Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Wednesday, September 22, 2010

Review- Synapse: Part III, Controlling the Player

Continuing the review of Synapse (Part I and II), the next section of rules I want to talk about is what I consider the most interesting.

There are found in Chapters 3 (Culture), 4 (Life Experience), and 5 (Personality) that in total create the values for the character's Motivations. There are 22 Motivations, each in the end to be rated from 1 to 10. These include things like Revenge- a person who wants paid back for wrongs done him, to Nurturance (I don't think that's a real word)- the drive to take care of others.

How are these used? Let's quote an example from the rules on page 111.


For example, lets assume the Hero whose motivations are listed below has come across one of her long-time rivals, who is hanging off the edge of a cliff on a rope. A quick glance at the major motivations of this character reveals two motivations that are strong and would apply to this situation; Nurturance and Revenge. Abasement and Achievement are strong motivations for this character, but it does not relate to the actual situation so they are ignored here. The motivational setup for this Hero indicates that she would want to help them (Nurturance) more than she would want to punish them for past misdeeds (Revenge). Therefore, all things being equal, the character should want to help her rival get back up to safety.

What we have here is a another in a long list of mechanics called Personality Mechanics, i.e. mechanics that determine the decision making of characters instead of players. D&D alignment is a version of this, although the form was greatly expanded in games like Pendragon.

The most common reasons for systems like this are:

  1. The designer and/or GM thinks that the players are playing their characters wrong- and they turn to mechanics to 'improve' role-play or to enforce conventions of the genre. Judging from a number of posts on the designer's game blog, this is a major goal for him.
  2. The players who are so boring that they can't role-play an interesting character on their own- so they need a crutch. Something to remind them that- hey, there's suppose to be a person here...

Both are rather sad reasons. And in the end both are doomed to failure except at the most shallow level. But those reaching for systems like this tend to only think in shallow terms, so it fits and in its own way even works. For the designer/GM they enforce 'correct' play, and for the player it removes the burden of role-play which was something they likely didn't want to do in the first place.


With that in mind, the method in Synapse isn't bad at all, given what such rules are attempting to do. Here the complex creation system that so dragged down the skill system (take culture, life experience, plus extra points and get your totals for each Motivation) is almost welcomed. After all, if you can't role-play your character you may at least have some detail to determining what he's going to be.

It does suffer from the same 'this impacts you in the way the game says it does'. For example you could take a life experience of Sexual Abuse which drops your Sensuality by 6 points and adds +2 to Rejection. I don't think one would need to think very hard about how such an experience may in fact reverse those types of modifiers. But much the same can be said about any mechanic of this type.

Synapse offers two methods for overriding the mechanic.

One is for the player to present an argument for the decision that the GM agrees with (this is still meeting item #1 above for having these rules in the first place, and so is all to the good in allowing the GM to control the role-playing of his players).

The other is something called a Motivation Boost, which is a die roll against Eccentricity that costs the character mental stress upfront and risks perhaps undesired changes in your Motivations. Oh wait, they would only be undesired if you were actually role-playing instead of just using the mechanics.

All in all, this section of the rules aren't bad for what they are. Better than most in fact.


Lastly for this part of the review let's look briefly at the section on Morality. The pitch for the game says it goes far beyond good and evil, and then it says on page 108 that it's too complex of a subject and that only very general guide lines are going to be offered.

Those guidelines come out some PC book about moral systems that makes the most general comments possible. For example: people react to things as either person, animal or object. There's even a chart for it. Yes, it's a boring as it sounds. Like a freakin' text book by a bad author.


More importantly, why is this section even here? Shouldn't the Motivations handle all this in normal play?

Monday, September 20, 2010

Review- Synapse: Part II, Skills

It's been a bit since the last update. Life is busy and all.

Let's pick up with the part of the review of Synapse. The Part I was about my first impressions and what goals the game appeared to be aiming it. IMO, it failed on both accounts (I wasn't impressed, and the goals seemed both unobtainable and frankly not desirable). But first impressions can be wrong, and sometimes worthwhile things are found even in attempts at the most foolish goals. So let's play around with the mechanics some. Here' we're focus on skills, often the core of any system.

Character generation takes up pages 16 through 172 and is broken into eight sections: Brain Chemistry (I swear, this one section header by itself will cause most people to trashcan the book right there), Biology, Culture, Life Experience, Personality, Connections, Skills and Possessions.

