Friday 13 June 2008

Madness ends in madness

We played the last session of Shadows of Yog-Sothoth yesterday. One character survived from the beginning to the end, and, by a considerable amount of sheer luck, it was mine. Jack Paulino was also the only character who survived, period. Now he's got to live with the physical and mental scars, having seen R'lyeh rise, Cthulhu himself wake up, and all his friends and companions die. Although he did not see these events that well, running away in the grips of terror as he was.

But we did save the world. Stanford's cult was completing their ritual when we started ours. Sam Brockwell read the spell while others stood guard. Initially it seemed like we had failed spectacularly, as Cthulhu strode out of his tomb, devouring people left and right. But the island sank behind Jack as he ran away, and the Great Old One retreated to sleep once again. It seems likely that Jack will live the rest of his days in peace as a priest for the natives of Easter Island.

Now I am not participating in any ongoing campaign. Something must be done about that...

Game Count: 32/52

Saturday 7 June 2008

Boxes of retro

I decided to get my hands on some properly old school RPGs. The highly non-scientific decision process finally led to me ordering FGU's Year of the Phoenix and Task Force Games' Crime Fighter from Noble Knight Games, whose service was nice and fast, by the way. Both games come in a boxed set, which I kind of miss these days.

Phoenix is about American astronauts in the year 1997 (the near future when the game was written), who encounter something and end up 200 years into the future in a world where Zoviets control most of America. Yeah, one of those games. :) The rules and layout are very much 1980s, but the color poster map of the occupied USA is nice, and I like the idea of presenting one view of the game in the player's book and then turning everything upside down in the GM's book. The latter includes a series of short scenarios that form the start of a campaign. And there's a sheet of colorful counters featuring futuristic vehicles that you can cut out.

Crime Fighter is the only dedicated police RPG I know of. It's written by the renowned Aaron Allston, and while the combat rules seem a little clunky, the unified base system is oddly reminiscent of d20. The six stats are immediately familiar (Wisdom is called Willpower here) and you always roll 3D6, trying to beat a target number of 11. The stats give you plusses to the roll (in fact, they do not have a numerical score besides those plusses). Skills are bought with points, and they include things that are called advantages or edges in other systems, such as Attractiveness and Ally. There are chase rules, information on police procedures, guidance on writing police scenarios in both realistic and melodramatic TV style, two scenarios, and various other tidbits - all of which fits in 64 pages. There are also map tiles and punch-out vehicle and person counters. Cops and perps get their own colors!

Year of the Phoenix is entertaining to read, and the rules are not as terrifying as some other old systems (they even devote some space for your character's personality and history), but I don't know if I'd want to run the game as such. Gotta love the cover, though. Crime Fighter, on the other hand, might be fun to play. It is pretty much Hill Street Blues: The RPG, but could probably handle Miami Vice as well, and NYPD Blue if you updated the technology a bit.

All in all, a successful blind purchase.