The Alexandrian

Posts tagged ‘heavy gear’

Tagline: A masterpiece. ‘Nuff said.

Heavy Gear: Crisis of Faith - Dream Pod 9This book is a masterpiece.

First, let us look at the design philosophy of the Heavy Gear line of products. Like any other roleplaying game on the market the first product you are expected to buy is the rulebook. Currently in its second edition as I write this, the rulebook contains a regrettably brief coverage of the world of Terra Nova, the setting of the game. ‘Regrettably’, I say, because the very best thing about the game (despite the fact that the Silhouette engine on which it is based is one of the best on the market today) is the rich and inspiring world in which it is set. This isn’t much of a shortcoming, however, because the main rulebook contains not only a complete roleplaying game but a complete tactical game as well (which is beautifully based on the same basic system and principles). The rulebook is a masterpiece of system design in its own right.

After purchasing the rulebook your next step should be to pick up Life on Terra Nova (also in its second edition as I write this). Life on Terra Nova is the key to a magnificent, layered, believable, living world. It is without equal in terms of its originality, depth, and potential. Don’t be fooled into thinking that because the game is called Heavy Gear that the primary focus of the game is necessarily on the gears – the primary focus is on the characters and the world. The gears (as DP9 likes to point out) are merely the coolest selling point available. Like the rulebook, Life on Terra Nova is a masterpiece.

Once you own these two books you have the core of the Heavy Gear product line in your possession. At this point (as a roleplayer) you can go in several directions: You could purchase the host of technical supplements for the game (primarily for Tac use, but also useful for roleplaying campaigns with a technical or gear-slant to them). Or you could look at buying one of the regional sourcebooks (some of which, like The Paxton Gambit, double as campaign jumpstart kits). Either way you’re on firm ground. I have yet to buy a Dream Pod 9 product that has come anywhere near to disappointing me – even their Character Compendium is an intriguing, exciting product for god’s sake! How do you pull that one off?

But the most original aspects of the Heavy Gear product line (in my opinion) are the storyline books and the Timewatch system. To understand why I feel this way you must first understand why I get frustrated with many other roleplaying game lines – such as Trinity or Fading Suns. While I feel both of those games are some of the strongest competition to Heavy Gear’s title as reigning champion of setting design, those settings are damnably difficult to keep up with. Trinity, for example, requires you to purchase adventure supplements in order to keep up with the developments of the world with any cogent completeness. Another excellent example of this trend is Shadowrun, a campaign setting which has developed through several years of “game time” and which intrigues me deeply, but which will never be able to attract much of my money because trying to buy enough product to untangle what the setting is and where it has been is simply too gargantuan a task for me.

Not so with Heavy Gear (which is to Shadowrun what X-Files is to Babylon 5; both have over-arcing storylines, but only one was worked out in advance… and it shows). First, each product (with one exception where they screwed up) has a date printed on the backcover: the cycle in which the product is set. This simple innovation (known as the Timewatch system) seems simple and obvious, but it is has never been done before. It means that it is possible to figure out when each product is set in the timeline of the setting with a simple glance – you don’t have to wonder, as you stare at a shelf full of product, which ones you should buy first in order to coherently understand the development of the fictional world. You know right off the bat.

The second element which makes Heavy Gear better than Shadowrun or Trinity, however, are the storyline books (of which Crisis of Faith is the first – see I’m going to get to an actual review of this product eventually). The storyline books cover the major developments in the meta-story of the world over the course of a couple of cycles (the Terranovan equivalent of years). This means that you don’t have to buy, for example, the campaign sourcebook The Paxton Gambit (which might be of negligible or nonexistent use to you) to know about the BRF uprising in Peace River in TN 1935; it will be summarized in the second storyline book (Blood on the Wind) just as the events in the campaign book The New Breed are summarized in Crisis of Faith. Other games have occasionally issued updates or new editions of products, but nothing of this methodical nature. In addition the meta-story of Heavy Gear is like that of Babylon 5 (as noted above) – it was worked out in advance and as a cohesive whole, instead of merely being thrown together as things develop. If some development is hinted at and then carried out later it isn’t because someone had a really cool hint and them somebody else had to ad hoc a solution to it, it’s because the guys down at Dream Pod 9 are really on top of the ball. (The closest I’ve seen anyone else come to this currently is Andrew Bates and Trinity — I heartily encourage him to embrace the storyline book concept from Dream Pod 9 in developing the very intriguing meta-story he is developing there.)

