SenZar, 1st Edition
Although it has been brought to my attention that SenZar's second
edition exists, the first edition is all I have access to, so, for now,
that is the one we'll be reviewing. As the first edition is still very..."remarkable"
and the only one that most of you are likely to come across anyway,
I refuse to lose sleep over this misfortune.
My Bias, or "Huh? Role-playing for the entire third millennium?"
Let's address one thing right now: any book that has "Role-Playing
For The Next Millennium" written on the cover and the spine and
in the introduction is just asking for it. In the eyes of the
maniacal, inexhaustibly vicious hordes of pretentiousness-hating gamers
that exist online, proclaiming something like this is like feeding Mother
Teresa into a woodchipper, relieving oneself on the altar, holding up
the metal rod, and then just begging the lightning to come down.
I realize that it may be perfectly possible that the second edition
doesn't have this third-millennium role-playing thing going on, but
still.
That aside, reviewing SenZar presents an irritating conundrum.
You see, from the moment you open the book and read beyond the first
paragraph of the creators' introduction, there can be no doubt that
this game is a calculated exercise in hack-and-slash, power-mongering,
testosterone-soaked munchkinism inspired by the worst excesses of AD&D
and Rifts – excuse me, I should use the creators' own definition:
"role-playing in God Mode". By that very nature, needless to say, this
game has many points that a certain-but-populous type of gamer today
would consider flaws.
The problem is, this is all SenZar's creators want it
to be. Criticizing SenZar for any possible reason feels like
criticizing a 13-year old for –
Oh, God, never mind. I don't even want to comment on the endless "sneering
role-player" vs. "psychopathic munchkin" debate. No matter where you
stand on things like this, you're always wrong, because the whole core
of the issue is a matter of taste, not objective fact. Tell you what
– I'll just try to non-boringly present the things I saw and felt while
I was reading the game, and you can just...I don't know, just do whatever
it is you normally do when you read reviews.
SenZar is about the closest thing there is to a dark legend
among role-playing. Almost every gamer online seems to have heard of
this game, and they've all heard that nothing is comparable in its badness.
On usenet and many other online places, the very name of SenZar
is the magic word of the "Summon Bile" spell. Its creators have been
reviled again and again, particularly Todd King, who is mocked not only
for his arrogance but for his poetry, which in itself is another
dark legend.
Thus, the entire reason I ever obtained a copy of SenZar in
the first place. See, I'm the kind of gamer who enjoys reading through
bad games just to laugh at them. With its regular citations as the worst
game ever, SenZar quickly found its way onto my priority list.
And yet, for all its notoriety, SenZar has seen surprisingly
little attention from RPGnet's reviewers. That just seems weird. Even
now, years after the release of the first edition, there must be hundreds
of morbidly curious gamers who still need to see this infamous game
meticulously examined and the question "Should we be weeping for our
children?" answered once and for all. Admittedly, there is, in fact,
a lone review in the archives that is worth reading, but one opinion
is never enough. The time has come for SenZar to be analyzed
in more obsessive detail.
To give a little background, much has been made of SenZar's
fateful first appearance, when its creators made certain..."announcements"
on usenet and, as a result, weren't just flamed, but incinerated.
Forever after, the usenet community looked upon SenZar's creators
as a living archetype of that hateful brand of condescending, god-you're-stupid-if-you-don't-like-our-game
designer arrogance.
Then there are also many stories about how the creators used AOL accounts
to post as anonymous players in praise of the game. Ugh. (Although this
does put more fun into reading SenZar's disclaimer, where the
creators reassure us that they don't want to perpetuate the idiocy of
the real world in any way, shape, or form.)
As you can imagine, there are far more gamers who oppose SenZar
out of sheer principle than have ever actually seen the book. (Of course,
there are also numerous outspoken gamers who have read the book and
still think it sucks, so...)
