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Continuum

April 7, 1999 in Reviews

Time travel is one of those tasty subjects for science fiction games that never seems quite to ferment. Between Grandfather Paradoxes, missing time, meeting yourself and endless causality problems, it seems like the only way to make a consistent, playable game is to institute rules ala Doctor Who:

GM: “If you meet yourself, you die.”

Player: “Why?”

GM: “Because the time streams are laced with positive flux, that inverts the subquantum matrix. Your Schoenhauer coefficient can’t take the invasive signal loss…and I don’t know what would happen, it would be messy and the rules say no.”

Player: “Oh.”

And so a bunch of very juicy, though complicated, plot ideas go tumbling out the window.

Not any more. The fine folks at Aetherco have developed Continuum, an RPG that centers around logical, playable time travel. They have attempted a remarkable feat of plate balancing, because in a slim 68 page tome they have developed a time traveling system, addressed all manner of paradoxes, used a great deal of very sharp art, created rules and guidelines for the Spanner (time traveler) society, a full sample adventure, enemies, tricks, combat, character creation and somebody’s kitchen sink. As you might imagine, it’s congested.

The authors know their topic, and the writing on the ins and outs of handling paradoxes in time travel is by far the most useful and concise part of the book. But the weight of topics they are attempting to cover chokes the life out of their setting. Rather than full descriptions of Fraternities and the dangerous Narcissists, we are given fits and dribbles of description–it’s as though the rules are written by writers who travel as quickly as the Spanners the game is about. And for every clever idea (the Yet, a record of future events you discover you are fated to perform) there are seven more frustratingly incoherent ones. Who are the movers and shakers? How do the different fraternities interreact? What do they see as the point of their stewardship of time? Continuum has no answers.

The system is extremely complicated, and I will be the first to admit that I simply do not understand it. As math, it makes sense–but the six page example of time combat makes it abundantly clear that unless one has a strong fetish for time travel mechanics, it is simply over engineered and very nonintuitive. It took me 2 hours to work through a sample combat, which I did only for the purposes of this review–so I doubt anyone else would really care to.

Don’t despair over Continuum yet…they are releasing Version 1.0 at GenCon this summer, and with more breathing room they may fill out the missing information from this playtest version. I’d recommend Continuum to anyone looking for some excellent ideas about how to manage time travel in their games. And this book is still a fresh, innovative take on the old shoe of time travel–it just isn’t working as a game on its own merits.

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by EDG

Fading Suns

April 2, 1999 in Reviews

When I first heard about Fading Suns, I had no idea whether this was to be a fantasy game – “Isn’t that a D&D world?” asked one of my playtest group – or a science fiction game. All I knew was the name, and the name lends itself to either genre. Now that I’ve got the book, and have played around with it for a while, I can honestly say that it’s both.

Fading Suns takes place three thousand years in the future, after humans have expanded their sphere of influence to a few dozen “known worlds” and quite a few “lost worlds,” planets which were cut off – intentionally or otherwise – when the Church began to crack down on technology. Now, though, technology and the technological Guilds are making a comeback, and the Lost Worlds are slowly starting to rejoin the fold – and the stars have begun to die. There’s a lot of philosophical debate about this, but it’s not necessarily what the games are going to be about.

There are four major factions in the world of Fading Suns: the noble houses – five major and innumerable minor, the Church – several branches, the Guilds, and the aliens – who can also belong to the Church or one of the Guilds and whose worlds are often governed by the nobles. The universe is similar to that of Star Wars, kind of; one of my players likened it to the Mos Eisley Cantina. The introductory story gives the impression of a dustball out on the edges of the known worlds, sort of run-down but great for scum, villainry, and the poor schmuck of a noble who’s there to try and keep an eye on things.

Character creation is fairly simple; attributes are divided into three sections, and skills into two. Body Characteristics include, well, physical stats; Mind Characteristics deal with mental tasks, and include the character’s technical aptitude; and Spirit Characteristics are opposed: they deal with the character’s psyche and personality, and are paired; no pair may ever exceed a total of ten points. Imbalance in a pair means that the character leans one way or the other in that particular area. (Yes, it’s confusing; I can’t think of a better way to put it, though, without plagiarizing.)

There are, as I said earlier, two types of skills: Natural Skills and Learned Skills. Natural skills are those which everybody has in the Fading Suns universe – they include fighting, dodging, and observing. Learned skills are “tricks of the trade,” as it were, and can be pretty much anything not already covered.

Next come Benefits and Curses, and Benefices and Afflictions. The former generally deal with the character as a person – psychological quirks, physical stature, that sort of thing – while the latter involves things that the person has – church vestments, travel passes, money, et cetera.