I could go on and on about other brilliancies in the design of the Heavy Gear product line (such as the chesspiece system which tells you at a glance how important DP9 NPCs are to the storyline – allowing you to gauge how much freedom you have in manipulating their lives in your own campaign), but instead I’m going to fulfill my obligation to you and start talking about Crisis of Faith in particular now that you understand the design philosophy which gave it birth.

As I mentioned above, Crisis of Faith is a masterpiece. It also has the potential of being a very misunderstood one.

Specifically, Crisis of Faith can be misunderstood due to its size and due to its content. The first is simple to understand. Like Making of a Universe (a behind-the-scenes look at the development of the Heavy Gear setting and reviewed by myself elsewhere on RPGNet), Crisis of Faith is a half-sized, 112 page book. It simply looks small on the shelf and the fact that it is no cheaper than your average roleplaying product made it look skimpy for the dollar value. Personally I have no problems with this format – particularly since it allowed the inclusion of multiple full-color sections (more on the art below).

The second misunderstanding arises because, quite frankly, this book doesn’t have any immediately applicable usefulness in a roleplaying (or tactical) campaign. Your average sourcebook gives you floorplans or NPCs or something of immediate, tangible use. Crisis of Faith gives you a narrative of events. This has led some to ask, “What good is it?”

Those of you who have read my review of Making of a Universe have probably already figured out where I’m going with this – in short, Crisis of Faith is being judged as something which it is not. Like attempting to judge your daily newspaper in terms of how well it succeeds at being the Great American novel, judging Crisis of Faith as a traditional roleplaying sourcebook is a waste of time. Crisis of Faith attempts to do two things, and it does these things very well:

First, as detailed above, it is primarily useful to the roleplayer or tactical player by providing a narrative of events transpiring in the setting of the Heavy Gear game in a single resource – meaning that you don’t have to buy every product released for the game in order to keep up with the major developments in the world as a whole. The storyline books (along with Life on Terra Nova) free you from that necessity, allowing you to pick and choose the products you need to buy (as much as you “need” to buy any form of entertainment). Naturally if you want a more comprehensive look at a particular event or a particular location then you buy the applicable sourcebook. The key here is that Crisis of Faith (and its sequels) means that you can keep track of the world without having to religiously deposit your weekly paycheck at the hobby store in order to keep up with every release. This is a good thing in my opinion. (The only flaw in this plan is that the Heavy Gear setting is so fantastic that it can prove addicting – forcing you to buy all the products anyway. Oh well. That’s a flaw I, for one, can live with.)

The second function of Crisis of Faith, however, is to tell a good story. The design team down at Dream Pod 9 have realized the simple truth that roleplaying games provide a medium for telling stories in a way which no other medium does – both at the meta-level and at the personal level. At the meta-level the story is the comprehensive development of the world. At the personal level the story is that of the particular PCs. Both stories by themselves (if the particular campaign in question is a good one) can be enthralling and entertaining, but when you weave them together (the personal story taking place in the backdrop provided by the rich, evocative, intriguing meta-story) you have a dynamic process taking place.

And the story being told by Dream Pod 9, and as epitomized in Crisis of Faith, is one of the best. Intrigue, power, politics, war, love, murder, mayhem. You name it and Heavy Gear has got it.

And if that’s all there was to it, Crisis of Faith would already be one of the classics in this industry. But I have yet to deal with another pillar of strength in the Heavy Gear: The Artwork.

[ A brief aside: Heavy Gear is a game seemingly possessed of no weaknesses and excellence in everything. No other line of games in the history of this industry can boast of such a consistent level of quality throughout their entire product line. Usually you can find, even in the best of games, some throw-away product or another where the writing or the art or the basic concept simply wasn’t all that strong. Not so Heavy Gear (or any other Dream Pod 9 product). The strength of their product methodology and their writing has already been dealt with, now let’s look at the artwork. ]

Quite simply no bad artwork has ever appeared in a Dream Pod 9 product. Ever. And that’s a pretty impressive thing considering the dozens of products they’ve produced and the hundreds of illustrations which accompany each one. Quite simply this excellence can be ascribed to Ghislain Barbe. His style for Heavy Gear has been heavily influenced by anime and this has led, occasionally, to the mislabelling of the game as an “anime game”. It isn’t. It is, however, superb – you merely have to flip through any Dream Pod 9 product to see that. It’s simple line art which is crisply inked and then colored by computers (even when the artwork is produced in black and white for the actual book), producing a rich depth to every piece.