Personally, I wasn't there to see the newsgroup controversy and so,
rather than try to reconstruct exactly what happened and passing judgment
(I doubt we need to hear yet another witty theory about how the SenZar
guys probably gripe to women in bars about the terrible burdens of their
inevitable historical significance), I decided it would be more fair
to simply let the creators reveal themselves in their own words: www.senzar.com/bios.html.
Just a wee bit pompous in places, isn't it?
My favorite part was the 10 punches in one second. I'm sure many of
you other gamers are also equally superhuman. Myself, I hold the world
record for making the closest almost-successful attempt to use an actual
supernatural power (running vertically up a wall while under the simultaneous
influence of caffeine, thermadrine, wellbutrin, and alcohol, to be more
specific). Coming close again, I also have an ability to enjoy morbidity
that is probably inhuman in nature. I also met a gamer last year who
had the "Invoke Obsessive Contempt" power at levels you just wouldn't
believe. (He, too, had a penchant for extravagant personal claims, in
this case being all his connections to the mafia and his millions of
dollars worth of land in Las Vegas he can't get to – this, despite his
inanimate object-like intellect and the fact that his bathing and teeth-brushing
were clearly seasonal events.)
But I digress. I'm sure there's absolutely no reason to doubt that
the creators of SenZar bathe regularly, actually own all their
land, and would never associate with such blatantly unwholesome groups
as the mafia. And hey, if some of them want us to believe that they
have absolutely bitching weightlifting and martial arts skills and are
examining the cultures of possible alien civilizations, I care just
little enough to accept that.
And in that spirit, it would be really half-assed of me as a reviewer
to use all this absurdity as an excuse to criticize SenZar itself,
even though the website does invite us to "break on through to
the ultimate in fantasy role-playing!"
Okay, maybe that last one opens the door a little. The ultimate?
Do I need to have the "you suck if you have to tell people how great
you are" rant again?
I mean, really, isn't creating an ultimate game supposed to be...well,
you know, hard? Just look out there! Better than Ars Magica?
Better than Runequest and Legend of the Five Rings? Better,
even, than (dare I even utter the name?) The World Of Synnibarr?
Oh, wow.
SenZar. The ultimate in fantasy role-playing. Sure. And aliens
have been stealing my body at night because I won't stop making fun
of their websites. I guess that's just one more thing I'll have to keep
in mind while I'm reviewing (the ultimate-ness, not that I'm being abducted
by aliens).
The Review, or "The universe. And you're awarding us 10 points. What
the hell is wrong with you?"
Those of you who insist upon "real" role-playing are hereby excused.
And by "real" role-playing, I am, of course, referring to the bizarre
idea that games should be more than killing, looting, and racking up
the experience points. If you've somehow picked that up during your
gaming, then run along – there's nothing here for you, and by looking
you will only see...well, something that you really don't want
to see. Stop reading this review, and return to your blissful world
where plots are more than just not-even-thinly-veiled excuses to string
together one incident of epic ass-kicking after another.
Okay, we should now have an audience of power-gamers, the morbidly
curious, and those who have forgotten how the "back" button on their
browser works. The rest of this is written mainly for them.
Anyway, once upon a time, there was a short-lived Rifts campaign
I was in. What made this campaign noteworthy was the fact that we had
that damned Pantheons of the Megaverse sourcebook.
I'm sure some of you can already see where this is going.
Since I was in a shameless power-gamer mood and the gamemaster wanted
to go off the wall anyway, he agreed to let me play a godling, easily
the most abusable character class ever conceived by anything that has
ever passed for a human mind.
Eight seconds later, the gamemaster groaned in despair when I decided
to name my character "Testosticles".
After very careful calculation (read: "How much ass will I be able
to kick?"), I took mega-psionics, mega-wizardry, and invulnerability
to energy for my god-powers, so – on top of ending up with attributes
averaging in the high twenties – I was essentially three or four different
character classes at once and had so many abilities that it was hard
getting them all on the character sheet. Oh, and I had a bad attitude,
too.
The gamemaster punished my foolishness by instating my psychopathically
godly alter-ego in what I would later come to describe as the "Woody
Allen" pantheon and then enslaving me to some jerk NPC who could basically
destroy planets, kill gods, and buy the universe if he felt like it.
