The Alexandrian

Posts tagged ‘rpgnet reviews’

Heavy Gear: Character Compendium 1 - Dream Pod 9Tagline: Dream Pod 9 has given us a character compendium which is actually worth buying. Is there anything these guys can’t do?

I hate character compendiums.

There’s no getting around it. You give me a book full of non-player characters – who usually have little in common except that they happen to share the same game setting (or worse yet, nothing but a game system) – and you’re looking at a product which just isn’t going to be worth the amount of money I spent on it. NPCs just aren’t interesting enough when they’re all that’s being offered. Nor are they all that valuable a resource – NPCs created by other people are difficult to use effectively in your own game (first because they weren’t designed for your game; secondly because it’s harder to get into the head of a character someone else created). The time and money spent on developing these products could always, I feel, have been put to better use on just about anything except a character compendium.

So in picking up Character Compendium 1 for Heavy Gear I was confident that I had finally found a product released by the Pod which I was going to dislike. There was going to be something oddly satisfying in knowing that these guys were actually capable of making a mistake.

Unfortunately I’ve found that not only can I not dislike the Character Compendium, I also have to admit that it’s a top-notch product that you should definitely buy. I don’t know how they pulled it off, but the Pod has produced a Character Compendium which is actually compelling, fascinating reading. Is there nothing that these guys can’t do?

Actually I have to admit that I do know how they pulled it off, and it’s something that any game line developer who feels himself being consumed by the unquenchable desire to release a character compendium should study in depth to understand the secret. It all stems back to the first principle I always return to when discussing Heavy Gear: The system is one of the best, but the reason to keep coming back for more is the setting.

Anyone who has read my reviews of other Heavy Gear products knows that I consider the world of Terra Nova, where it is set, to be one of the best speculative worlds ever created (and possibly the best, period, for roleplaying games). The success of the Character Compendium can be directly traced back to the fact that Terra Nova is a rich, believable world in which characters truly seem to live and breathe because they are given a backdrop which is as vibrant and diverse as the world we live in today. Because the setting seems to truly live and develop in a believable way it means that Dream Pod 9, when sitting down to develop the Character Compendium was able to not just paint a bunch of thumbnails about particular characters, but to deepen our understanding of their fictional world. The characters in the Compendium are not isolated stereotypes or collections of stats (in several cases they don’t have stats provided at all), they are (first and foremost) characters. That makes all the difference in the world.

Take, for example, the first character in the book: Chief Justice Winston Stark of the CNCS. As part of the multi-page description of Stark we are given his biography, introduced to his politics and his active goals (as well as how he goes about accomplishing them), told about his allies and enemies, and then given a specific, indepth look at how this particular character can be used in various roles in a wide array of different campaign types. We are not just given a character, we are told how the character fits into the world and how the world adapts to the character. As a result the Character Compendium does not exist as a series of disjointed snapshots of little collective interest (like looking at pictures assembled from the family albums of complete strangers), but rather paints a deeper, richer understanding of the Heavy Gear universe. Indeed I would honestly say that without the Character Compendium as part of your collection your understanding of Terra Nova will be shallower. That’s high praise for any product, and one which I’ve never felt a character compendium has even come close to achieving.

The Character Compendium is also unique because it was the first Dream Pod 9 product to include fan-generated material (other products have followed a similar process since then). In designing the book the Pod sent out a call for submissions to the pertinent on-line newsgroups and mailing lists, and the response came pouring in. The thing all of these fan-generated characters have in common is that they are members of small, dynamic groups – such as Douglas Winter’s investigating team or the anthropological group headed by Dr. Langmuir. Once again this design philosophy means that the Heavy Gear Character Compendium is superior to its competition – two plus two equals five, and the sum total of these characters is greater than their singular worth.

Unfortunately the Character Compendium was also the first Dream Pod 9 product to suffer from a lack of proofreading (other products have regrettably made the same mistake since then). Spelling typos seem to be rare, but words are obviously omitted entirely at several points in the text – and in at least one place an editor’s note has made it through to the final product. This is fairly minor stuff and only crops up occasionally (leading me to believe that two or three characters were running late and hence lacked editorial attention), and it’s the only problem in an otherwise entertaining and useful product.