The reason I bring this up is that Dream Pod 9’s products are the most visually dynamic and consistent products in the industry ever. And Crisis of Faith is, quite simply, the best of the best.

(To fully appreciate this you should note that Dream Pod 9 “throws away” artwork which most companies would give their left arm’s for by making them smaller on the page in order to produce a visually rich and dynamic whole. Crisis of Faith is an excellent example in which almost every page has three small illustrations (smaller than my thumbnail) in the upper corner – each of which directly reinforces the text. Some of these pieces are recycled from other works, but most of them are originals created specifically for Crisis of Faith.)

Every page in Crisis of Faith shows a brilliancy of lay-out and artistic design which, if everyone else in this industry possessed only 1/10th as much skill, would improve product quality exponentially. Unlike many “artistic designs” almost no element on the page is there merely for the sake of its own existence. Despite that simple utilitarian elements (page numbers, the date of the material being discussed, the line which separates the columns) are beautifully blended into a powerful whole in a masterful display of raw talent. Then there are the color sections, which you can just stare at for extended periods of time.

Did I mention that the last six pages contain a surprise, cliff-hanger ending so shocking that you will be begging for more?

So, to sum up: Crisis of Faith is part of the best game line in existence today. Crisis of Faith is the first in a series of “storyline books” which, if there is any justice in the world, will revolutionize the way in which game settings are developed in this industry. Crisis of Faith tells one of the best stories ever created, taking advantage of the full potential the roleplaying medium has to offer. Crisis of Faith is quite possibly the most visually dynamic and powerful roleplaying product ever designed. Crisis of Faith is one of the best roleplaying products ever. Period.

I know I’ve said it before (and I will undoubtedly say it again), but if you aren’t involved in Heavy Gear you’re missing out on one of the best things this industry has ever had. If you haven’t already done so, go out and buy the second edition of the rulebook, the second edition of Life on Terra Nova, and Crisis of Faith. You won’t be disappointed.

[ One final note: You should read Crisis of Faith before reading the second edition of Life on Terra Nova. This is due to the biggest mistake Dream Pod 9 has ever made, which is detailed in my review of the second edition of Life on Terra Nova elsewhere on RPGNet the Alexandrian. In short if you don’t read Crisis of Faith first the ending will be spoiled. (But then again, if you paid attention to the Timewatch system you’d already know that – since the second edition of Life on Terra Nova takes place in TN 1935, the cycle in which Crisis of Faith ends. ]

Style: 5
Substance: 5

Author: Dream Pod 9
Company/Publisher: Dream Pod 9
Cost: $29.95
Page Count: 112
ISBN: 1-896776-21-3

Originally Posted: 1999/04/13

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

https://thealexandrian.net/wordpress/7686/reviews/babylon-5-first-season-viewing-guide

Tagline: This is a beautiful book which some will find useful but which all should find wonderful.

Heavy Gear: The Making of a UniverseThe Making of a Universe: Heavy Gear Design Works is something which has never been done in the roleplaying industry: A peek behind the wizard’s curtain. Fans of speculative fiction have seen this type of thing before – the worlds of Middle Earth, Pern, and the Wheel of Time (among others) have all been subjected to visual tours, atlases, and looks at the “research materials” their creators produced before sitting down to write their stories.

What makes Heavy Gear unique, however, is that the universe was conceived as a whole. It was not produced so that a story could be set in it, but rather as a product which could stand on its own. Its creation was a collaboration, combining not only the written word but also the visual elements of the world in an organic whole (unlike Middle Earth, Pern, and the Wheel of Time wherein artists would come in after the author finished and conceive visually off of a finished concept). The result has been widely touted as one of the most original and creative settings ever designed – not just for roleplaying games, but period. And, in my opinion, the world of Heavy Gear deserves every one of those kudos.

And The Making of a Universe gives us a look at the design process which led to the creation of this wondrous place. That’s a pretty cool concept.

