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Heroes of Olympus | ||
Author: B. Dennis Sustare
Category: game Company/Publisher: Task Force Games Line: na Page count: 54 Capsule Review by Papyrus on 08/02/99. Genre tags: Fantasy Historical |
This older boxed rpg is set in classical Greece and contains: a 54 page rule book with scenarios (staple bound with no cover), campaign and adventure maps, chits to represent characters and things, and a copy of a "Different Worlds" magazine article
providing Heroes of Olympus data for Chaosim's "Thieves World" rpg supplement (see previous review). The rules introduction describes the game as a role-playing game, a war game and/or a board game, and it does accomplish all three. It is also full of unique little
innovations in its rpg rules, and provides a great resource for gaming in a classical Greek environment.
The game leans heavy towards the adventures of Jason and the Argonauts. Players can choose a pregenerated Argonaut or generate their own hero. Characters are assumed to be of divine or royal lineage and are therefore modified by their parentage as well as their region of origin. The players allocate 100 points among heroic skills, again modified by any Olympian parentage, and then choose common skills rated A, B or C (high to low). Common skills must conform to a balance of As Vs Bs Vs Cs so that players can have way more Cs than As. Players improve their skills one level per successfully completed adventure. The rules provide for 3 types of combat; Nobel, Melee, and Naval. Nobel combat is reserved for Hero Vs Hero/NPC single combat challenge. Players and opponents divide their skill points among Attack, Defense, Initiative and Treachery (ADIT). Players compare Initiative scores, higher wins, combat continues comparing Attacks Vs Defenses. Treachery is a misnomer for Special Attacks as well as cheap shots (extra attack, sand in eyes, impale). Melee combat is reserved for Heroes fighting common fighters and/or multiple enemies at once. Common fighters only have common fighting skills (A,B,C) that correspond to lower heroic skill point levels. The rules for melee combat are faster and allow players to thump several targets at a time. Both systems are simple and satisfying enough. Naval combat, on the other hand, is 5 and 1/2 detailed pages that are of questionable value. These rules are no less complete but far more complex than Nobel or Melee combat. Magic is limited to Gods and rare locations, contingent upon a characters worship and/or the locations affiliation. Followers of Hecate and Hermes get the most access to magic and different spell lists are provided for both. The Gods and specific locations are given few mechanics to restrict them. Followers of Hecate and Hermes are disadvantage by their association with them and they require sacrifices and specific devotion. A good deal of information is provided about the Greek gods: powers, attitudes, disposition, worship requirements, spheres of control, attributes, sacred animals, temples, and followers. Typical NPC races are available: centaur, faun, satyr, giant, cyclops, druid and nymphs. Also 2 unique additions are provided for NPCs; sileni: humanoids with horse ears, tails and hooves; pygmies: yes, the dark skinned, small humans. The full complement of mythological monsters and animals are detailed with game stats. The campaign section provides rules for: movement, weather, food & water, encounter charts (as good as I've seen), and regional details. The last pages provide 5 scenarios derived from Greek myths, like "The Golden Fleece". What does all this add up to? This is a solid game of classical Greek role-playing, but an even better resource for GMs interested in creating such a campaign using any set of rpg rules. I got mine for $5, one of many copies at a gaming store I used to frequent. I've seen it around before and since as well. My advice is to find it and buy it. This is another on of those games I am surprised was left to whither on the vine. I wonder who holds the copyrights?
Style: 4 (Classy and well done)
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