So I’ve given up on thinking that Dream Pod 9 will stumble and fall in their production of character compendiums. Maybe if I take a look at GM screens, the single largest excuse to waste cardboard the world has ever produced. Maybe…

Style: 5
Substance: 5

Author: Philippe R. Boulle and Others
Company/Publisher: Dream Pod 9
Cost: $22.95
Page Count: 162
ISBN: 1-896776-08-6

Originally Posted: 1999/04/26

My opinion of character compendiums has not improved in the last thirteen years. My theoretical opinion of GM screens, on the other hand, has improved considerably. (In actual practice, most GM screens are still horrid in their execution.)

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

Heavy Gear: The New Breed - Dream Pod 9Tagline: A truly unique product. This is the crest of a new wave. How many sourcebooks can you say that about?

The New Breed: Battle Before the Storm, Campaign Setting One for the Heavy Gear game, is something which you very rarely see in this industry or anywhere else: Something completely original.

(The pedants among you – you know who you are – are already saying to themselves: “But nothing’s completely original!” Yes, you are right. This book is still made of paper. Ink was still used in the printing. The rest of us safely conclude that things can still be completely original, even if you are still breathing air while partaking of them.)

I say this for several reasons. First, The New Breed was the first of Dream Pod’s campaign supplements. Any serious line of roleplaying product always, at some point, begins publishing adventure supplements of one variety or another (this dates all the way back to the original D&D modules as everyone well knows). Like so many other things the Pod has done, however, their campaign supplements take the industry to a whole new level and challenge everyone else to follow suit or get out of the game.

Second, this product demonstrates how to combine a tactical and a roleplaying campaign into one; plus it is designed in a modular fashion such that either one can be removed and played without the other.

Third, this isn’t actually a single campaign, but two. One of them puts the players on the northern landship Vigilance; the other puts them on the southern landship Draco. Although this may have been done before outside of my knowledge, I’ve never seen a roleplaying product be daring enough to assume that the players could take part on both sides of a conflict. Of course this is merely endemic of the overriding brilliancy of Heavy Gear’s world design: The setting is real, not manufactured. The players can play both sides of a conflict because both sides of the conflict truly exist – one side is not merely there to provide an imaginary foil for the other.

Fourth, this product is not just a supplement for roleplaying or tactical players, but also a companion volume to the Heavy Gear computer game designed by Activision. Throughout the design process of the computer game Dream Pod 9’s creative staff and the creative staff at Activision collaborated extensively to incorporate the setting into the game and the game into the setting. The New Breed serves in places not only as a behind-the-scenes peek at the computer game, but also provides a depth to the characters and the situations found in the game which would otherwise be impossible. Don’t mistake me with this at all – this is not a cheat guide or a self-congratulatory tract: It is a valuable product in its own right. Think of it like this: Typically a really excellent campaign supplement provides a plethora of background material and the outlines of an adventure, built upon this background material, which you then use to create your own particular version of the story with your players. In the case of The New Breed you are shown the plethora of background material which was then used to create the computer game, and then given the outlines of two series of adventures which serve as preludes to the computer game. The New Breed can exist entirely separately from the computer game and the computer game can exist entirely separately from The New Breed; but the two complement each other in an amazing fashion (with events in one suggesting and leading to events in the other, for example). Only a handful of other companies in this industry (TSR/WOTC, FASA, SJG, and White Wolf) have ever had the opportunity to create a product such as this – none of them have.

The Heavy Gear campaign settings hold a particularly dear place in my heart. The second campaign setting, The Paxton Gambit, was one of the first supplements to the game I ever read. It was to me, at the time, such an amazing and original product that I immediately felt compelled to write a review of it and share its wonders with the rest of the world. It was the first review I ever wrote for an RPG (I did a stint of reviewing computer games when I was much younger), and it can be found elsewhere on RPGNet the Alexandrian.

I like to think, however, that I’ve improved as a reviewer since then. The New Breed is a much different product from The Paxton Gambit (the latter wasn’t complementing a computer game and was designed strictly for roleplaying use, for example) and also cruder in some ways, but I would like to take this opportunity to discuss the general way in which the roleplaying campaigns in both are set up. The tools which Dream Pod 9 used in creating these products are unique and are, arguably, the greatest strength of these two books.