Meanwhile, another player had his great horned dragon – also munchkinized
beyond all belief – and was happily acting as my sociopathic pet.
SenZar was conceived and written with the collective mindset
of that entire game.
There is, bar none, no other game in existence that so exquisitely
captures the munchkin attitude the way SenZar does. I mean, it
doesn't even pretend to be a serious role-playing game, something
even AD&D and The World of Synnibarr attempt to do. Every
word of the book assumes you have little else to do than hoard all the
kills, experience points, treasure, and magic items in the universe.
We're not even out of the introduction before the authors are encouraging
us to make our characters as powerful as possible (role-playing in God
Mode, remember?). If you were to read through SenZar and then
immediately read through something like Call of Cthulhu or Heavy
Gear, the difference would so blow your mind.
Is this a bad thing?
I mean, should I pretend that it's impossible to have a lot of fun
with hack-and-slash gaming and flog SenZar's creators for being
yet more aspirants to such a low level of sophistication, or should
I look past all the absurdity and find it refreshing that they might
be the first game designers yet to be honest about it?
You get to decide that.
Just to make the decision more fun, remember: they think they're really
cool.
"Death! Death! Death!"
The first thing that struck me about SenZar (other than the
gleeful power-gaming) was the style it was written in.
No kidding. This thing even reads differently than a normal,
sane RPG.
Most of the text has a conversational tone, as opposed to the "technical
manual" or "neutral prose" feel of typical RPG books. The creators often
address the reader as though they were actually speaking, and lay on
the exclamation points when they're excited or really stressing something.
A extreme example of this would be one of the character flaw descriptions:
"TOTAL STUPIDITY: Please take it! The character is totally
stupid, and is even too totally stupid to know it! He'll gladly taste
unknown potions when offered them. He'll gladly charge into the midst
of an onrushing horde of bad guys if properly persuaded ("Dey say what
about Mom? Me am smash dem!"). He'll even volunteer to test pits and
traps for your party! And sometimes not even a successful Karmic
Save will shed the light of reason upon his dim, feeble mind! Note:
This does not reflect upon that character's INT score, mind you. Even
a total genius can act totally stupid at times. So take it, O ye mighty
spellcasters! Blow up friend and foe alike, just because you're so totally
stupid that the proper placement of your explosive spells is beyond
the grasp of your perpetually befuddled mind! Note 2: Yeah, we
know. But isn't there always someone like this in your party?
And isn't it about time they got some points for it?"
A more subdued, typical example might be this flaw description:
"DEPRESSIVE: Remember Eeyore? Wanna play a character who
mopes around like him? Wanna have an occasional -1 to all of your Combat
Values, Skill Rolls, and Saves – simply because you don't care about
having any Combat Values, Skill Rolls, and Saves?"
To round things out some more, here's an example from the section
on why SenZar magick rules so much:
"Multiple Action Phases! Yes! No longer will your spellcaster
be forced to endure a full Combat Round of the embarrassing "one spell"
syndrome. In The SenZar System, spellcasters – at least those who have
more than one Action Phase to their credit – have the ability to cast
more than one spell per Combat Round! At 10th Level, all spellcasters
become skilled enough to fire off not one but two spells per
Combat Round – and once (and if) they reach 20th Level, they gain enough
to fire off up to three! And some of the Semipro Magick users
who just happen to have Pro Combat, such as the Mystic Assassin, can
let loose with up to five magick spells at 20th level!"
As you have probably guessed, the creators make frequent attempts
at humor and even the occasional pop culture reference. Unfortunately,
as you are probably also guessing, the humor doesn't exactly work –
at least, not in the way it wants to. A lot of it had me laughing
in derision or slapping my forehead in penultimate disbelief.
Part of the problem lays in how the creators address you – before
I aborted it, what would have been my "13-year old" metaphor at the
review's start wasn't entirely an accident.
