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Narcissist: Crash Free (version 0.5) | ||
Author: Chris Adams, David Fooden, Barbara Manui
Category: game Company/Publisher: Aetherco/Dreamcatcher Multimedia Line: Continuum Cost: $5.95 Page count: 44 Capsule Review by Chris Halliday on 03/09/00. Genre tags: Fantasy Science_fiction Modern_day Historical Conspiracy |
Everybody knows one. You know who I mean, the way-too-talented person you'd love to hate out of sheer jealousy, but just can't, because the world would be a little dimmer without them. The folk at Aetherco are like that; brimming with so much talent and creative energy that you'd just like to machine-gun the lot of them. But you don't. Instead, you watch open-mouthed, wondering what marvels they're planning to pull out of the hat in the future. Well folks, wait no longer. The future is now.
With the pre-release version of Narcissist: Crash Free, Chris Adams, Dave Fooden and Barbara Manui have confirmed (as if there was any doubt) that the brilliance of their Continuum RPG was not an isolated phenomenon. Narcissist is a sequel game to Continuum, and is complete in itself, though it expands the boundaries of the previous game's reality by telling the other side of the story. In Continuum, the Narcissists (who prefer to call themselves "Crashers") are painted as selfish sociopaths who alter history for their own purposes, with little thought for those whose lives they alter. Now, in Narcissist, we discover that things aren't as black-and-white as the Continuum would have you believe. For one thing, there are other universes out there, despite the Continuum's strenuous denial. And for another, the Crashers may actually be good guys... of a sort. Narcissist is an anarchistic game, perfect for those who felt stifled by the rigidity of Continuum's predestined history. The appeal of the game lies in its roots; a heroic struggle against tyranny, whether it be the tyranny of the Continuum and the mass-mind that dominates it from the end of time, or the tyranny of history and the tragedy of events that should have gone differently. Crashers don't worry as much about keeping history tidy; that's the job of the Continuum (known to the Crashers as "the Swarm") after all. Instead, they just have to worry about staying alive, one step ahead of the Swarm, and once in a while, striking a blow for free-will. Narcissist is certainly a darker game than Continuum, and for good reason. As a Crasher, you're seriously outnumbered and outgunned. The Continuum controls the easiest means of time-travel, and pretty much all of space-time, aside from a small section a few thousand years ago. They all think you're dangerous, deadly and possibly insane, and they've been conditioned to wipe you out the best way they can and then grab a beer and laugh about it afterwards. Even your friends can't be fully trusted, as the Swarm has a nasty habit of replacing people or brainwashing them, and using them to get to you. As for trusting your future self? Forget it. Version 0.5 of Narcissist is a slim (44 pages) velo-bound book, but it delivers nonetheless. Included are details on the true nature of space-time, how to create a pocket universe, Crashers and crasher life, even how to leave the universe of the Continuum entirely. There are also sections on character generation, skills, combat; in fact, everything you need to run a game even if you don't already have Continuum. Narcissist uses the same rules set as Continuum, which I found to be slick, fast and easy to learn. The Time Combat system is a genuine delight, and the rules for creating pocket universes and crash-gates mean that adventures practically write themselves. Some players might find the necessary book-keeping a trifle irksome at the beginning, but I've found it a great way to get into character, and the records of where and when your character has been also serve as ready-made plot hooks for when the GM wants to make your life complicated. Like Continuum before it, Narcissist won't be for everyone. Those who like their gameworlds with clearly defined good guys and bad guys won't like it, nor will those who find it hard to think on their feet. GM's running the game have to be prepared for just about anything, which can be a daunting task. There are no rails in this game. But there's a heck of a lot of fun for those who want to try something that's more than a little different. I already own Continuum, and I'd be less than honest if I didn't admit to being a fan, but as far as I can see, Aetherco has managed to capture lightning in a bottle once again. No mean feat, but then what less would you expect from a bunch of time travellers? Crash free, baby.
Style: 4 (Classy and well done)
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