The concept is to... 'naturally' grow your character in a fashion that he is the sum of... all they things modern lay psychology says he's the sum of.

I'm afraid the rules weren't well written with important information all over the place. For example you don't know what effect your Attributes (from the Brain Chemistry section) has until you reach 'Making a Skill Roll' on page 174. Just for reference, here we find that the game becomes Shadowrun 4th Edition and you roll a number of dice equal to the ruling Attribute (1 to 8, 3 is average) plus an extra dice if you have the linked talent then plus 0 to 4 dice for your training. Rolling a 5 or 6 grants a level of success. So a 'average' guy would have an attribute (natural talent as I'd call it) of 3 and if trained to the level of 'trained' +2 dice for a total of 5 dice for the typical skill test.

It's at this point that the wheels of the primary game goal come off depending upon the viewpoint of user. Do you personally think that success in an activity is more governed by natural talent or by training? Does this reflect a better view of how characters exist and interact with the world?

If you think training is more important than natural talent, the core design of the system disagrees. I'm afraid I fall into this camp, believing that natural talent only determines the upper limit of what training can provide. To put this into perspective- my version of this system would say that the attribute governs a skill cap. Thus training would provide all 5 dice if the attribute allowed it.

Another problem, do you believe that there is only a single way of thinking that can get you results in any specific area? For example the game says that Lock-picking is solely based upon Spatial and is modified by the Dexterity talent. Do you agree? I don't. Because I don't think someone excellent at lock picking is automatically as good at unarmed combat. Synapse however says this is the case. Further I think a person could pick locks by using Cognition, i.e. determining by analysis how the lock works and thus how it could be defeated.

The final result of all this is that Synapse suffers from the same simulation problem that all games do. Real life is very complex and game systems must be very simple. By attempting to define things like Brain Chemistry and the resulting building blocks thereof that in the end create skill- Synapse is highlighting that disconnect between reality and games instead of concealing it. The result can be disrupting to anyone who thinks differently on any number of matters than the game designer himself.

Thus by it's very design, Synapse is aiming for a very small target- people who think the mind works like the designer says it does.


One last comment on this part of the rules.


Synapse is designed to give you an end result that is common in RPGS: A Skill Roll. It does this by showing all (according to the game) the building blocks of what makes up a skill.

The typical RPG just gives you a Skill Roll (using any number of methods). And lets the player define what aspects of his character was the building blocks for that result.

Which do you think offers the most diversity in character design? Which method would you like to create characters in?

Monday, August 30, 2010

Review- Synapse: Part I, First Impressions

Greg Christopher has released a free public beta of his game Synapse, something he's been working on for quite some time.

Greg has in the past left me an impression that he is at his core... a game design new ager for the lack of a better term. Someone out to change the hobby with lofty dreams and 'new' ideas. Perhaps the natural result of a culture that wants to define everyone as special and talented- even if they aren't. However that is all first impressions and first impressions can be unfair. Besides, I recall baiting Greg before (I believe the subject was 'designing for women') and he responded calmly- that is worth points and respect. Few on the net are capable of an adult reaction to criticism.

So maybe Synapse is something special. Greg has earned the right in my mind to taken seriously, so let's do exactly that over the next few posts. I'll take Synapse apart and see if it does break any ground, and if it does- was that ground worth breaking?

First up- first impressions. The type of stuff that runs through your mind when you first open a gaming book on the shelf at the store and browse the book. Would I buy it or not?

Synapse is a 281 page PDF, with art that isn't outstanding art but good enough.

It opens with a all too typical section about "What is a RPG?". Nearly everyone that buys an RPG never reads that section. Frankly they're boring for the simple reason that the typical gamer already knows what an RPG is to them, and come hell or high water that's exactly what any game they pick up well be.

But it can be an interesting insight into the mind of the designer and here the 'intro' section takes up pages 4-15. Here's the first sentence:

"A roleplaying game (RPG) is played by a group of typically four to six people, usually around a table. The goal of the game is to tell an interesting, collaborative story and to have fun doing it. To tell the story, you use your imagination. There are no winners or losers because the game is about cooperation."

As is typical for RPG books, it's horrid. For one thing it tells me to use my imagination to reach the goal ( defined as 'collaborative story'), so right off the bat it's telling me I don't need this game- I could succeed without it using my own ability to create. Yes, nitpicking that, but it's there along with defining for ME what MY goal in a RPG MUST be and that part of it put me in a cranky enough mood to do nitpicking.