Indeed, this book lives up to it. It’s cool. Despite its half-size format (which has since been abandoned by Dream Pod 9 after the complaints associated with Crisis of Faith) The Making of a Universe is a visual tour-de-force showing in great detail the gradual development of the style, the Gears, the tech, the culture, the architecture, the creatures, the characters, and an entire living world. It’s breathtaking.

So that’s what this book is – a wonderful guided tour of how a universe was made (check out the title!); so what is it not?

The Making of a Universe is not a roleplaying supplement. It was not designed to be useful to a roleplaying session in the same way which a sourcebook or a campaign book would be. It treats the Heavy Gear universe as being separate from the roleplaying or tactical games – as something with a legitimate existence outside of “gaming”. It does so deservedly, but this has lead to some confusion over this product. Understand that if you are looking for something which would be useful for your gaming experience this book is probably not going to be your best buy. If you love the Heavy Gear universe as much or more than you love the actual game (and I know this statement applies to a lot of Heavy Gear players), then you’ll love The Making of a Universe. Buy this book.

Before closing, let me say that The Making of a Universe isn’t entirely worthless as a resource. In much the same way which the Illustrated Guide to Pern would be useful in running a Pern game, so The Making of a Universe is useful to a game set in the Heavy Gear universe. For example the Gear Showcase groups together a lot of information which I occasionally use as an uber-resource in referencing the broad spectrum of Gear technology (similar sections exist for ground and air vehicles). The section which shows detailed, isolated pictures of weapons, sensors, and other technical equipment has proven to be ocassionally useful in the extreme. So this book isn’t useless for such applications – that’s just not what it’s primary goal is and it shouldn’t be judged as a roleplaying resource.

Style: 5
Substance: 5

Author: Dream Pod 9
Company/Publisher: Dream Pod 9
Page Count: 112
ISBN: 1-896776-31-0

Originally Posted: 1999/04/13

In many ways, this is a book without a clear identity. (And, as my review tried to explain, that’s more than okay.) But that lack of a clear identity also posed a challenge for me in reviewing it. I remember struggling mightily with that challenge. And, in retrospect, it’s a challenge that I ultimately didn’t conquer.

Still a good book to check out if you’re a Heavy Gear fan, though.

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

Tagline: Terra Nova, the colonial world in which the Heavy Gear game is set, is the best setting for a roleplaying game ever. Period. Life on Terra Nova is your key to that wonder.

Heavy Gear: Life on Terra Nova - 2nd EditionI had a difficult time with this review. The back of mind kept getting plagued with the notion of marking down one or both of the scores for various shortcomings. Eventually, though, commonsense won out: This book may have a couple of problems, but that doesn’t change the fact that it’s one of the best sourcebooks you’ll ever buy.

So what were the problems?

Okay, first off Dream Pod 9 needs to seriously look into how their proofreading procedures are being carried out. This book was just plain sloppy. When I encountered two significant typos in an early discussion of what is probably the most signficant event in recent Terra Novan history I realized I was in trouble; it was a little like having “ROSEBUD” spelled wrong at the end of Citizen Kane. When I realized that they had actually succeeded in missing the insertion of italics (the editorial marks are still present in at least two locations)… well…

Second, I continue to hold reservations about their second edition products. One of the things which I really liked about the Heavy Gear product line was the fact that you picked up the rulebook and it gave you a baseline to the way the world was in TN 1932. Then you could pick up other sourcebooks (which were conveniently labelled with the date on the backcover) to supplement that baseline as you needed it, relying on the storyline books to advance the world for you. The second edition rulebook advanced the clock to TN 1934, effectively eliminating most of the first storyline book. This second edition of Life on Terra Nova advances the clock again, this time to TN 1935. I just don’t like it. Where I initially praised the Heavy Gear line of products for the clarity of its presentation and development, now there’s a muddle. The primary sourcebooks are set in TN 1934 and TN 1935 – but the regional sourcebooks published to date all take place before those dates. This taking a general survey course in physics which covers the cutting edge of development, but then spending the rest of your college career studying the Aristotelian worldview. Although there’s nothing you can do about the past, I’d encourage Dream Pod 9 to stop this here. I think I speak for all Heavy Gear fans when I say that we’d much rather have new stuff produced in a coherent and progressive order, rather than continually revamping the core products. The “baseline and expand” approach you’ve developed means you don’t have to do that the way most other systems do; and, in fact, if you do follow that course you end up making things worse.

