The Alexandrian

Posts tagged ‘rpgnet reviews’

Tagline: If you’re the type that likes GM screens or interesting tidbits of knowledge concerning the World of Darkness, this product will probably be a satisfying purchase.

Vampire: Storyteller Companion/Screen - White WolfThe Storyteller’s Screen and the accompanying Storyteller’s Companion are both very good products for what they are, but there’s nothing particularly exciting or innovative about either – nor do I consider them crucial products to the gaming experience. Surely with the plethora of materials available for the Vampire game you should be able to find something else worth spending fifteen dollars for.

The Storyteller’s Screen is made up of four 8” x 11” panels. The GM’s side has: A list of the five traditions, the armor chart, a chart summarizing the thirteen generations, a summary of aura colors, a hierarchy of human sin, a blood pool chart, a combat maneuver chart, a chart for judging feats of strength, two weapons charts, a combat summary chart, an experience chart, a summary of difficulties, a summary of hunting, damage charts for fire and sunlight, plus a general health chart and a summary of various vehicle types. This is an impressive array of information, and I found it was generally useful. I was also impressed that White Wolf avoided the temptation of including a summary of character generation on the screen – something almost every GM’s screen seems to possess despite the very obvious fact that you will never, ever need to access that information in the course of actual gameplay.

The opposite side of the screen is a very nice mosaic comprised of various vampires looking either threateningly or seductively out at you. I found it be an excellent choice of art because the choice of colors meant that it wasn’t overly distracting, but at the same time it was not so monotonous as to become easily boring to look at after a short time. In general, if you’re into GM’s screens this one is extremely admirable.

The accompanying book – the Storyteller’s Companion — on the other hand, cannot be so lauded. This is your typical hodgepodge of material thrown together so that the GM’s screens doesn’t have to stand on its own. Included are three new bloodlines (the Daughters of Cacophony, the Salubri, and the Salmedi) along with their associated disciplines. There’s also an extensive list of new equipment and an expanded character sheet. All in all, fairly boring stuff in my opinion which could have been more effectively integrated into other products instead of being thrown together without any sense of clear purpose here.

The most useless section in the book, however, would be Secondary Abilities. These are a new set of rules meant to supplement the Primary Abilities found in the main rulebook. In general I saw little differential between these abilities and those in the rulebook (why, for example, they felt that Interrogation would be used less often (and therefore qualify as a secondary ability) than Performance (a primary ability from the main rulebook) is beyond me), but these secondary abilities are cheaper and subject to a slightly different set of rules. The net result, as the book itself says, is that these “Secondary Abilities add greater complexity to the game, but they also add greater complication” (you’ll note that the words “complexity” and “complication” can be seamlessly interchanged here). Nothing is really accomplished by their inclusion except unnecessary headaches. Personally if I were to use any of them I would treat them exactly as I treat Primary Abilities. It should also be noted that since the expanded character sheet takes these Secondary Abilities into account, the other nice features of the character sheet (an expanded background and history section) are rendered rather useless. Oh well.

In general I found the product uninspiring, although generally adequate for this type of thing.

Style: 4
Substance: 3

Author: Clayton Oliver
Company/Publisher: White Wolf
Cost: $14.95
Page count: 70
ISBN: 1-56504-259-9

Originally Posted: 1999/02/17

One of the weird things about getting comp material for review is the essentially random nature of what you end up reviewing. You also end up reviewing stuff that you would never have actually bought for yourself, which creates a strange dynamic in which it becomes difficult to accurately judge the value of the material for people who actually are the target market. (Of course, one of the skills of a good reviewer is the ability to step out of your own shoes to judge the material as objectively as possible… while remembering that objectivity doesn’t mean relativity.)

In other news: Landscape screens are awesome and I’m not sure how we ever endured the taller screens of yore. I have also just realized that it’s been over ten years since I last played Vampire. That makes me a little sad.

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

Tagline: I’ve given my thumbs up to the Trinity Field Reports before, and this product is no exception.

Trinity Field Report: Alien RacesI offered hearty compliments to the first Trinity Field Reports: Extrasolar Colonies for fixing almost everything I found to complain about the main Trinity rulebook in an elegant, creative, and engaging manner. Just so you’re warned, I’m going to rave about Alien Races.

First, this product possesses all the strengths of the first Field Report. It would be very difficult to produce a roleplaying supplement for $4.95 in which I could not find some scrap of information which would justify the purchase price – and these Field Reports come nowhere near that minimal threshold. The pages are all glossy, full-color affairs with high-quality artwork which is directly related to the text. The text itself is not only well written, but also tantalizing in that it says enough to begin working with what the subject matter is, but leaving everything you wish you knew unsaid (I literally finished reading these 25 pages and had an uncontrollable urge to pick up another Trinity supplement because the cliffhanger full of questions which this book left me with meant that I desperately wanted to fill in more of the picture). Finally, because the entire product is cleverly presented as a field report to Aeon Trinity operatives (as the title suggests), it is a handout you can safely give to your players.