To be honest, most games screw up this section, so it's nothing new. But still disappointing. Often these sections have nothing to do with the actual rules and are pure boilerplate to increase the page count. So we'll see.

The most interesting section in the intro is on page 12. I always like understanding why the game was made in the first place. There are hundreds of games out there, with nothing really to set them apart other than perhaps setting which is always the least effective influence IME. So having something to tell me what is special about a game is very useful indeed.

What does Synapse have to say here?

"Synapse is a roleplaying game system where your character is conceptualized as a brain, not an entire person.... By contrast, in Synapse, all your attributes are mental. Your physical self is more like equipment than a part of your character."


So... that.. means... well... nothing. You could say the same about any game really. It's all in how you want to look at it. So my first reaction is that this is a way of pointing out a difference that really makes no difference. I sure it makes sense to the author, but I could have used something a bit more descriptive. Nothing that immediately follows makes it more clear- instead it mostly insults gamers and other games.

"The process exists this way because traditional RPG games are, when you examine them carefully, not as much about telling a story as much as they are about killing things and taking their stuff."

Massive turn off. My campaigns have not been *about* killing things and taking their stuff for decades. Nor is Synapse above this sort of thing as back on page 9 we read:

"Maybe your character is breaking up the thieves den because she wants to get her hands on some of the loot."

Hypocrisy, thou name is Synapse. Here the designer makes a mistake I seldom see outside of the likes of the Forge. Belief in the concept that a rpg campaign is defined solely by the rule set. This has never been true, and never will be true. RPG campaigns are defined by the players and how they choose to use the ruleset.

OK, enough with poor definitions and foolish claims. What appears to be the real goal of the design is stated on page 13:


"The character creation process is matched to the actual growth and development of real human beings in the real world."

A bit more reading and it seems clear that beyond the hyperbole, the actual goals of the system are roughly as follows:

  1. Define the mental side of characters in more detail using something like the Theory of Multiple Intelligences (it maps poorly to this model and I reference it only in that the concept seems similar).
  2. Refine this with a total 'lifepath' concept that generates your character in a method similar to the real world human development.
  3. Resolved character changes caused by play in a method similar to real world development.
And that's basically it. As stated Synapse isn't a RPG as much as it's a character development engine. It's gaming for psych majors. Note, there's nothing here on those intro pages that indicate any means towards creating great stories- which is well and good since the author said I'd have to do that myself with my imagination.

So, here are the first impressions:

  • The game takes itself too seriously
  • It insults gamers, basically saying they are sociopaths who aren't role-playing or creating actual stories.
  • It proclaims itself the one true way of.. not creating stories... but of creating brains.
  • It's founded on a concept that I consider impossible for a playable game (modeling human development as opposed to a gaming character's development), or even if it were possible it would be undesirable (as nearly all humans are boring in what they develop into).
  • It claims an end result for such modeling (great role-playing, great stories, etc) that are both unlikely and even contrary to the other.

Here I would put the game back on the shelf and walk out of the store (unless said store had different, more interesting new products to look at).

Next we'll see if Synapse achieves any of these goals, if it's the game the designer described, and if there's anything useful in it at all.

Wednesday, August 11, 2010

Review: HERO System Advanced Player's Guide 6th Edition

I was for some reason actually expecting new optional and advance rules with this product, I should have known better. As I've mentioned before, Long is basically a cut and paste writer who will reprint material whenever given the chance. This book is no exception.


Most of the book (again with the ugly cover from hell- could these possibly be worse?) consists of sections yanked from 5th edition books- be it genre books, ultimate books, or whatever.

There are basically three types of 'rules' contained within.

First is those that should have been in the core books. For example, piercing from Dark Champions? It's in here. Applying Limits on Advantages? It's in here. And so on. A significant amount is just going into more details on what are IMO mainstream rules. One could say that they are in this book because they are 'advanced'- but that doesn't explain why for some powers he goes into detail in the core book but others are withheld until this. Unless while he cuts and pastes- he's really not that good at it (like after removing COM from the game, he still left in modifiers to COM under the Disabling Wound section...). So maybe he just forgot.

Second are those rules that are more genre or specific item focused. Things like salvaging gear and items from the 5th edition Post-Apocalyptic HERO book (lots from that book actually). Stuff from Ultimate Brick 5th edition. And so on.