First, the campaign is broken up into scenarios. These function like the episodes of a television drama – thematically united series of events with a beginning, middle, and end which, nonetheless, make up a part of a greater whole. In The Paxton Gambit each scenario was clearly designed to comprise a single session of gameplay. Things are a little less clear-cut in The New Breed, but the amount of space given to each scenario is also smaller in The New Breed and things are slightly more broken up due to the tactical components (which I will discuss in a moment) – this is one of the reasons why I call the effort in The New Breed “cruder” than that found The Paxton Gambit.

Where this format really shines, however, is in the second step – where each scenario is broken down into important milestones. This is an important change over the way published adventures have previously been presented in this industry. Ever since the first modules for D&D were produced, adventure supplements have generally attempted to be as complete as possible. The early D&D attempts did this through their location-by-number designs (so that the GM knew what would happen everywhere the PCs went); White Wolf does it by detailing the actions of every scene. The problem with these approaches (and others) is that it is extremely easy for the adventure to become railroaded – players have a difficult time feeling that their characters have any impact on the outcome since not only the outcome, but the course they would take to get there, has been charted out in advance. To counteract that was almost impossible. Either you had to generalize the adventure down to a basic premise (making it less useful for the GM) or you had to accurately predict possible actions PCs would take even though you knew next to nothing about the PCs themselves (as everyone knows, players have an uncanny knack for finding unexpected courses of actions even when you’ve known them for years) or you had to chart out as many possible courses of action as possible (which meant that your adventure was either short and simple or that your product was of mammoth proportions).

Dream Pod 9 has apparently found a third way, so to speak. Instead of detailing the exact course an adventure must take, they have specified only the important “milestones” which must be passed along the way. These milestones provide a general map which can then be easily particularized to the needs of the individual GM almost on the fly. Because only the broad outlines have been provided the characters are not railroaded. Because it is the essential elements which are discussed the GM is not left on his own. The perfect balance between two unsavory and difficult extremes.

The other strength of the milestone system is that it extremely flexible. The set of milestones presented give a complete adventure, but in many cases these milestones can be switched around with ease. Plus additional scenes and situations can be inserted between the existing milestones with ease. Dream Pod 9, again, takes advantage of this by giving several possible “complications” and “continuing hooks” which can be used to modify the basic package which is presented.

Finally each scenario is rounded out with the statistics for the NPCs found in it. These stats take advantage of the archetypes found in the Heavy Gear Rulebook and the campaign book itself, noting only the modifications necessary to personalize them to the particular character. This method means that the NPC stat section only takes up about an inch of space on the page (the personalities of the NPCs are discussed in the text of the milestones).

The end result? A modularized set of adventures which are easily customizable without requiring massive commitment from the GM – you get most of the advantages of designing your own adventures, while still gaining the primary strengths of a published scenario (less time and work spent on preparation). Plus, since the format for these adventures takes up less space than those designed in the “completist” tradition, you end up with a dozen or so scenarios – more than enough to make the book truly a campaign resource.

And that’s only half of the book. The other half is a sourcebook for the location the adventures are set. As it has been noted before by myself and others: Dream Pod 9 may have a reputation for slim, expensive books… that’s only because they cram about ten times as much material into the same amount of space.

All of that being said, I did mention earlier that I consider The New Breed to be a cruder effort than The Paxton Gambit. This is to be expected considering that The Paxton Gambit is the later of the two products, but allow me to take a moment to clarify those comments further so that there is no misunderstanding. The New Breed is an exceptional, powerful product which – in my opinion – revolutionizes the way in which adventures will be presented in the future of the roleplaying industry. It introduces a plethora of tools which are extremely powerful. It also fumbles the ball a bit in a couple of places, which is fairly typical for any product which breaks new ground. The Paxton Gambit takes these tools, polishes them up, and uses them to their full effectiveness. The New Breed, for example, has some milestones and scenarios which blend into each other, its continuing hooks are listed at the beginning of each campaign, and NPC stats are listed with every scenario they appear in. The Paxton Gambit has a much firmer grasp of how to define each scenario and how to break each scenario down into milestones; it also moves the continuing hooks so that they supplement each scenario, rather than supplementing the campaign as a whole; and, finally, NPC stats appear only once so that there is less sense of repetition. It’s a subtle set of differences, but an impressive improvement from one product to the next.