Second, this product improves upon the example laid down in Extrasolar Colonies in a couple of ways. First, as mentioned above, the loose ends and half-answers are beautifully constructed to leave you begging for more. Second, this report provides oblique references to the Darkness Revealed series of adventures. If you didn’t use those adventures it doesn’t matter – the references aren’t all that important and are self-explanatory in the context of this product – but if you did the minor mention here provides an extra feeling of importance to your PCs. Because of the nature of the comments made the players can really feel as if the actions of their characters are having a long-term effect on the setting. Definite kudos.

There’s really nothing bad which can be said about this Field Reports : They’re a great read, they’re high-quality, they’re cheap, and they’re useful. Is there anything else you could possibly want in a roleplaying supplement?

Style: 4
Substance: 4

Author: Bryant Durrell
Company/Publisher: White Wolf
Cost: $4.95
Page count: 25
ISBN: 1-56504-772-9

Originally Posted: 1999/02/17

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

Tagline: The classic dungeon crawl designed by the master of dungeon crawls, Gary Gygax.

Tomb of Horrors - Gary GygaxThe Tomb of Horrors module is one of the great classics in our little industry. It would be truly surprising to me if someone who has been playing RPGs for more than a handful of years would not have heard of this module, if not played in it or run it themselves.

The Tomb of Horrors was first released in 1978, as one of the first modules available for the AD&D game, after being used for the Official D&D tournament at the very first Origins convention. Recently it has been re-released as part of The Return to the Tomb of Horrors boxed set and can be obtained there if you can’t track it down through the used section of your local game store.

At the time it was published this was a fairly innovative product. In addition to the “map and key” presentation which was standard at the time, Tomb of Horrors also came with a pamphlet of forty illustrations – each presenting some part of the module which could be shown to the players at the appropriate time. This was cutting edge stuff at the time. Honest.

By all merits this should be an absolutely awful product by current standards – substandard writing, sub-par art, and a linear plot. Okay, I take that last one back: There is no plot, just a bunch of rooms full of traps and monsters.

Despite all this, though, there’s something about the Tomb of Horrors which still tantalizes me. Part of it is the fact it’s a classic. Like Queen of the Demonweb Pits it’s one of those things which “every” gamer has experienced at some point. There’s a sense of history to it, which adds to the experience. The other part of this is that sometimes you just gotta kick up your heels and take a brief detour visit back to your youth. In other words: Hack ‘n slash can be fun if you’re looking for hack ‘n slash.

The Tomb of Horrors was and remains a classic not because it dots all the i’s and crosses all of the t’s of what the current popular consensus of roleplaying is (or even of the type of roleplaying I enjoy most of the time), but because it accomplishes exactly what it sets out to do.

So when you’re looking for a quick one-shot relax from your normally roleplay-intensive campaigns, you might want to look back at an old classic once in awhile. It can’t hurt anything. Actually, I’m thinking about adapting it to FUDGE for a quick run sometime real soon. See you there.

Style: 2
Substance: 3

Author: Gary Gygax
Company/Publisher: TSR / Wizards of the Coast
Cost: n/a
Page count: 50
ISBN: 0-935696-12-1
Originally Posted: 1999/02/17

This review is another example of how 3rd Edition and the OSR have rehabilitated first D&D and then old school D&D in the RPG community. There are, of course, still haters out there. (There are always haters.) But even I occasionally have difficulty appreciating just how much “D&D Sucks” was the received wisdom of the online RPG community pre-2000.

I was no exception (nor am I now): AD&D is a terrible game and there are many, many reasons why I stopped playing it. But I did recognize that there was a fun game hiding away inside of AD&D, and this review was basically an attempt on my part to say, “Hey! There’s fun to be had over here!”

Several years later, my own adaptation of Tomb of Horrors to 3rd Edition became one of the earliest additions to the website. Check it out. It’s still a ton of fun.

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

Tagline: Final Fantasy VII is the best CRPG to have hit the market since the last installment of the Ultima series. Although the plot is railroaded, that’s not really the point – the story is excellent, the characters touch your heart, the gameplay is engaging, and the interface is intuitive and simple, but also powerful. This game is addictive.