Third, although many things have been expanded in this version of Life on Terra Nova (including a complete mini-sourcebook of the Port Arthur area), several things have also been excised. The new material is (of course) superb, but some of the nice touches of the original – particularly in the history section of the product (stuff that can never be effectively presented elsewhere) – are no longer there. The devil is in the details, and so is the strength of roleplaying settings. Particularly this one.

Fourth, although much has been added, much has ben changed, and some has been lost, there is some stuff which has been copied verbatim. Unfortunately not a lot of thought was apparently always put into this. For example, in the section on the city-state of Exeter the following passage appears in both the original Life on Terra Nova (set in TN 1932) and this new version (set in TN 1935): “Exeter’s most notable export is ‘Pride of Exeter’ brand premium ice cream. Numerous Pride of Exeter shops have opened up all around the CNCS over the past forty years. However, sales recently decreased after the Norlight Inquirer reported that Pride of Exeter brand ice cream was laced with mind-controlling substances. The ice cream’s manufacturer is currently suing the Norlight Inquiry for libel and lost sales.” Uh huh…. Apparently the definition of “recent” is different on Terra Nova.

These may all seem like nitpicks to you – and you’d be right. So why am I spending so much time commenting on them? Because Dream Pod 9 has set a very high standard for itself. And because there’s nothing else bad to say about this product. It’s fantastic.

The setting for the Heavy Gear game, primarily the planet Terra Nova, is possibly the best setting for a roleplaying game on the market today. Some other settings may come close – and some may even be its equal – but none exceed it. And Life on Terra Nova is the key to it all.

What makes this setting so special?

Well, for example: That small quote about Pride of Exeter brand ice cream mentioned above (however out of place it may be in this new product) is simply one minor example of all the important little details which Dream Pod 9 has carefully and consistently sprinkled across their work. This is a world where actual recipes are available for cooking with the indigenous life of the alien planet.

Next realize that the world they have developed is not composed of bland vanilla, it is an onion with layer upon layer which can peeled off. Most roleplaying settings can be reduced to a single feeling and style. Some (if you’re lucky) have a selection of styles, carefully separated across the map. Not Terra Nova. Here you have a planet broken into two hemispheres and a broad equatorial region. The equatorial region (the Badlands) is generally characterized as a sort of Wild West meets Arrakis, but within that broad characterization you have a myriad variety of unique communities – from the city composed of outcasts left behind when Earth’s invading forces retreated to the corporate arcology to small villages to raiders to wandering nomads.

In the southern hemisphere you have the Allied Southern Territories, a confederation composed of four leagues: the Southern Republic, Humanist Alliance, Mekong Dominion, and Eastern Sun Emirates. The Southern Republic is generally imperialistic and tending towards decadency – but within it there is the bureacuratic capital of Port Oasis, the rebellious city-state of Saragossa, the university city of Newton, and nearly a dozen others; each unique, each part of an integrated whole. The Humanist Alliance is a designed utopia, again ranging from carefully planned communities to a city completely beneath the surface of the earth. The Mekong Dominion is a corporate culture; the Eastern Sun Emirates are feudalistic and debauched.

In the northern hemisphere you have the Confederated Northern City-States: the Northern Lights Confederacy, the United Mercantile Federation, and the Western Froniter Protectorate. Again each is unique (from the religious orientation of the NLC to the industry focus of the UMF) and is composed of many different communities which are equally unique. Everything blends together into a synchronous whole, just like the real world is composed of disparate parts.

Each community is given a distinct architectural style and culture. Each government is formalized in a unique way – a way based on firm historical reasons. The people live and breath because you are given the details which make up their collective lives. Each city exists for a specific reason, not just because someone put some dots down on the map. The roads go places because the patterns of trade and industry say they should, not because someone needed to connect two towns with a line. The guys at Dream Pod 9 have done such a great job that you even accept the existence of mecha – because they’ve made the Gear technology believable and then proceeded to realistically integrate it into the society. Add to all of this a complex web of politics and intrigue and a developing meta-story that leaves you drooling in anticipation of the next release just so you can see where it’s all going.

What more can I say? You simply can’t find a better game setting. Period. If you don’t own this book you’re missing out big.