Of course the important thing in any set of adventures is the quality of the stories being told. Whatever the mechanical difficulties, the story told in The New Breed is nothing to be ashamed of. As usual Dream Pod 9 has excelled. The fact that I am getting hung up on analyzing minor technical improvements and differences between their product only demonstrates the general excellence of those products.

The other difference between The New Breed and The Paxton Gambit campaigns, however, is the inclusion of tactical scenarios in the former. These tactical scenarios are designed to be playable in tangent with the roleplaying scenarios, or they can be spun off by themselves (just as the roleplaying elements of the campaign can be). These scenarios appear to be generally sound and look like a lot of fun, although I have not had a chance to playtest them.

All of this now leads me to discuss the problems with the campaigns, which is the primary reason why this book garnered a lower substance score than is typical for a Dream Pod 9 product. First, both roleplaying campaigns suffer severely because they fall prey to that classic flaw of adventure design: All the interesting stuff is happening to the NPCs and the only thing the players get to do is watch it happen. It is easy to understand how this happened. The scenarios are designed to be preludes to the computer game. The Pod didn’t want to force players into playing pre-generated characters, but all of the interesting stuff in such a prelude is going to happen to the characters who show up in the later story – i.e., the NPCs. The fix to this is simple: Either have your players play the NPCs, or adapt the primary story so that the player-designed characters become the focus of the described events. Either is fairly easy, but should have been unnecessary.

More serious, however, are what I see as fundamental flaws in the southern campaign set onboard the Draco. It is difficult to quantify them specifically in a short review such as this, but I’ll take a general stab at it. First, the storyline is fairly disjoint – acting as a series of episodic problems which are only loosely connected. Plus actions which are initiated are never followed up. In the northern campaign PCs are distanced from the action, but this problem is aggravated to new heights in the southern campaign – in one case an entire landship is nearly destroyed while the PCs are in town spending an entire scenario buying supplies. Finally, the tactical scenarios are almost completely disconnected form

It is difficult to quantify them specifically in a short review such as this, but suffice it to say that the storyline is fairly disjoint. Whereas the PCs are minorly distanced from the action in the northern campaign this problem is further aggravated in the southern campaign – in one case an entire landship is nearly destroyed while the PCs are in town spending an entire scenario buying supplies. Some of the tactical scenarios are almost completely disconnected from the actions described in the roleplaying campaign. Finally, major plot points which are raised and discussed early in the campaign are never followed through on in the later part of the campaign.

The campaigns are not the only strength of The New Breed however. Both the Draco and the Vigilance (the two landships) are given an indepth treatment, as are their important crewmembers. They provide a vivid resource for any GM thinking about running a Heavy Gear campaign set onboard a landship and display the typical technical accuracy and adeptness which Dream Pod 9 has demonstrated in the past. The technology in Heavy Gear is not composed merely of pretty pictures, but of hard military and scientific knowledge.

Finally the book is fleshed with the stuff which directly complements the computer game – a few brief words from some of its designers; a full color section providing a look at design sketches; an overview of the major Gear designs intended to serve as an introduction for those coming to the roleplaying game from the computer game (but also useful for anybody); and some other miscellaneous stuff.

So let’s wrap it up. For your twenty-five bucks you get a fairly thick Heavy Gear supplement with a full color section; two complete campaigns presented in a revolutionary style; more background material than you would typically get in any other company’s dedicated sourcebooks; a prelude look at the characters and settings which make up the Heavy Gear computer game; a look behind the scenes of that same computer game; and a host of other miscellaneous resources. It’s like an all-the-stuff-you-can-eat special for a roleplaying game! Whatever flaws might exist in this product are quickly overwhelmed by the pure amount of high-quality material which is present.