I wouldn't describe the writing as condescending – unlike (*ahem*)
a certain other company's games, SenZar is surprisingly respectful,
and takes the risk of assuming that you are capable of making up your
own mind and running your own game. Much appreciated! As I was reading
through it, though, the frantically juvenile attitude of the humor made
me feel like it was written for someone a bit..."younger" than myself.
It's probably this, more than anything, that has inspired the criticism
of those who have actually read the book.
For example, some of the puns the creators use are wretched enough
to serve as arguments for the death penalty (I really think they could
have found a better name for the bottomless "Frank N's Stein"). You'll
also notice that "cool" makes almost every possible appearance as an
adjective. "Suck" is another heavily favored term. Of course, it's not
like I never use those myself, even in this very review, but the creators
went way overboard here. Where other games might say "advantages" and
"disadvantages", SenZar will term it "the cool stuff" and "the
suck stuff". (Yeah, I know. "Suck" is a verb. As an adjective, it should
be "sucky" or "sucking", or even the colloquial "suckish".)
Mercifully, the creators at least abstain from the common juvenile
practice of using suckish alternate spellings for everything – nowhere
was I confronted with the horror of a "kewl" or any other words where
every "c" or hard "ch" has been replaced with a "k".
Grain Of Salt Zone
SenZar's writing gets a lot weirder than this, though.
How? Simple. It actually has high points to it.
Maybe that isn't entirely unexpected. After hearing all the rancorous
horror stories about this game and its creators, I had opened its covers
fully expecting to find the sort of quality you get from drunken pre-teens
who have been up for three days. With expectations that low, it was
going to be really hard for the writing to surpass them.
On the other hand, there seem to be many gamers who think it would
be too merciful to lump SenZar's writing into the drunken pre-teen
caliber. In fact, I think I'm the only one I've heard of who actually
has anything nice to say about it (other than the unintentional humor
factor).
Considering that, it would be irresponsible of me as a reviewer to
fail to inform you that, statistically speaking, you are likely to find
SenZar's writing worse than I have personally described (ie bad,
but not "We need to have a rant now" bad). So (as with most anything
I say) please take my ideas about the writing's positive aspects with
a grain of salt.
High points, then. Well, for example...
Paragraph labeling. A lot of the paragraphs in SenZar
are labeled, just like this one is. No shit.
What this means. Just about every paragraph having anything
to do with the game's basic concepts begins with a bold-type comment
or question, stating exactly what the paragraph talks about (okay, not
always exactly – there are paragraphs that begin like Cool!
or Aieee!). In theory, this seems rather simple-minded. In practice,
it allowed me to search through the text easily, conveniently skipping
over huge sections without having to re-read anything. Nice, especially
considering this book's general organization is only noticeably better
than a tornado destroying an open schizophrenic ward.
Lexis. Despite the humor and attitude of the game, its creators
have a surprisingly sophisticated vocabulary. To read passages about
"Hoard! Hoard! Hoard!" and gods disguised as foaming llamas, and then
see words like "pronominal" and "concourse" and "syncopation" used correctly...well,
it's almost jarring. If I knew absolutely nothing about the usenet fuck-up
and the bio extravagance and the poetry and the whole overblown purpose
for this game's creation, it would be tempting to believe the creators
are intelligent people who are satirically pretending to be adolescently
hysterical. I'm probably too receptive to this kind of thing, but the
combination of attitude and vocabulary in this book went a long way
towards giving me that healthy "Oh, look...I'm in a Twilight Zone episode"
feeling. (As opposed to the writing in The World of Synnibarr,
which made me suspect that I had died and gone to a very subtle Hell.)
If at first you don't succeed, reload. I should be honest and
admit there are a couple of places where the writing's sheer morbidity
and over-the-top testosterone-baiting succeeded in genuinely amusing
me – at something other than its own expense.