Die-rolling in Fading Suns is extremely interesting; the player rolls 1d20, aiming to roll under the target number – usually a Characteristic plus a Skill – but, if he manages to roll under that target number, the closer he gets to it, the better he does, and the more victory points or extra effect dice he gets on the roll. On a target number of 13, therefore, rolling 12 would be better than rolling 11 – and a 13 would be a critical success, doubling the number of victory points or effect dice. 19 always fails, though, and 20 always critically fails, visiting disaster upon the character. A 1, on the other hand, always succeeds, no matter what the target number.

The neat thing is, though, that’s all you ever roll. Only the target number changes – so you need exactly one die for the entire group. Even damage requires only that you roll the same die several times. (I find it unfortunate, however – and this is something I dislike about a great many games – that you can critically succeed on a combat roll and do absolutely no damage, even before the other person dodges and counts armor/parrying in.)

My verdict? I love the world. I like the system. My players are bugging me to run it again, though, so I ought to be off…

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by EDG

Abduction

March 1, 1999 in Reviews

Contents of box: 72 cards, 4 rules cards. 1d6 required to play. The rules are printed on a series of four cards, on both sides. Optimized for 4 players, but more can play with the addition of more card decks.

Abduction is part of a new trend of standalone, non-collectible card games; a trend I give an enthusiastic “attaboy” to Eden Studios for supporting (I won’t digress from this review by ranting about why I hate the collectible card game market, we don’t have the time). Eden Studios is a diverse bunch, having also released Conspiracy X (a RPG) recently, reviewed here. The subject of Abduction is unique and somewhat droll – players step in to the role of victims – specifically, hapless victims of alien Abduction. Players (let’s call ‘em “Abductees” hereafter, in keeping with the rules) start the game in the center of a weird Alien mothership. Thereafter, the victory condition is to get off of the ship by being first to arrive at the exit. The other players are doing their level best to beat you to the punch, and WILL thwart you time and again.

The medium is cards, of course, and that’s how the game plays itself out. There are three card types: Locations (actual rooms on the mothership, placed on the table to build the map), Items (Nifty Alien stuff lying around that helps you defend yourselves), and Events (all the messed up stuff that happens to you on your quest to Exit the Mothership). Events are usually played vs. another player. A map of the mothership is “built” by placing Location cards next to each other within the constraints of the physical layout of the card (to put it simply, doors have to match doors). Each Location has a numerical code depicted on it to depict how hard it is to find Items there, and sometimes a Power that needs to be activated (i.e., a special circumstance that occurs in that location). To use a Magic metaphor, Events are similar to Interrupts. Events target other players to give the player using the Event card some sort of advantage. Sometimes an Event is a defense against another Event (such as an Alien Patrol), and sometimes an event helps you find an Item. In almost every instance, the play of a card in Abduction is either in response to or to bring on a very limited series of outcomes. You Search for Items because Items (usually) help you Evade (run away from the bad guys). You Play Events to (usually) make another player Evade a situation (usually, a group of Aliens). If you fail at something, the outcome is also pretty standard: Blacking Out. When you Black Out, you lose your hand and “come to” on the Holding Cell card, the next turn.

The Play Sequence is extremely simple and highly interactive:


  1. ACTIVE ABDUCTEE DRAWS HAND UP TO FIVE CARDS

  2. ACTIVE ABDUCTEE PERFORMS AN ACTION (MOVE, SEARCH, PLACE LOCATION, PLAY EVENT, ACTIVATE POWER, PASS or DISCARD)

  3. EACH NON ACTIVE ABDUCTEE, IN CLOCKWISE ORDER, MAY PLAY ONE EVENT CARD.

  4. REPEAT STEPS 2 AND 3.

  5. REPEAT STEPS 2 AND 3.

(Pass to left, proceed around the table in a counterclockwise rotation).

The card art is interesting; I’d call it “Dark Green Gothic.” The illustrations are outstanding, very much in keeping with Abduction’s themes. I particularly admired the idea of including little standup Abductee characters that you get to cut out and stand up. These were well drawn and done for laughs. One of them is a cow! I ended up using little plastic HO scale figures, just for a nice 3D effect, but I didn’t have to. The only criticism I have of Abduction’s artwork is that it is somewhat repetitious. One location looks pretty much like another, making them hard to find sometimes. The color choice is superb, however. There’s something about glowing green on black that just screams “Alien.” Must be all that Alien Head schlock I’m starting to see in comic book stores and novelty shops.