Style: 5
Substance: 5

Author: Philippe Boulle, Gene Marcil, Guy-Francis Vella, Marc-Alexandre Vezina
Company/Publisher: Dream Pod 9
Cost: $23.95
Page Count: 160
ISBN: 1-896776-40-X

Originally Posted: 1999/04/13

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

In a comment on my very old review of Fading Suns, Potato asked me to provide a rundown of how I put together my system cheat sheets for RPGs: “It sounds like a good way to get a grasp of the rules when learning/trying out a new system.”

He’s absolutely right about that. And the cheat sheets themselves, of course, also make great references at the table for both you and the players.

BULLET POINTS

My goal is to make the system cheat sheet comprehensive. That means including all the rules. Often I see cheat sheets that just cover the basic stuff that’s used all the time. But that’s actually the stuff I’m least likely to need cheat sheets for because it’s quickly memorized through repetition.

Heavy Gear - Second EditionObviously, this requires that I both cut down the amount of space the rules take up and the amount of time it takes to read and understand those rules. The quickest way to accomplish this, in my experience, is through the use of concise bullet points.

For example, here’s a chunk of rules text from the second edition of Heavy Gear:

The Silhouette system uses everyday six-sided dice to add a random element to the game. These are sometimes referred to as “1d6” in the rules, “2d6” for two dice, 3d6 for three, and so on. The same die rolling convention is used for both the roleplaying and wargaming aspects of the rules, so this is not repeated in the respective rule sections.

When two or more dice are rolled simultaneously, their results are not added together. Instead, the highest result is considered to be the outcome of the die roll. If more than one “6” is rolled, each extra “6” adds one (1) to the total. If every die rolled turns up “1”, the die roll is a Fumble and counts as an overall result of zero and no modifiers may change this value. Unless specifically mentioned otherwise, all die rolls work this way.

The totals of die rolls are often influenced by modifiers. Modifiers are added to the total of a die roll. If negative modifiers lower the total below zero, the final result is always zero and cannot go any lower. Modifiers are not applied to Fumbles.

A Fumble is a mistake or mishap that cause the failure of the action attempted. It is not necessarily caused by an error or the incompetence of the character, and may well be the result of environmental factors. No matter what caused the Fumble, however, the total die roll is always zero.

In the tactical game, Fumbles produce clear results. This is hardly the case in the roleplaying rules due to the mind-boggling number of possible actions and outcomes. The effects of each separate roleplaying Fumble must thus be described by the Gamemaster. In general, the harder the task attempted, the greater the effect of the Fumble.

This is then followed by an equally lengthy section listing various examples. Using bullet points, all of this is simplified on my cheat sheet down to the major points:

  • Roll Xd6: Result = highest die +/- modifiers. (Cannot be < 0.)
    • Additional Sixes: Each additional 6 = +1 to total.
    • Fumble: If all dice = 1, result = 0 (no modifiers).

Short and sweet. Using the same technique, I’m able to squeeze the next three pages of rules into a quarter page of my cheat sheet.

DON’T INCLUDE OPTION CHUNKS

The exception to my “include everything” methodology are what I used to refer to as the “character option chunks” in the system: Feats. Disadvantages. Spells. Powers. Weapons. That sort of thing. Any small packets of specialized mechanics that are only invoked if the character has selected that packet.

These days I think of it as invoking the “power card principle”. It’s not that having a quick reference for these rule chunks isn’t useful. It’s just that it’s more useful for those chunks to be included on individual character sheets, character-specific cheat sheets, or reference cards.

To boil that down: If everybody (or nearly everybody) uses a rule, it goes on the system cheat sheet. If not, put it on the character’s sheet or in the NPC’s stat block.

REMOVE CLARIFICATION AND ADVICE

Well-written rulebooks include a lot of clarification and advice. This is good: It helps you to both learn and implement the rules effectively.

Technoir - Jeremy KellerBut when you’re prepping your cheat sheets, you want to jettison all of that. For example, here’s a chunk of text from Technoir:

Adjectives are open to interpretation. They are part of a language we use in the game to collaboratively tell stories. Adjectives have  a couple of designations to help us agree on how they affect our characters.

Adjectives can be applied to a character directly — representing her physical or psychological state — or to an object belonging to a character — representing its physical condition or the state of its electronics and software.

Adjectives can be positive or negative. These determine how the adjective affects the dice you roll. This process is explained in the “Rolling Dice” section starting on page 92.

A positive adjective can help the character who has it. They allow you to add Push dice to your roll. They are written in the positive column of adjectives on the protagonist sheet or stat block.