Final Fantasy VIINormally I’m fairly skeptical concerning computer roleplaying games. Of all the games I have ever played only the Ultima series of games ever really succeeded. It succeeded because Richard Garriott, the creator of the Ultima series, designed a series of games which slowly became more and more adept at modeling the real world. Because people behaved the way real people do (with varying daily schedules, speech patterns, and personalities), because no problem possessed a single solution (with a set of rules behind world interactions, allowing you to blow a door up if you can’t find the key to it), because there was more than one course which could be followed (with a deep, intriguing plot with sundry subplots and side plots included), because you got to really care about your traveling companions. For all these reasons and more it is easy when playing the Ultima series of games to simply let yourself slip into the role of the Avatar. Does it allow the same breadth as face-to-face gaming? No. But it does allow roleplaying, and it does give you some things which face-to-face gaming cannot. The Ultima series acknowledges its weaknesses and exploits its strengths. It may not be better at what paper-and-pencil roleplaying can do, but it isn’t a paper-and-pencil roleplaying game so I respect these games for doing what they do – you can’t expect a computer game to do the same things a traditional RPG does; nor should you try.

Now, here comes the surprise. Final Fantasy VII is a highly successful game, despite the fact that it fails to do almost everything which the Ultima series does so well. The world of FF7 is contrived, the plot is almost completely linear, and multiple solutions do not exist in most cases. But FF7 does do one thing right: It presents characters who you can care about, characters with distinct (although sometimes cliched) personalities. As an almost direct result FF7 succeeds; and it helps that although the plot is linear, it is a very interesting and dynamic plot. You shouldn’t approach FF7 so much as a roleplaying game as a movie in which you have some partial control over the main character.

THE GOOD STUFF

I’ve already pointed out a couple of things. The main strengths of this game are, in my opinion, the plot and the characters – which are really intertwined with each other. There were points in this game where I felt genuine sadness and genuine joy as the plot and the characters developed. This, more than anything else, was what made the game very addictive to me.

Another major strength of the game lies in the graphic department. The visuals are highly anime-influenced, imaginative, and effective. Definitely a treat, especially the magic spells.

Finally, this game has a fantastic interface. It was originally designed for the Sony Playstation before being later translated onto the computer (which is where I played it). Everything is controlled through a series of intuitive menus which are accessed from the numeric keypad. A template to lay over the keypad comes with the game, but you won’t need it for long – the controls are easily learned and, once committed to memory, the entire system is easily memorized. Players will find the combat system, in particular, to be highly entertaining – it’s abstracted, but this allows for a great deal of strategic planning which I find difficult to obtain in other games where the chaos of the battlefield usually means I have no chance to control what my characters are doing.

This is a fairly powerful combination for a game to have: Intuitive, powerful gameplay; interesting characters; compelling plotline; and excellent graphics all in the same package? I should already have you sold. Why aren’t you out buying the game yet?

THE BAD STUFF

I’m a strong proponent of not judging a product on things which it is not attempting to do. Obviously you would never critique a hammer by saying “it’s not a screwdriver”, but in the area of creativity (such as novels, music, television, film, roleplaying games, or computer games) it is all too easy to slip into critiquing a product because it is not the type of product you happen to like. So, on that level, I don’t think FF7 has any serious weaknesses: It sets out to do exactly what it excels at accomplishing.

That being said, I should reiterate that this is not a “roleplaying game” in the sense that you are given a role which you are then allowed to control with broad parameters. In this game you are given a role, but the course along which you are allowed to guide that role is fairly proscribed when all is said and done. But saying “this game sucks because you aren’t allowed to control the characters” is similar to critiquing, say, Babylon 5 because you weren’t allowed to control the actions of Sheridan. FF7 resides somewhere between mediums (such as television or film) where you aren’t allowed any control over the characters and the mediums (such as roleplaying) where you are. Its important to judge the game on that ground, but I think it fair to warn off those who won’t find that type of entertainment, well, entertaining.

CONCLUSION

Buy this game. ‘Nuff said.

Style: 5
Substance: 5

Company/Publisher: Squaresoft / EIDOS
Originally Posted: 1999/02/17

This review was first published thirteen years ago almost to the day. That’s really kind of weirding me out. Interesting how times turn, though: I’ve actually been replaying FF7 on my PS3 the past couple of weeks.

I know it’s cliche for people to say SPOILER SPOILER SPOILER was the first time they cried because of a video game. It wasn’t mine (Ultima VII: Serpent Isle beat it by half a decade), but it remains one of the most memorable moments in any fictional medium for me. There is a very fine art to putting me on rails in a video game and yet getting me to completely invest myself in the character: The experience is more akin to acting than to roleplaying, but when it succeeds it can be very, very powerful. And in FF7 it succeeded brilliantly.

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

Tagline: The concept of the Trinity Field Reports is excellent, and this work is filled with healthy tidbits and intriguing hints of things to come. Two thumbs up, ten out of ten, five stars, and kudos are all in order.