Style: 5
Substance: 4

Author: Jean Carrieres, Tyler Millson-Tyler, Marc Alexandre-Vezina
Company/Publisher: Dream Pod 9
Cost: $24.95
Page Count: 136
ISBN: 1-896776-20-5

Originally Posted: 1999/04/13

I actually ended up writing one of these campaign supplements for Heavy Gear. In fact, it was my first professional assignment in the RPG industry. Unfortunately, it was never published because these supplements drastically underperformed in the marketplace. (Some of the material was rewritten to become part of Storm on the Horizon.)

My assessment of these books would probably be quite different today. The structures are heavily based around linear plots and the milestone approach — while allowing you to pack a lot of territory into a very small page count — nevertheless eschews the type of gritty prep work (like stat blocks) that I think are most valuable in terms of saving time for the busy GM. Nevertheless, there’s a lot of good stuff to be found in them. And I consider them really important antecedents to the modern era of Adventure Paths and the like.

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

Heavy Gear - The Duelist's HandbookTagline: Dream Pod 9’s chance to celebrate their mascot, with spectacular results.

If you’ve read any of the reviews of the Heavy Gear game you’ve probably heard a familiar theme: Sure, there are mecha… but the game isn’t about the gears. The reason you’ve heard this is because, well, it’s true. The gears are definitely cool, and they’re definitely the most realistic mecha you’ll probably ever encounter, and they are definitely eye candy without par. All that being said, however, the game is really about characters. The Gears aren’t even the “Gods of the Battlefield” the way mecha are usually portrayed. As a result, the sourcebooks tend to deal with the gears in a fairly secondary matter, focusing instead on generalized world-building. Even the vehicle compendiums offer a generalized mix.

Welcome, then, to The Duelist’s Handbook, Dream Pod 9’s chance to celebrate their mascot. And what a celebration it is.

The other heritage which The Duelist’s Handbook inherits is that of the defunct Heavy Gear Fighter card game. HGF was the first Heavy Gear product released by Dream Pod 9 and introduced the dueling concept. As Phil Boulle details in his Behind the Scenes for the book, Into the Badlands allowed the concept of dueling to be expanded from affairs of inter-regimental into the underground, competitive dueling of Khayr ad-Din. The Duelist’s Handbook, as a result of this heritage, details the ritualized rules of Gear dueling; provides a look at the stars of the dueling world; examines the lives and duties of military duelists; provides a host of new weapons and options for Gears; and, finally, serves as a sourcebook for the city of Khayr ad-Din.

Normally I wouldn’t like a book like this. Typically when a roleplaying sourcebook is primarily a technical one (i.e. the title of the book includes the technical term “duelist” rather than a location name like “Khayr ad-Din”) and then includes a setting of some sort, that setting is usually merely tacked on. It is almost never given the justice it deserved, if it deserved any justice at all (more often than not such settings are a poorly conceived set of stereotypes which apparently exists only to highlight elements found in the technical section of the book).

Would it really surprise you if I told you that Dream Pod 9 avoided falling into that trap? First off, the technical aspects of the book are handled with grace and style. Military dueling, competitive dueling, and the worlds which surround both are described in great detail. Additional weapons, gears, and detailed rules for small scale tactical combat are given. Second, the setting of Khayr ad-Din (a shadowy city built in an around a massive dumping ground) is detailed with typical craft and style of Dream Pod 9, with an eye always pointed towards providing not only a living, breathing, believable setting of incredible depth, but also a setting which provides countless adventuring possibilities. Plus there is nothing “throwaway” about Khayr ad-Din or its duelers (as anyone who has perused the latest offerings of the storyline books knows).

Beyond the quality of the material itself, Dream Pod 9 continue to demonstrate their enormous talent at putting a book together to make it not only practical, but beautiful. The Duelist’s Handbook was one of the transition products where the Pod slowly developed their lay-out skills from the earlier works which were possessed of a slight “page crowding” sensation (although still exceptional by the standards of the industry) into a cleaner feel. Again, one of those differences between being “one of the best” and “true excellence” which the Pod has demonstrated mastery of time and again. The information is always grouped in an intuitive manner and the index is detailed in all the right places. Typically, the Pod demonstrates that they are capable of “throwing away” artwork which other companies would gladly use on their front covers.

Although the Pod is apparently letting this one slip out of print for at least the moment, you should still be able to find it in stock somewhere. Grab it up, you’d be missing out on a good thing if you let this one pass you by.