The third and smallest type of item is actual 'new' rules or methods. I think I've seen all them at one time or another but generally they aren't very interesting so I don't recall just where I ran across them. Nothing that I'd use (movement by segment instead of phases for example, other ways of using SPD, etc).

One is on their own with the rules contained within. They often cover the same ground (for example options to make AP offset a fixed amount of defense are but pages away from the cleaner Piercing rules- which offset a fixed amount of defense) or even conflict.

Some do part of the job and then fall flat when you go to apply it throughout the game. For example there's a welcomed 'Heroic' STR chart that has an improved progression (i.e. slower)- but it wasn't carried over into any of the other related subjects- like Growth, Density Increase or the defenses of the environment (doors, walls, etc.). I guess that would take more than cut and paste editing.

In any event, it doesn't live up to its billing. Nothing here strikes me as 'advanced', very little if anything is new, and it doesn't really take the game in new directions unless gutting the SPD and segmented systems core to HERO is your idea of a new direction.

However I still like the book, because it means that there's almost no reason (unless you want what I consider rather basic and obvious genre advice + lame versions of those settings) to buy any future genre/setting books. All the rules have been pulled into this one- just select what you need and go forth.

So if you're into HERO 6th- buy this book and avoid any future ones. Or if you for some strange reason like those genre/setting books- don't buy this one and wait until your favorite(s) comes out. I'm sure Long will cut and paste whatever he thinks it needs from the Advanced book.

Friday, July 9, 2010

Review: HERO System Martial Arts 6th Edition

In the past various incarnations of the HERO System Martial Artist supplement (Ninja Hero, Ultimate Martial Artist) have always been the most useful book outside the main one.

That trend certain continues with the 6th Edition version Hero System Martial Arts.

Like those before, it presents the game system's mechanical versions of most of the major martial arts styles in the world, together with suggestions for fictional styles and abilities. On top of this are rules for making up your own styles.

There is little to dislike, expect perhaps for the genre advice which is as normal for HERO boring in its presentation and only useful to someone who has no knowledge of the movies or books that drive such settings.

Compared to 5th Edition, the various real world styles have seen some revision and additions. And of course the martial powers sections are built using the 6th edition renaming conventions. In general however, there is little here that wasn't in previous editions.

Even given that, if one is going to invest in the 6th edition books they should buy this one as well. Nearly usable in any setting, I've always consider it 'core' and a must have. Easily the best treatment of martial arts (with properly built characters) ever presented in a published rpg.

Review: HERO System Ultimate Base

The Ultimate Base is one of the latest supplements for HERO System and one of the first (if not the first) for 6th edition.

It shows all the typical Long styling- heavy cut and paste from other books (Ultimate Vehicle in this case) and very little value add.

He did make the attempt, there's a whole section on medieval castles and floor plans for a number of bases. There's even a section on how to in effect create 'Kingdoms' as characters and the play thereof. This is better than average for HERO Games as maybe as much as half the book isn't cut and pasted from elsewhere.

But half is and the half that wasn't just isn't interesting. So close, but a miss. The floor plans are boring, but usable for those who don't have the time to do better. There isn't anything here that really connects, coming across as something the author had to complete more than something he was interested in.


The cover actually reflects this. It shows the HERO Games' ripoff of Marvel's Helicarrier. Only one problem- it doesn't appear in the game book. That's because it can't appear- the rules inside quickly note that such a thing isn't a base but a vehicle.

Opps.

Wednesday, June 30, 2010

HERO System 6 Edition Review Part II

I likely should have mentioned this in yesterday's review but it was a bit long to include there. So I'll go back and add an link.


HERO System was always a very detailed and map focused game system. The game spoke in terms of 'inches' and 'hexes'. The entire rule set was written around the use of the hex map with powers defined to match. The environment and breaking things rules made the entire map something to interact with.

Like any game one could alter it and play it without the map, but at that point you're paying points not for defined abilities (movement, area of effects, range limits, reduced by range, indirect, etc) but for abstracted 'somethings' that one could only hope the GM took into account. If one really wanted to do this, they should switch 1" of running costs 2 points for things like "Perk- Fast Runner I" for x points. But whatever, that mindset seldom is worried about consistency.