Trinity: Extrasolar Colonies - John SneadWhen the original, limited edition of Aeon (The Game Which Would Become Known as Trinity) came out I snatched up a copy – I loved that hard black plastic cover and the slick interior design at first glance; and I’d been hearing good things about it for months.

Perusing it I was definitely not disappointed (as anyone reading my review of the game elsewhere on RPGNet can attest). About the only serious problem I had with it was that, although it had a fascinating setting which was obviously going to develop in a fantastic manner, not enough information was given about certain elements of the game to make me feel comfortable about running it immediately.

One of the specific problem areas I sited were the “lost colonies”: Several years before the start of the game Earth had lost contact with five colonies located out in deep space, and we were informed that only “just now” was contact being re-established. The game was even hyped in some places as “taking back the stars”. The problem was that although we were told that contact was being renewed even as the game begun – and that a primary plot suggestion was for the PCs to go out to those planets – absolutely no useful information was given about what they were going to find there. Did the mining colony under attack by a hostile alien species get destroyed? How did the rebellion on another turn out?

After posting my review here at RPGNet I became vocal about this problem on the various Internet forums, newsgroups, and mailing lists. By various people I was told that I could “do whatever I wanted” since things hadn’t been defined. As I pointed out at the time, this missed the whole point. Obviously Andrew Bates, Trinity‘s designer, had a plan of how these events would unfold – and I wanted to be lead down that path and tie his meta-story into the specifics of my campaign. Unfortunately there was no way for me to proceed at the moment because if I – for example – sent the PCs to the mining colony and had them discover that it had been completely destroyed, only for it to turn out later that it had not been destroyed and would play a major role in the future development of the Trinity universe, I would be royally screwed and I, and my group, would be unfairly excluded from using the unfolding developments.

There is a narrow line between “not giving everything away” and “giving enough clues so that we don’t misstep” that the basic Trinity game had overstepped. All of that being said, Trinity Field Report: Extrasolar Colonies not only vindicates my conviction, but also solves most of my problems.

First, it vindicates me because these twenty-five pages are exactly what I thought was lacking in the main rulebook – and the quality of material found here is fantastic. Extrasolar Colonies takes the format of selections from the actual reports of the jumpships that traveled to the distant colony worlds, and it is used to drop hints and tantalize us very effectively. A direct measurement of how successful this product was lies in the fact that when I reached certain places where “data decay in transit” had caused the message to become unreadable I would occasionally yelp in frustration (so I’m a dork, but it’s an indication of the success of the product – that nobody will deny).

“Wait”, you might be saying, “if they’re still omitting data which is so important that you’re yelping because you don’t know it – isn’t that still a problem?” Not at all, because this time they only excluded information which will end up advancing the meta-story. However, they gave me enough of the broad, general details that I can still take my PCs out there and explore the colony worlds. The trick is to give me enough information so that I don’t end up stepping on the toes of future products, but not so much as to ruin the surprises. It’s a balance which the core rulebook failed to maintain at places, but which this product nails perfectly.

Second, it solves most of my problems because of the price of this product. At $4.95 for 25 glossy, full-color pages these Field Reports are excellent impulse buys and a great format. I can even hand this stuff directly to my players because it’s not only presented as in-world source material, but it’s source material which doesn’t reveal any “deep, dark secrets” (although it may hint at them). Any product which is cheap, has high production values, has great source material, and is useful for both the GM and the players gets automatic high ratings in my account of things for obvious reasons.

I do have a remaining problem: I’ve never liked the tendency of game lines to become “supplement oriented” – where the game, instead of focusing on one or two core products from which you can optionally branch off as you need, instead has no central core and, instead, expects you to pick up at least 95% of the supplements produced for the game. Although the Field Reports are cheap and seem to be targeting the specific areas I noted as lacking in the core sourcebook (besides the colonies I also mentioned aliens, which is the subject of the other Field Report released to date) I am not particularly happy that it was necessary for me to buy them in the first place (although I probably would have anyway).

However, that particular problem is with a minor concern I have regarding the game line as a whole – a concern which, so far, has been outweighed by the general high-level of quality material being released for it. This product, in itself, is excellent not only on the merits of its concept, but on the merits of its implementation. Hey, at $4.95 how can you go wrong?

Style: 5
Substance: 5

Author: John Snead
Company/Publisher: White Wolf
Cost: $4.95
Page count: 25
ISBN: 1-56504-771-0
Originally Posted: 1999/01/24

These books really were the perfect impulse buy. Back in 1999, my go-to gaming shop was Phoenix Games on Lake Street in Minneapolis, MN. I remember the Field Reports fondly because at $4.95 a pop they were like full-color candy to an RPG addict like myself.

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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