Style: 5
Substance: 5

Author: Philippe R. Boulle
Company/Publisher: Dream Pod 9
Cost: $19.95
Page Count: 128
ISBN: 1-896776-07-8

Originally Posted: 1999/04/26

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

Tagline: Into the Badlands was one of the first Heavy Gear supplements. It set the pace of excellence which we’ve come to expect from Dream Pod 9.

Heavy Gear: Into the Badlands - Dream Pod 9There comes a point in reviewing Dream Pod 9’s work, I’ve realized, that you begin to run out of ways to say, “This is really great stuff.” After you’ve run through the synonyms of great, brilliant, sublime, creative, innovative, and brilliant (did I say that already?) you begin to worry that people will think of you as nothing but a broken record. I can almost hear your thoughts as you sit there reading through one review after another thinking, “This man has been bought off by Dream Pod 9. Nobody can be that good every single time.”

Ah, but apparently they can.

Let me say it simply one more time: Dream Pod 9 is great. Heavy Gear is great. If you aren’t buying these books you’re missing out on a great thing.

To explain just how great these books are, let’s time travel back to the summer of 1997 and take a look around. In 1997 I’d been into roleplaying games for nearly a decade. Despite the fact that I still loved the games dearly and checked in on the Usenet newsgroups from time to time I hadn’t bought more than one or two roleplaying products in over two years. Nothing in the industry was really getting under my skin the way it used to and my interest was slowly waning.

In the summer of 1997 – nearly two years ago now as I write this – all of that changed. Despite having withdrawn my cash into other areas I had become aware of various titles over the years that had interested me to one degree or another: Feng Shui, CORPS, Theatrix… and Heavy Gear. None of them had caught me interest enough, however, to actually take the time to go out and buy them until one day I happened to spot the first edition of the Heavy Gear Rulebook on the shelf of the local hobby store. The cover, with its gear in extreme close-up, drew me in and the professional lay-out and clarity of the interior sold me. I bought the book there and then.

Over the next few days I devoured it in my free time. By the time I was finished I had become impassioned by roleplaying once again. I travelled back to the hobby store, but they didn’t stock any other Heavy Gear products at the time, so I picked up Feng Shui instead.

Heavy Gear brought me back to roleplaying, and its kept me here ever since. That’s how good it is.

All of which, in a rather roundabout manner, brings us to Into the Badlands — the latest Heavy Gear product I happened to read after running out of ways to say “buy this game dammit!”.

Into the Badlands is the sourcebook covering, as the name suggests, the Badlands: the broad equatorial deserts of Terra Nova. The Badlands are an excellent example of how Dream Pod 9’s ability to incorporate uncommon depth into their products gives the GM a broad palette and selection of tools in creating his adventures. Broadly speaking the Badlands are a mix of the American Wild West and the Middle East. If another company were handling this material it is easy to see how the Badlands would quickly be reduced to this common denominator. There would be a number of different cities, but at heart they would all be mere variations upon this simple theme.

Into the Badlands, on the other hand, takes the simple theme and (rather than simply varying it) begins creating whole new themes which are supported by the basic theme, but also subtly supplement it. Hence you get the frontier qualities of the desert oasis towers, you get the corporate politics of Peace River, you get the militaristic refugee community of Port Arthur, you get the visionary unity of Jan Mayen, you get the religious fervor of Massada, you get rover gangs and dueling circuits and smuggling cartels and gambling communities and polar influence and cold war and… well, you get a lot. Plus you get all the fringe areas where those different cultures come into contact and conflict with each other. All of which is supplemented by a plentiful amount of information about how life is actually lived on a day-to-day basis. (Ever sit down after reading a wonderful setting and realize that you have no idea how to actually get inside the mind of a character living in that setting because everything was dealt with at a macro-level? You’ll never have that problem with Terra Nova.) Tack on a couple of chapters on practical adventuring advice – including a dozen adventure seeds, some NPCs and archetypes, and a look at the creatures who make the Badlands their home – and you’ve got a well-rounded sourcebook.