A negative adjective usually hinders the character who has it. They force you to add Hurt dice to you roll. They are written in the negative column of adjectives on the protagonist sheet or stat block. Sometimes they may only apply to a part of the body — like a broken arm or a shattered kneecap. In these cases, write the body part in parenthesis next to the adjective. Sometimes they apply to an object the character has. In these cases, draw a line from the adjective to the object.

This is all good stuff. But on my cheat sheet, it boils down to:

  • Hurt Dice = negative adjectives
  • Push Dice = can be discharged for each adjective, object, or tag

Where to draw the line of inclusion/exclusion can occasionally get a little blurry. For example, in my Heavy Gear cheat sheets I didn’t include the table of Typical Thresholds (3 = Easy, 6 = Difficult, etc.) because I felt like it was a useful guideline that I didn’t necessarily need to reference during play. You might feel differently.

REORGANIZING

The last thing I do when putting together a system cheat sheet is to avail myself of the opportunity to reorganize the rules.

The truth is most RPG manuals suck when it comes to organization. Related rules will end up smeared across a half dozen different chapters, forcing you to flip madly back and forth while trying to adjudicate situations at the game table. This sucks, so take this opportunity to group material together in a way that makes sense when running the game. (And, as much as possible, try to keep all the relevant rules on a single page or two so that you can look at the totality of them simultaneously.)

Unfortunately, there are no hard-and-fast rules for this sort of thing. It’s more an art than a science, and it’s mostly a matter of common sense.

REVISE

After playing a session or two, revisit your cheat sheet: Was there stuff you missed? Stuff that could be phrased better? Stuff that should be cut? Stuff that should be moved around?

Do it. Print a new copy. Repeat until you’ve refined your cheat sheet into a lean, mean running machine.

EXAMPLES

As a couple of examples, click through for the RTF cheat sheets I put together for the first edition of Fading Suns (more than a decade ago) and Technoir (a couple weeks ago). For the latter, however, you might want to also grab the official (free) Player’s Guide, which I discovered actually does a really fantastic job of cheat sheeting the system.

Tagline: The Heavy Gear universe is perhaps the best in all of role-playing and tactical gaming – practically unmatched in depth, detail, texture, and life. This book is the key which opens this magical treasure trove of adventure.

My first review on RPGNet was of a Heavy Gear sourcebook and I would go on to post more reviews of Heavy Gear sourcebooks than of any other RPG. This is largely because I was more enthused about Heavy Gear than any other RPG of the time: I reviewed what I read; I read what I liked. This is one of the advantages of being an amateur reviewer: The professionals only get to review some of what they read and rarely get to read what they like.

Heavy Gear - Life on Terra NovaWhen you delve into science fiction or fantasy you will often find yourself encountering worlds either entirely separated from our own or at least placed so far in the future that the extrapolations from our current time have rendered them almost wholly different from what we know. When you encounter these worlds you will find that they often break down into two broad categories – those worlds which might actually exist and those worlds which have clearly been created merely to suit the whims of the author’s story and couldn’t possibly exist.

In role-playing we have all encountered the latter many, many times. (“If this dungeon is so close to the town why hasn’t it been looted over the centuries?” “Because the locals are all frightened by the monsters.” “Yeah, speaking of those monsters – what are they eating down there?” “Look, do you want to play or don’t you?”) Fortunately those of the former have grown increasingly frequent in our hobby (although, frustratingly, we are often prohibited from playing certain characters by the rules of the game).

Sometimes, however, you come across a real jewel of a world. A world so intricately detailed, so deeply described, and so excellently constructed that you realize that not only can you tell “science fiction stories” in this setting, but any story in this setting. Terra Nova – the world of the Heavy Gear game – is such a world.

THE WORLD OF TERRA NOVA

For more details on the history of humanity (which is presented in great detail within this volume) in the 4000 years which separate its time and our own see my review of the second edition of Heavy Gear elsewhere on RPGNet the Alexandrian.

