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All-Adventure Action Roleplay Game! (AAARG!)

Author: Gareth Jones
Category:
Company/Publisher: Taupe Games
Line: AAARG!
Cost: $10
Page count: 54
Capsule Review by Papyrus on 05/18/99.
Genre tags: Generic
AAARG! is a generic roleplaying system that is simple to learn and play, a fast moving game of action. It comes in an A4 sized (but can be cut to letter sized), 54 page, staple bound book with black and white art. Obviously a small press effort but nicely laser printed, well written and logically organized. Each page contains side bars with examples of play that apply to that page's text. The book includes: a general bestiary, skills, NPC arch-types, campaign ideas, task resolution (including combat), character creation/detailing/advancement and a simplified weapons chart (one of the only charts in the book).

The game is meant to foster action oriented, low reality, roleplaying, in the spirit of old ('30s, '40s,' 50s) Hollywood movies and serials. There is no complete campaign setting within these basic rules, just some notes on genres, but as the rules suggest other RPG's supplements are easily used with AAARG! due to its simplicity. On the inside front cover, the author lists some of the first supplements he plans: pulp scifi, inter-dimensional and alternate history (Erik the Redskin, about Vikings in North America). Other support will be published in the author's fanzine, Black Mole, including a piece on Godzilla-type campaigns in the upcoming issue.

One basic rule applies to all actions, roll a d20 against a target, if it beats the target you succeed, if not you fail. Targets and rolls may be modified for skill, difficulty, intensity, etc. Rolls may also be opposed by an active (ie live) target. In such a case the target is rolled as well and modifiers are applied. Each character has 8 attributes (Brain, Muscle, Heart, Soul, Legs, Hands, Senses, and Mouth) ranging from 1-10, only one 10 per character is recommended. These are used to determine targets alone or in group averages if more than one attribute applies. Skills, Passions, Hobbies, and Interests are added and adjusted as play proceeds by player/GM consensus based on actual experiences. For example, watching one's comrades get eaten by a giant spider may result in an irrational fear of all spiders or an overwhelming hatred of them.

There are no hit points in AAARG! The combat system uses a very simple matrix. A successful hit in combat, results in a damage category (adjusted by armor) ranging from scratch to critical in severity. Beings are allowed a certain number of wounds in each category, indicated by tick marks on the character sheet. Filling all of the tick marks in a category causes any further wounds of that level to be marked as a tick in the next higher wound category. Death occurs when the allotted number of criticals are marked.

Even as simple as it is, this is not a game for beginners. PCs are not generated randomly nor created by points, they are cast (my wording), like actors. The GM and player assign attribute scores, skills, etc, based on what role the character is to fill in the campaign. This requires a level of maturity not needed in character creation with other games. I'm sure a random generation or point system could be devised, if it were desired.

Some of the excellent features of this game are worth special mention. The Final Reel rules, meant for the adventure's climax, slows the action down for dramatic detailing purposes (optional). One of the target modifiers, called the Odds Mods, is used to create one of Hollywood's oldest gimmicks. If there are substantially more bad guys than good guys, the good guys become harder to hit and luckier while the bad guys become easier to hit an unlucky (the reverse is also true). Both features are demonstrated in the climax of Erol Flynn's, Robin Hood. After Robin combats a multitude of guards lead by the Sheriff, defeating them all without a scratch (just like the Odds Mods), he confronts the Sheriff alone in a painstakingly long duel with exaggerated flourish and shifting advantage (as if using The Final Reel rules).

The tone of the game is best described by a statement on the back cover, "Reality? Who needs it? ... (AAARG! is) for armchair swashbucklers everywhere!". I cannot recommend this game enough, for lovers of the pulp genre or pulp-ish versions of other genre. I would recommend it for anyone who's not interested in cold reality type RPGs, in any genre it works well. Hardcore realists will have trouble with the lack of attention to detail and whimsical treatment of task resolution.

Try it, you'll like it!

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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