About the only bad thing about the book is the lack of an index, but I could wax rhapsodic for a while longer about many things (like the way that they manage to cover everything you’d expect in a regional sourcebook, plus about twice as much that you wouldn’t – particularly in a book this size), but I won’t because it would be largely repetitious of my other recent reviews of Heavy Gear products. Buy the book.

Style: 5
Substance: 5

Author: Philippe R. Boulle
Company/Publisher: Dream Pod 9
Cost: $18.95
Page Count: 108
ISBN: 1-896776-02-7

Originally Posted: 1999/04/26

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

Tagline: Crisis of Faith was a masterpiece. Blood on the Wind is better.

Heavy Gear: Blood on the Wind - Dream Pod 9The simple summary of content: The world goes to hell and Dream Pod 9 takes you along for the ride.

The short summary of quality: Dream Pod 9 just keeps making great things even better. Don’t let them get their hands on chocolate – they might turn it into an addictive narcotic.

The big concept: Crisis of Faith was a masterpiece. Blood on the Wind is better.

Within the last week I have found the time to plunge once more into the wonderful Heavy Gear game setting after a long absence compounded by “real life”. To ease myself back into things I took a look at the eye candy which is Making of a Universe. Then I devoured the second edition of Life on Terra Nova (a book which has sat, neglected, on my shelf for far too long). Then I took the time to re-read Crisis of Faith. Pausing briefly to write reviews of each of these products (all of which can be found elsewhere on RPGNet) I picked up Blood on the Wind, the second storyline book and one which has been taunting me for over a month now.

I thought Crisis of Faith was a pinnacle of excellence. Much to my surprise I discovered that Blood on the Wind had not only built upon that success, but improved upon it.

First, what has remained the same. The story is still told through the collected notes and data of Nicosa Renault – a master spy who has “retired”, but remains interested in understanding why things happen on Terra Nova. As a result you get to hear the story of Terra Nova told through the thoughts, conversations, video logs, and journals of Terranovans – all gathered by another Terranovan who has an actual personality (and is not merely an excuse for Dream Pod 9 to gather up a bunch of useful stuff).

The product still tells a meta-story of immense proportion, power, and potential – taking full advantage of the roleplaying medium (see my review of Crisis of Faith for a fuller discussion of this). It accompanies this with a visually stunning presentation which demonstrates, once again, that Dream Pod 9 knows how to put a book together. (There aren’t quite as many images as in Crisis of Faith, but if quantity is all you’re interested in your still going to find more here than anywhere else you might care to look.)

So, what’s different? The smaller format of Crisis of Faith has been abandoned in favor of an 8.5 x 11 format (although it is turned on its side, so to speak, from your typical roleplaying supplement). Additionally, an appendix has been added including a detailed timeline of events and a “Who’s Who on Terra Nova” – both valuable resources for any roleplaying or tactical campaign (moreso the former than latter, but that’s to be expected). Also, the color sections found in Crisis of Faith have been abandoned in Blood on the Wind — probably due to cost considerations. I am sorry at their loss, but can understand that the Pod People simply had no choice in light of the negative market performance of Crisis of Faith due to its format. Finally, the layout and organization of this product is clearer than in Crisis of Faith. It’s a subtle improvement. If Blood on the Wind had never existed you’d never have known that anything was “wrong” with Crisis of Faith, because its really just a matter of degree in quality – not a “have and have not” situation.

I could go on at length about the wonders of this product, but I would largely be reduced to either repeating what I said in my review of Crisis of Faith and providing spoilers of the material found within. I choose to do neither.

So you’re wondering if you’ve understood me correctly: Crisis of Faith was one of the best products ever produced in the roleplaying industry. Blood on the Wind took every one of those strengths, eliminated the two small problems which might mar it in the opinion of some, and the only drawback is that I lost the full-color sections of the book? Plus I get more material? Plus it’s cheaper?

Yes, that’s right.

Plus if you thought the last six pages of Crisis of Faith were mind-blowing, wait ‘til you check out the first two pages of Blood on the Wind. Those are big. Then you get to the last four pages of the storyline book proper…. Welcome to a whole new level.

Style: 5
Substance: 5

Author: Philippe R. Boulle
Company/Publisher: Dream Pod 9
Cost: $17.95
Page Count: 80
ISBN: 1-896776-27-2

Originally Posted: 1999/04/13

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