone:

1. There are undoubtedly some of you who don’t understand what you just read. “What the hell is he talking about?” you’re saying. “There are no dice. There aren’t even any numbers! Obviously there are no mechanics!” As I wrote in my review of Baron Munchausen, you folks Just Don’t Get It(TM). Not all games require dice, and the fact that Puppetland succeeds at being a type of game we’ve never seen before does not make it any less a game. But I digress.

2. With Puppetland following on the figurative heels of Baron Munchausen I feel that Hogshead has successfully captured lightning in a bottle twice over – and proven that their New Style line of games is ripe with a potential which most publishers can only dream of. With the forthcoming conceptual sequels to these two games (Whodunnit for Baron Munchausen and Pantheon, a set of five(!) games designed by Robin D. Laws in a single package, for Puppetland), the future looks bright.

3. Puppetland is packaged back-to-back with Tynes’ Power Kill game. Rather than do both games the disservice of attempting to review them together, I am instead going to review them separately. The page count listed for Puppetland is for Puppetland alone; the price is cost of both games together.

4. Puppetland and Power Kill are both available for free from John Tynes’ website, Revland. That being said, I heartily recommend purchasing the book from Hogshead. The artwork of Raven Mimura which accompanies the text is incredibly powerful – and adds much to the experience.

Style: 5
Substance: 5

Author: John Tynes
Company/Publisher: Hogshead Publishing, Ltd.
Cost: $5.95
Page Count: 20
ISBN: 1-57530-601-8

Originally Posted: 1-899749-20-9

I miss John Tynes.

Roleplaying games suffered a great loss when he made the transition to video games over a decade ago.

Puppetland received an incredibly successfuly Kickstarter campaign just a few months ago, however. I’m incredibly excited to see this beautiful game returned to print.

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

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