Where was this, now? Like the beginning of the stun damage
rules: "For those rare times when death is not called for...",
or the description of the Dream Barrier: "This is the metaphysical barrier
which separates the world of SenZar from the 'real world' of Terra (where
most of you are located)." Another memorable place was in the description
of one of the nastier "supreme artifact" blades, informing us of something
like "As such, it is suited only for the VoidSpawn and his grim destiny
of GodSlaying". Then there was an area-of-effect example in the magic
rules: "You're a 20th Level Sorcerer with a Power Attribute of 100 and
a Power Point Pool of 10,000. You're confronted by a 10,000 Foot Radius
cloud of deadly, stinging (but otherwise normal) insects..."
Conversational writing tones don't utterly suck. It is also
my opinion that the conversational tone of the writing itself also manages
to avoid being entirely...suckish.
One reason why this is. The humor could profit from a serious
bitch-slapping, but once we get passed all that damned "New Millennium
Role-Playing!" stuff, it also means there are very few places where
SenZar takes itself all that seriously (this alone prevents many
atrocities of writing, as anyone who is tired of White Wolf might realize).
Even when its creators are describing purely evil, genocide-mongering
immortal overlords who are bent on subjugating the entire multiverse,
they do it with a sniggering "Hey, look! I'm being evil!" kind of glee.
Then, of course, there is also the aforementioned and rather massive
unintentional humor value to weigh in.
Another reason. Even beyond the humor, the conversational tone
just makes the whole thing easier to read and gives the game its own
"feel" or "style" (for better or worse). While I was reading through
SenZar, the urge never struck me to throw the damn thing out
the window, burn it, or even put it back on my shelf to remain forever
– rather, I kept wanting to see what example of silliness (intentional
or not) lay just around the corner. It's been a while since I've had
this much fun with an ineptly-written game. Overall, SenZar's
writing may be adolescent, absurd, insane, delirious, or just plain
dumb, but it's hardly boring.
Wheee! This is fun. Maybe I should write my own game with paragraph
labeling. Of course, I would need a remotely interesting setting to
use. Oh, wait – like many long-time gamemasters, I probably already
have all kinds of quirky, half-assed settings in my notes. Okay, I've
picked one. It's the one the press release could describe as "an Orwellian
game of existentialist violence and desolate evolution". Woo hoo!
Enough.
Third-Millennium Design Goals
As many Cthulhu Mythos points as you can gain reading it, SenZar's
introduction serves the useful function of telling us exactly what its
creators were trying to accomplish in designing the system.
"We created The SenZar System because we had to. If you
are from the 'old school' of FRP games, just like we are, then you probably
know why we had to."
So, like many of us, SenZar's creators think *D&D and
its various imitators suck. Horribly. This, of course, is not an entirely
indefensible claim. In another paragraph (helpfully labeled "The Underlying
Theme"), we learn their specific objections.
"The underlying theme of The SenZar System is that nothing is impossible
when imagination is concerned. Seems like that should be the case in
all alleged FRP games, huh? Well, it isn't. First, in most so-called
FRP games, the PC begins as a total dweeb, unable to survive even the
most basic encounters. Those fortunate few who do manage to weasel their
way through encounters then are rewarded with slow, demeaning 'level-making';
'fixed' and often immutable statistics which remain with them for the
life of their character; and shoddy, effete magick items. Progression
is slow, often tortuous, as they struggle to achieve the upper ranks
of their chosen professions. And once – and if – they manage to reach
that apex of power, they very often have little or nothing to look forward
to; no pot of gold at the end of that long, black rainbow."
In other words, the creators feel that you start as too much of a
wuss, get too frustrated by the character advancement, have nothing
to do once you're a god, and generally suffer a lot of other bullshit
(shoddy, effete magick items?).
Like most of us (again), they probably have traumatic memories of
starting as a 1-hit point mage with several one-digit attributes and
then noticing how badly rogues can lap them in level advancement. 20
levels (and 30 hit points!) later, they probably snapped upon discovering
that they needed a full 27 hours just to re-memorize all their spells
(20, if they don't want any 8th or 9th level ones).