Terra Nova is a world divided into two lush polar regions by the great deserts referred to collectively as the Badlands around its equator. Following a period of chaos in Terra Nova’s past the two polar regions coalesced into a series of leagues. Those leagues eventually allied with themselves to form the two great polar alliances – the Allied Southern Territories (AST) and the Confederated Northern City-States (CNCS). The Badlands have a few centers of power in the forms of city-states, but are largely settled only by isolated villages which are focused around “oasis towers”. Because the Badlands generally lacks the political power of the two polar alliances, it is easily exploited as a “neutral” battleground between the two. A little over a decade ago all of Terra Nova came together in order to beat back aggressive conquerors from Earth who had returned to reclaim their colony.

To begin in the south, the AST is composed of four leagues – the Southern Republic, the Humanist Alliance, the Mekong Dominion, and the Eastern Sun Emirates. The Humanist Alliance was, in fact, the first league to form on Terra Nova. Based on the teaching of Yuri Gropius it is a realized utopia similar to the teachings of the ancient Greek philosophers (most notably Plato) – the only price of this utopian existence is freedom. The Mekong Dominion is a society based entirely upon the corporate structure. It is the economic and production center of the entire South. The Eastern Sun Emirates is a feudal society which formed around the power garnered from the distribution of supplies from the space freighter the Eastern Sun during the time of chaos which plagued Terra Nova centuries ago. Finally, the Southern Republic is supposedly a free democratic society – in truth the people have bargained away their power as voters in exchange for a comfortable and luxurious lifestyle. Further, the Southern Republic rules the AST – having been responsible for its formation in their wars of aggression.

In the North the CNCS is composed of three leagues – the Northern Lights Confederacy, the United Mercantile Federation, and the Western Frontier Protectorates. Similar to the Mekong Dominion the UMF is focused upon production. Unlike the Dominion, however, the UMF focuses more heavily upon the work ethic than upon the philosophy of “business is war”. The society of the WFP is focused upon its military forces. Like the society detailed by Heinlein in Starship Troopers (the book, not the movie) only citizens who have served in the military for a certain amount of time are allowed the right to vote – not out of fascist beliefs, but out of the belief that only those who are willing to die for their country should be allowed to control the destiny of their country. The NLC is a democratic society which is increasingly dominated by religious fundamentalism – although it, like the Southern Republic, is both the most powerful league of its alliance and has fought wars of aggression in the past it did not – like the Republic – force the formation of its league, and does not rule it with an iron glove.

There are two important city-states in the Badlands – Peace River and Port Arthur.  Peace River is ruled by a company known as Paxton Arms, and most of its citizens are employees of the corporation. Peace River and Paxton Arms have recently come into conflict with Port Arthur (a city-state established by Earth troops abandoned after the recent invasion, but which has since become a haven for Badlanders in need) because both city-states see it as their duty to protect the Badlands – and have different ideologies about how that protection is to take place.

This, in brief, is a broad picture of the world. Unfortunately I cannot go into the details of this world – unfortunate because it is in the details that this world truly shines. Every league (and the Badlands as a whole)  is a hotbed of activity. Besides the main conflict between the CNCS and AST (and, indirectly, the NLC and Southern Republic), there are numerous other conflicts at large. The Badlands are torn apart by the Badlands Revolutionary Front, the Saragossa People’s Front for Independence fights the oppressive government of the Southern Republic, revolutions dot the Eastern Sun Emirates, the Humanist Alliance is attempting to secretly prepare for a break from the Southern Republic, and the entire globe is plummeting towards war.

Beyond simple conflict, this world is exquisitely detailed. Not only do you learn of the “big picture”, but you learn the little details which can be so important while roleplaying. What foods do people eat in a given location? What drives the local economy? What do people wear? What music is popular right now?

You will be hard put to find a campaign setting – particularly a science fiction campaign setting – on the market today that allows you so many options and provides you with so much detail.

CONCLUSION

Although not a direct part of this product, it is important to remember that the story of Terra Nova is not only evolving – it is evolving in a very deliberate, easy to understand, easy to follow method that is alien to nearly every other game system I have ever encountered. (See my review of the second edition rulebook for more details on this.)

As a result in buying into this world you not only buy into a world of incredible depth and detail – but a world where that depth and detail is evolving and progression.

In short, not only should you buy Life on Terra Nova because of the incredible strength of the product itself, but due to the incredible strength of supplementary products which the purchase of this book will open up for you.

Style: 5
Substance: 5

Author: Gene Marcil and others
Company/Publisher: Dream Pod 9
Cost: $19.95
Page count: 160
ISBN: 1-896-776-00-0
Originally Posted: 1998/05/16

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