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Sherpa RPG

Author: Steffan O'Sullivan
Category: game
Company/Publisher: Two Tigers Games
Cost: $5 or $8
Page count: 29
Playtest Review by Lafe Bagley on 12/19/98.
Genre tags: Fantasy Science_fiction Modern_day Historical Horror Far_Future Space Comedy Anime Espionage Conspiracy Post-apocalypse Old_West Vampire Gothic Asian/Far_East Diceless Generic Live-action
Sherpa (http://www.io.com/~sos/rpg/sherpa.html) is written by Steffan O'Sullivan, author of FUDGE (http://www.io.com/~sos/fudge.html) and several GURPS books (Swashbucklers and Bunnies & Burrows being my faves). There's a free version of Sherpa at the website, or you can order a printed version for less than $10. The web version won't be updated, even if the book version is.

Sherpa is primarily designed as a Game for Outdoor Use, and while not being designed as a LARP, it could be used as one. Hiking, sitting by the pool, at the beach, waiting in a long line; they're all perfect spots to start up some roleplaying!

Sherpa's mechanics will fit on a small 3x5 index card and characters are designed to fit on the back of a business card. Ease of transport is what's it's all about!

If you're familiar with FUDGE, you'll see some similarities in Sherpa, but it's not FUDGE Lite. Sherpa is class-based, first of all, and the name derives from the character's attributes: Strength, Health, Experience, Reasoning, Profession and Agility. However, the game is played with the attributes in another order, one that is a little more clear: PERASH (Sherpa's a little easier to remember). Profession is the main attribute because it defines the major abilities of your character. Experience is everything your character knows outside of their Profession, then you have the mental and physical attributes.

Your character's class is defined by their Profession, whatever genre you might be using the game for. Musketeer, Jedi, Ranger, Pilot, Medic, Guardsman, etc. It's up to the GM to define what skills are part of that Profession (some will include combat skills, others won't). If the Profession doesn't include combat skill(s), then it's handed by Agility. All the Attributes are ranked on a 1-10 scale.

The randomizer used in the game is your digital watch. You keep it running during the game, and when ever you want a random number, just hit the stop button and read the tenths or hundredths of a second position--a digital d10!

If you're testing something unopposed, you need to roll under your Attribute, or if it's opposed (as in combat), you add the random number to your Attribute (probably Profession) and compare it with the same procedure for the opponent. Higher number wins. Luck Points are spent to influence your outcome (adding a +3 in most situations).

I've also found the game to be excellent for Play By E-Mail campaigns. I've used just about every game system I can think of for a PBEM campaign, and they all involve too much work for the sheer fact that you won't be using 99% of the rules!

Sherpa can be used for any genre, but the players and GM have to recognize the lack of a rule for every circumstance/situation and go with the flow. If you don't quite like diceless (and mechanic-less) games, but are grossed out by games that take a fortnight to create a character, then Sherpa is for you. It makes for a fast game, and if everyone is comfortable with the concept of the GM "fudging" the details, then you'll have a blast. The game comes with sample Professions as well as two dozen sample characters.

While actually outside, you can write your character on a small card to refer to and carry little pebbles or something to act as your Luck Tokens. When you burn one, discard the stone. You can get lost in the sotrytelling. There are only a few times you'll need to come out of the game to poke your head into reality for some game mechanics.

I love excellent game mechanics and this game is original and well thought out.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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