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Sandman: Map of Halaal Instant Adventure | ||
Author: Marc Acres & Andria Hayday
Category: game Company/Publisher: Pacesetter Line: Instant Adventure/Sandman Cost: OOP Page count: 64;32;7 ISBN: 0-917609-41-7 SKU: 5001 Capsule Review by Jack on 10/27/99. Genre tags: Fantasy Science_fiction Historical Horror Post-apocalypse |
I like simple game. Don't give me that Rolemaster crap, I like my games easy to understand and quick to read. I'm not talking minimalist like, say, TWERPS. I'm talking simple yet elegant. This means the rules must perform the given tasks that an RPG must cover in a simple, easy to understand manner, but in a way that is satisfying, realistic, and with a minimum of side effects.
Well, the Instant Adventure system found in Sandman is one such system (whether you agree with me or not is immaterial) Actually, there are two reviews going on here, one for the Instant Adventure game engine and one for the Sandman adventure series. All RPG reviews are like this, but for Sandman, the distinction is even moreso, as I will explain later. By "instant adventure" they mean just that. The GM only needs to read the 7 page pamphlet to get started and the players don't need to read anything at all. This concept makes the rules great for one-shots or con-games. The rules are incredibly simple. The 7 page pamphlet IS the rules. Most of them are also in the GM screen, which also holds the important Q-Table. First off, characters have no stats. You heard me, NO STATS! This makes it even simpler than the afore-mentioned TWERPS. Intstead, it uses a simple catagoizing system for actions. Simple actions succeed automatically (tieing shoes, driving to the store. Actions that aren't so simple require a Chance roll. Standard chance is 40% which is rolled on d% (duh.) Exceptionally difficult actions require a Reduced chance roll, which is 20% less than the chance roll (that's right, 20%) To use their own example, leaping out of a window onto a horse's back requires a Chance roll, leaping onto a horse's back as it is *cantering* is Reduced Chance. This eliminates a lot of detail, but makes things quick & easy to run. Skills, which are on cards in Sandman, increase a character's Chance from * to *** (which has raised % numbers). The Q-Table is for making Quality checks on some actions where there can be degrees of success. This is especially important in combat. The amount by which you make an attack roll will determine the amount of damage done. Damage is handled via a pip/wound chart (scratch, light wound, medium wound, etc.) Many gamers dislike this form of damage system, but others like how it makes combat more realistic without a lot of work. Everyone has the same number of pips and a good hit will take a bothersome NPC out of action, none of this "he shrugs off the cannon shell" stuff. That's about it for the rules, which fit onto the 3-panel GM screen with the Q-Table and a list of skills used in Sandman and still has enough room for a picture of some artifact. Now for the game itself. Sandman has one of the weirder premises. The characters start out on a train with no memory. They later learn that there's something special about them an a mysterious figure know as the Sandman is in relentless pursuit of them. There are four adventures in the box set, each with a very different setting. It's like they "Quantum Leap" into completely different games. Skills go to this-or-that player as determined by the GM. However, skills are only received IF they are used, since the character suddenly remembers how to do something. (Oh yeah, I think I was a doctor) The skills run the gambit from magic spells to Stunt Driving to Pilot Spaceship. Like I said, the adventures were wide in range. The problem with the adventures are that they are very closed. To be "instant" there are neat little flow charts that must be followed. Any odd turns the players make must be countered by the GM to bring them back on track. This sort of gaming is like reading a book. The really, REALLY big problem with Sandman is that it was designed series of box sets. Unfortunately, Pacesetter went belly up shortly after the first box set was published. This means the big mystery of the game: Who are the PCs? Who is the Sandman? and WHAT THE HECK IS GOING ON??? will go unanswered unless the GM makes his own answer. In the final analysis, Sandman has an interesting game engine, but the game itself suffers from the fact that the full concept went unrealised.
Style: 3 (Average)
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