Author: Samm Chupp, David Edelstein, Steve Kenson, S. John Ross,
Category: game
Company/Publisher: Steve Jackson Games
Cost: $17.95
Page count: 128
ISBN: 1-5564-331-0
Playtest Review by James McPherson on 10/28/97.
Genre tags: none
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First Impressions: The Marches, Revelations II is a
128 page softcover supplement that describes the ethereal
realm of In Nomine. The book has a solid feel with tight
binding as well as a fairly comprehensive index.
Unfortunately,
the brightly colored inside art has been reduced to black and white,
and reduced is the correct word. While there is nothing inherently
wrong with the art, much of the flavor of In Nomine
is the look and feel of the art. The In Nomine design team
did bring in some new artists that worked fairly well in black
and white, but The Marches still has a bland feeling
in comparison to the main book.
Marches had a cluttered feel due to the quantity
of quarter page graphics and inset text boxes. Every page has
a graphic, and most have two smaller ones. I pulled out my
copy of In Nomine for comparison and realized
that Marches has more than twice the amount of art per page.
The art was made more distracting than necessary by placement.
While In Nomine tended to use a tall, narrow
border graphic every other page, The Marches has art
along the top, bottom, and sometimes right in the middle of the
page. My rough estimate is that almost a third of this book is
taken up by art.
On the plus side, the writing is clear and follows the semi-narrative
style used in
other In Nomine products. It is a quick read and far superior
to the dry, 1950 text-book feel of some game systems. I did get the
feeling that some of the material was thrown together in a hurry to
fill out the book. The sorcery section has a hasty feel compared to
the Songs in the main book.
The total feel of the book is that it could've used another
two weeks on the editing board to cut out some extraneous graphics
and square up the text.
Content: The Marches is the second part of the
Revelations cycle. It chronicles the Ethereal Realm;
the land of mortal dreams; simply, the Marches. The two main
figures of the Marches are the Archangel of Dreams Blandine and
the Demon Princess Beleth. Their towers bound the Vale; the
area of the Marches where most dreamers arive. It is in the Vale
of Dreams that Blandine and Beleth's agents do their behind the
scenes work.
From the Vale a Celestial can enter a mortal's dreams and
change their outlook on life. Repeat dreams of hope can invigorate
and energize a person while chronic nightmares can turn them
into knife wielding psychotics or quivering vegetables. Many factions
and Word-bound Celestials have agents enter the Marches in the hopes
of acquiring information or influencing a mortal in ways not
possible in the Corporeal Realm.
Both Blandine and Beleth have their own dedicated group
of angels and demons. These separate Choirs and Bands are distinct
groups from the existing Celestials in more than mindset, a welcome
change from other games that merely tweak the description. These
Celestials have special powers that work on both the Ethereal and
Corporeal Realms, which make the suitable as PC's. Their abilities
are no more powerful than that of the standard Bands and Choirs and
should not give them any unfair advantages.
In an odd twist, Blandine and Beleth are not the only greater
Celestials described in The Marches. Gabriel and
Belial, the Archangel and Demon Prince of Fire, also garner a significant
portion of this book. While I agree that the forces of Fire both
embody burning desire as well as inspire it, I find the constant
fascination with Gabriel's unstable mental state to border on obsession.
But then, perhaps that's the point.
The Marches are more than just the stopover point for the mental ramblings
of the human subconscious. When Uriel, the Archangel of Purity, went
on his crusade to slaughter all the pagan gods and their allies, many
of the legendary beings fled to the Marches. Beleth offered them
sanctuary in return for their assistance in torturing the sleep of
man; and because it would irritate Uriel.
Today the pagan gods, fae creatures, nature spirits, and the
living remnants of dreams hide in the Far Marches. They venture out
rarely, but could make interesting plot twists when a group of
players find themselves up against worshipers of Loki (or even
Loki himself). There are details on several pantheons, from the
remnants of the Greek and Norse gods to the nature spirits of the
Native Americans. Even the dreams of particularly powerful mortals
may break free and become independent spirits meddling in the
affairs of mortals or Celestials.
Marches does include more material for use
in the Corporeal Realm. Mortal sorcerors can Focus their Essence,
Summon ethereal spirits and demons and Command those same spirits.
In classic form, the ability to work magic is granted by the Infernal,
but it in no way requires damnation. It's just that bargaining with
sneaky otherworldly spirits can lead even the most well intentioned
sorceror onto the road to Hell.
Sorcerors make good mortal Soldiers. They not only have
the ability to learn Songs but can command the lesser ethereal spirits.
Their abilities let them work in ways that are less inclined to
detection than the outright Disturbances induced by Songs. Minor
spirits give a sorceror spies to track their foes in the physical
or dream realms.
The final section of The Marches is based on a pair
of diametrically opposed twins born as Siamese Twins separated at
birth. The two run circuses, mobile enough to show up in any
chronicle without staying so long as to be an overriding facet of
the game. While I can't fathom the recent obsession with mystical
circusses in both games and television, I will say that this is a
fairly well constructed view of circuses. It may not be accurate,
and I can't say I would know if it was, but it does provide a
game-ready view of carnival life that doesn't come across as overly
stereotypical.
Conclusions: The Marches provides a lot of useful
material for game masters and players. The power of dreams is
often overlooked or underdeveloped in most other games. Even
Shattered Dreams, a game dedicated to nightmares
and ethereal invaders, did not develop the world of dreams as
well. (Of course, that could be why it disappeared into obscurity.)
The sorcery is a useful tool for developing powerful mortal
opponents and the ethereal spirits can be developed as reoccuring
foes, "enemies of my enemies," or as pawns of desperate characters.
But despite the sheer utility of this book there are some
definite flaws. There's an excess of art that seems oddly amateur
given the quality of the other books. The rules seem to be somewhat
of an afterthought; the unrecognized potential of Sorcery indicates
this.
I got the feeling that this book was handed off to a team of
talented, but unexperienced, writers and editors. This is incredibly
puzzling as Sam Chupp, an experienced White Wolf writer, and
Steve Kenson, one of FASA's talented Shadowrun
writers, both contributed significant portions of this book. I can
only conclude that either the editor wasn't quite on the same
wavelength as the rest of the In Nomine staff, or that there
was pressure to bring this book to market.
My final conclusion is that this is a good supplement for
both players and GM's. It introduces a wide variety of material
that can be included into almost any game without causing any kind
of major upheavals. The inclusion of Sorcery alone almost makes this
a must-buy purchase for chronicles that include Soldiers. I find the
concepts involved to be well thought out with a constant eye towards
game balance. Marches would have been a much superior
product had an additional few days been spent on cleaning up the
graphical layout and examining the wording of the rules-intensive
sections. While I did like the style, the overuse of graphics and
somewhat blandness of the art detracted from the overall effect.
The material is excellent but the rules are somewhat
mediocre as they stand. Only minor adjustments by the GM should
be necessary for full playability.
Style: 3 (Average)
Substance: 4 (Meaty)
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