Eden Studios is supporting Abduction in style, maintaining a FAQ, mailing list, variants, card pictures and more on their Abduction website.

So much for the peripherals, now for the main event. In terms of game design, Abduction plays quickly and well. I admire a game that plays to completion in twenty minutes or less – they have to be harder to design than a game that takes days or weeks.

Abduction plays very well as a competitive race game – the design favors a “cutthroat gameplay” approach, not unlike some forms of multiplayer Magic: The Gathering. Be warned, this is not a game that fosters cooperation and teamwork. The likeliest event, after repeated games, is a group gang-bang of whoever is in the lead. Personally, I don’t care for this kind of thing as a steady diet; if you just want to have a little non-serious competitive fun, then Abduction is the game for you. I haven’t played Abduction nearly enough to have it loose the Shock of the New yet, but gazing into my crystal ball, I can predict a time where Abduction might grow stale after repeated plays. Since the game is a standalone design, there are only so many factors and combinations that come into play before the novelty wears off. I have no idea if Eden Studios plans any expansion sets for Abduction. I could easily envision an expansion set of more locations, items and events (especially events that result in something other than a black out) without hurting the designer’s intent.

The Verdict

In conclusion, Abduction is a fun, non-serious game that should appeal to the light-hearted. I strongly recommend it for a “between more serious stuff” game, in the same category as, say, The Three Stooges Card Game, GROO, or Guillotine. If you (and your gaming group) can handle a light hearted game with backstabbing competitiveness, then give Abduction a try; you won’t regret the investment. If you’re the kind of gamer that takes every attack on your position as a personal insult, maybe you should pass this one by. Hmmm.. maybe you should take up meditation while you’re at it.

Conspiracy X

March 12, 1998 in Reviews


Conspiracy X, by Eden, is the first great in the relatively new conspiracy
genre. It deals with the subject of aliens on earth, studying humanity
for their own uses. The players take on the roles of Aegis operatives,
part of a super-secret organization dedicated to protecting humanity from
the invaders.


If this sounds a lot like the X-Files, well, that’s because it is. The
setting is almost exactly that of Chris Carter’s show, with everything
from the alien Grays to the “bad guys” who keep everything a
secret. What makes this game so fun, however, is that the PC’s get to be
those bad guys. They know all about the alien invaders and they know that
the rest of the world can never get that knowledge.

The premise of the game is this: The players work for Aegis, performing
UFO cover-ups and fighting a continuous battle against the Black Book.
The Black Book is basically the bad guys; they want to sell out humanity
to the aliens in exchange for technology.


Originality: Conspiracy X would have gotten a five for originality
if is wasn’t for the simple fact that the X-Files came first. It barrows
so much from the show that is almost impossible to look at the X in Conspiracy
X and not think about the X-Files (where is that X from, anyway?). The
reason for the four stars is that this game goes far beyond the X-Files.
First, there are three alien races: Grays, Saurians, and Atlantians. Second,
they explain the history of the alien presence on earth quite well (their
account of the Roswell incident is just a little too real). Overall, the
game has enough new ideas to please any UFO fanatic.


System: Three stars. Simple, effective, nothing new. The whole
system is based around a role of 2D6. Basically, you check your level in
a stat and compare it to the GM’s difficulty. You then have to roll below
a certain number. If you do, you succeed. If you don’t, you fail. The main
problem I have with it is the automatic success/automatic failure rule.
If your stat is quite a bit higher or lower than the difficulty, you will
automatically succeed or fail. While it does serve to speed up the play,
it removes a little from the realism. Combat, on the other hand, is great.
It uses much the same system of damage as Shadowrun and Cyberpunk. The
main advantage to this is that it’s very easy to die. You get shot, you’re
out. This will discourage players from using combat to solve all problems.


Writing: Pretty good. While not as great as some things (White
Wolf springs to mind) it is well written and easy to understand. It doesn’t
take a long time to figure it all out and entire book is laced with examples
of everything. It also has sidebars that cover lots of issues with a little
more depth than the main text. It’s kinda fun to go back and read some
of those after playing a few times.


Art: Average. Some of the pictures are cool (pictures of Grays
running around dead bodies are just plain fun). Others are terrible. Don’t
buy this book for the art, buy it for the…


Fun: This is one of the best RPG’s I’ve ever played. If the GM
is willing to take the time to come up with complex adventures – and not
stuff along the lines of “aliens are attacking the town of Williamsville,
Montana; go kill them.” (X-Com?) then it can be extremely fun and
very addicting. Get into it and start looking for those big eyes in the
dark.