(Which, when you think about it, does suck. Again, the creators
sort of have a point, although some of you may have gotten a sinking
feeling upon realizing that the creators are making munchkin complaints,
not the usual realism or "role-playing" ones.)
Luckily, in the next section (helpfully labeled "Role-Playing In God
Mode"), the creators reveal how they've conquered the various "black
rainbow" problems.
"Well, that's not the case at all in The SenZar System, where no
wimps are allowed! Players have the prerogative to determine their PC's
Attributes, without the humiliating 'random die roll' to determine them
for them. Fate Points can be used to 'edit' crappy die rolls, such as
failed Saves or missed hits, as well as to boost the PC's Attributes.
Players are encouraged to make their PCs as powerful as possible, to
hoard each and every thing that they possibly can, for only then will
they be able to progress as far as the ranks of The Immortals, when
an entirely new 'game' will begin – that of 'The Dragon's Game,' wherein
Immortals contest for ultimate Power."
And thus begins the creators' "intensive effort to change the established
face of the boring ol' 'conventional' fantasy role-playing games" (as
the section titled "The New Millennium In Role-Playing!" helpfully informs
us).
Rules? You mean we're actually going to play this thing?
So we know that SenZar wants to be the re-write of AD&D.
Of course, we also know that many of the AD&D re-writes are just
about as flawed as their progenitor, so many that I can't even really
think of a class/level system that was all that great.
Amazingly enough, the rules of SenZar largely manage to escape
that legacy. Through some stroke of miraculous luck or lunatic insight,
the creators have not only designed a system that does not suck outright,
but comes within arguable range of not sucking at all.
Say what?
Oh, make no mistake, it's still a class/level system and still as
invasively unrealistic as any 10-minute stretch of Battlefield Earth
(here, slaves, have your own ship – you're on the honor system!).
But once you get beyond that, there are actually, believe it or not,
places where the system shows signs of thoughtful design. There are
modifiers to things, but you can actually see where the charts end.
Skills are the same as the Attribute that governs them, which makes
things so much easier in play (remember, we're grading on playability
or "the system's ability to not piss us off", not hyper-realism). The
system rewards heavily for giving your character some semblance of personality
and religious/philosophical belief (or, with too many bonus points,
some semblance of severe emotional instability and unwavering fanaticism).
And, yes, for those who are wondering, this thing is very munchkin-friendly.
There aren't any random attribute rolls to cheat on, but you'll hardly
need to. After searching the entire book, the most horrible armor restriction
I could find for even the pussiest of normal mages was "Any armor is
possible, but it has to be approved by the gods", and even that was
just in one case. You can have more than one profession at once, with
naught but the problem of dividing your experience between them to bother
you. A 10th level character with average Constitution and any profession
has literally a 1 in 10 billion chance of being killed by a 100' fall
– and if they're willing to spend a Fate Point to minimize the damage
roll, anything short of 1000' is cool. It's possible to buy enough Status
to start with enough money to go off the deep end with artificed weapons
and armor and start the game practically invincible until the Creator
(SenZar gamemaster) has had enough of your bullshit and pulls
out the seriously nasty high-level monsters (unfortunately for players,
there are no Synnibarrian rules to prevent Creators from using "insurmountable
forces").
But I get ahead of myself.
Character creation in SenZar is entirely point-based (looks
like someone has been paying attention during the last 20 years
of game design).
After picking a race and profession, players get 100 Fate Points to
spend on attributes and special powers (their skills, magick, martial
arts moves, and other abilities are determined by their race and profession),
all of which I will detail in no particular order. Players can get more
Fate Points by defining their character's Karma (personality traits)
and Codes (simple ideologies).
The Creator, of course, has the option of adjusting the starting Fate
Point total, and any unspent points are kept for play. During a game,
true to the creators' words, Fate Points become sorta like FUDGE's
FUDGE points, allowing you to spend one to maximize any die roll, automatically
cause maximum critical damage on an attack, or minimize a damage roll
(or halve the damage, if it isn't rolled). All of these can be done
after the die rolls they're "editing", nicely allowing you to use Fate
Points when they would be the most effective, as opposed to irritating,
I'm-almost-dead situations that would force you to decide if blowing
a valuable point would really be better than gambling with rolling the
die again.