I've never encountered anyone in real life that was in the least tempted to do that, much like I've never seen a D&D group in real life do it either. But it's all the rage online and Long himself claimed that's how he played (thus perhaps explaining why he seems so tunnel-visioned with minor updates to character creation rules and nothing else- for him that's the entire game it seems).

In contrast with WotC who in their new edition embraced it, HERO Sixth did away with the map, inches and hexes providing the most minor of 'if you're using these" hints in their place.

Well sort of did away with. Really he just converted everything to meters. Which just makes the book clumsy to use. If you want to use the old HERO scale of 1 hex = 2 meters you're having to make constant conversions as you play. It's unnecessary, and really addresses nothing.

If I was actually going to switch to 6th, I'd likely deal with this at the character sheet level- making all the conversions there as I use a Excel spreadsheet of my own. But it makes HERO Designer clumsy along with any of the published books, so those the value of those resources are reduced.

Oddly enough, this combined with the unnecessary expense of replacing my 5th edition books caused me to pass on any purchases from HERO Games in the future. They were already borderline with mostly dull supplements, and this kicked the can over the edge.

The owners of HERO Games have recently brought controlling interest in the Indie Press Revolution, so perhaps they'll overextend themselves and one day end up selling HERO System to someone who actually understands and plays it as more than a character generator.

Well, one can hope can't they?

Monday, June 28, 2010

HERO System 6 Edition Review

Managed over the last couple of weeks to look over copies of the two core 6th edition books.

Things aren't as bad as they could have been I suppose. Most of the rules are intact (it takes all of one page to list the changes, and most of these really aren't except in name). When you do find a change, they are more of the type you'd except in a 5.5 edition instead of a 6.0 with one exception.

That one significant change is the removal of figured based secondary characteristics (replaced with a flat base) together with characteristic repricing. This was a long sought goal of Mr. Long, but frankly it's neither exciting nor interesting. We end up with more point inflation and without doubt it will alter things (slightly negatively) for those who build to defined point budgets. For gamers like myself who build to concept, it's just points and points don't matter.

The planned change to Kill Attacks? You know, the 1d3 for stun multiple instead of of 1d6-1? It's really just a suggestion- the books says you can do it either way. And Hit Locations (what I've always used anyway) still use the old numbers in any case.

Otherwise it's small differences. There are a couple of good ones. Power Pool purchase has been streamlined with a nice simple method that hearkens back to older editions of the game. The Area of Affect advantage has been reduced slightly in cost. And so on.

But by far most of the changes are just the replacing of names. So Energy Blast is now just Blast. Force Wall has become Barrier. And so on.

Long is a well known master of the school of cut and paste publishing- to this he now has added the power of Find & Replace. The world is stunned and God help us if he ever finds the more advanced options in Word.

The goal here seemed to be making the rules more general, i.e. to not bias the reader as to the various purposes individual mechanics could be applied to. But it bleeds the soul out of the game and makes a ruleset that was already dry even more barren. I recall reading the original Champions rulebook and being flooded with ideas of where to take it. Force Fields! Armor! Those labels spoke to someone attempting to model a world. Resistant Protection? Chirping crickets. If 6th was the first edition of the game I had encountered, it would have likely been the last.

Visually the books are horrid. Someone thought orange on blue was a good color combo for the cover. I don't think I have ever encountered something as ugly. The whole book is in color (keeping up with the latest fad) and it hurts.

From the blue headers to the artwork (much of it taken from Champions Online) I just don't like the look of the book. Color is often good, but in this case it gives a comic book feel to everything. Fine for a comic book based game, but not the best choice for a system that is suppose to cover various other genres. There black and white (or less stark coloring) would have been nice.

Also Champions Online for whatever reason has once again changed the look of the Champions setting and background. As but one example, why Defender looks like a dude in tights and a open face helmet instead of an Iron Man ripoff is beyond me- but the change is frankly stupid.

Looking at their releases in the line, it looks to be a reply of 5th edition. So yet once again, I think HERO System will lack their Greyhawk or  Forgotten Realms, i.e. no setting that really takes flight with the rules and becomes a name in the mind of their players. That would have been something worth a 6th edition.


In the end, this is a workable set of rules just like HERO has always been. But very little has been gained with this release except cash flow to Long's pocket. If you have 5th edition, save your money and house rule in a couple of the changes (like Power Pools). If on the other hand you don't have a copy in good repair, well this is better than nothing.

Part II of this review: Hero dumps the Grid