The whole role of Fate Points is interesting, actually, because it's
also where SenZar really begins to resemble something that was
designed in the 90's. There are the usual experience points for ass-kicking,
of course, but players can also get more Fate Points in much the same
way non-class/level games award experience points (although the award
criteria are more stringent in SenZar, as Fate Points are more
useful than experience points in most games). Players can save awarded
Fate Points for more occasions where it's necessary to screw with die
rolls, or (if they have enough) they can go back and raise an attribute.
Although none of this Fate Point business would be world-shattering
to anyone who's played a lot of point-based systems (particularly FUDGE),
it does, to be fair, make SenZar one of the few class/level games
where it's possible to raise your attributes without magic, cheating,
or even leveling-up. Affecting game play with them is also an appreciated
touch. A Creator who is playing by the book won't give you enough Fate
Points to totally derail the game (the rules suggest only 1 point for
solving a deadly problem or beating an equal foe, and saving the universe
is "up to 10"), but the increased sense of control over your fate they
still provide is...well, cool.
"Race?" "Elf." "Goddammit, not again!!"
Here comes the sanity check.
Like most fantasy games, SenZar includes the standard Tolkien
races with the serial numbers filed off. Instead of elves, we have "starin".
Dwarves are "khazaks", goblins are goblins, and halflings...okay, good,
no halflings. Maybe there's hope, after all.
Thankfully, there are a bunch of other races. Names aside, we essentially
have great-cat men, bull men, flying angelic men, lizard men, psionic
plant men, wolf men, evil demon-like men, dragon men, Viking-ish half-giants,
and amphibious mermen who communicate through music.
After that, we have the resistant-to-pigeonholing races. The "Azaar",
a hunter race of four-armed men who can shift their skin color to any
other color or pattern. "Khobolds", dark, magick-using dwarves. "Golgothans",
which are the creatures from the Predator movies in both appearance
and habit (yes, even the skull-collecting) – the race's signature weapons
bear this out, but (for some odd reason) there aren't any laser cannons
and wrist-mounted suicide bombs. "Nazar Ethans", pseudo-immortals whose
race is trapped on an island not only surrounded by boiling seas and
mazes of sheer stone cliffs, but phased out of the normal continuum.
The "Mokarr", an evil, servant-assassin clone race. The "Sidhe", a nature-serving
faerie race who have taken permanent humanoid forms. "Silestions", golden,
indomitable humanoids who never tire while the sun shines on them.
SenZar is nothing if not a game of heterogeneity.
As mentioned before, each race has different attribute limits and
comes with certain skills, languages, and abilities – gloom sight, flying,
body weaponry, that sort of thing.
Most of the races also have a flavor quote, and, unfortunately, most
of these quotes suck horribly. I mean, most of us have flipped through
a White Wolf book or something and thought "Man, these quotes are boring
the murderous rage out of me", but it's worse than that. SenZar's
quotes are split right down the middle: a lot of them are just moronic,
and the rest don't even make sense.
The khazak quote, for instance: "Meanwhile, back at the Whore-n-Brew..."
Perhaps you would like the drakkan (dragon man) quote: "Eat a sheep."
The human quote is certainly representative: "Giant Crab. Kill him.
Eat him." The mokarr quote almost makes sense: "'1) Kill 2) Parley 3)
Hop in The Source and Destroy Everything!' (Gimlet & Havok's Secret
Playbook)". "Die, mutie, die!", "Aleryon brews nuts. Not his, of course...",
and "Fantus notes that we look like something out of the Wizard of Oz"
are some of the more humorous entries among the rest. Well, those, and
"I smash his village to pieces!"
It's perfectly possible that the quotes are just there to fill space
and perhaps represent the setting in general, not the races (which would
make more sense, actually). But even at that purpose, the quotes still
suck.
At the very least, the creators should have gone off the deep end
and invented quotes that would have at least been weird-intriguing or
weird-humorous, instead of the current weird-god-you're-a-lunatic. Quotes
like maybe "Why would my future self want to kill me?" or "No! No!!
I saw them kill you and take the pieces!" or "You know the people
who put monsters under childrens' beds and give them nightmares? Well,
these are the things that give them nightmares." or even
"Ah, a vermix-alloy weapon, imbued with bifurcation, destruction, human-slaying,
and vampirism, for a grand total of triple maximum vampiric normal damage,
10-100 poison damage, debilitating weakness, and instant death on every
strike...and you had to forge it in the shape of a popsicle. What is
wrong with you?"
Attributes, Task Resolution, Skills
So there are 9 attributes – Strength, Dexterity, Constitution, Speed,
Willpower, Intelligence, Presence, Perception, and Power. The mortal
range is from 1-20, with 10 being the apparent average and 15 being
the human maximum (except Power, which maxes out at 10 for humans).
As usual, these are self-explanatory, except Presence, which is best
described as a character's "coolness", and Power, which is used as magick
resistance and to determine how many points spellcasters can cast spells
with. Strength, as can be expected, determines your base damage and
maximum lift, Dexterity determines your to-hit and defense modifiers,
and...that's it. Those are the only attributes that modify any of your
abilities during character creation. Slick.
The Fate Point cost for attributes is its straight rating (rating
1 costs 1 point, 2 costs 2 points, etc), up to 11. After that, each
point costs the last digit of what the new rating would be. So, buying
an attribute up from 11 to 12 would cost 2 more points (for a total
of 13 spent), and going to 13 would cost 3 more (for a total of 16).
Mercifully, there's a chart listing the total cost to get any particular
rating.
Each attribute has an "attribute save" to roll a d20 against. The
saves are easily remembered – each one is 21 minus the attribute's rating,
but there's a place on the character sheet to write it down if you can't
be bothered to remember or recalculate it each time you roll. The goal,
of course, is to roll over the save number. If the Creator is in a bad
mood, you get to roll at a penalty. If you're rolling against someone
else, the margin of success on the rolls (ie "how many points you made
it by") will, oddly enough, determine who wins.
If (for some reason) you have an attribute of 20, then you get to
have a percentile save. That is, your save becomes .05, and you roll
a d100, which means you can now get a margin of up to 95 points over
someone. Even better, rolling penalties are not changed for your
percentile roll, which means it takes a seriously bad day to make you
worry about failing a roll.
If (for some even more unlikely reason) your attribute is even higher
than that (30, 40, 50, 75, and 100 are the only ratings that exist after
20), the save becomes even more absurd, dropping .01 each step. When
you reach 100, the save simply becomes (and is written as) a "*", which
means that you can never, under any circumstances, ever fail a roll
for that attribute.
Power is the only attribute that works differently. For one, its cost
is always 1 point – it doesn't get any higher as you go along. Next,
it's always a percentile save: 100 minus the rating. There is a Power
maximum during character creation for each race, but after that, it
can go as high as players can buy it up, even beyond 20. And it gets
to use all the numbers between 20 and 100, too, not just four of them.
Skills, as mentioned before, work the same way as attributes – each
skill has a relevant attribute, and using the skill means rolling that
attribute. Ta da! Very difficult.
Characters start with the skills listed in their race and profession
packages – you can't buy new ones with Fate Points. Instead, each skill
has a "time to learn", if you actually want to learn new ones once play
begins. The learning times typically fall in the region of 20-28 weeks,
although all of them allow you to subtract your relevant attribute rating
from that, and a few skills are rated in days rather than weeks.
Taking the learning time more than once gets you a "mod" each time,
which is simply a permanent +1 to the skill's attribute rating (that
is, the attribute's effective rating when rolling for the skill), up
to a maximum of +5. In this way, it is mortally possible to get to the
percentile saves, if only for whatever skill you've spent months learning.
To keep things from getting too far out of hand, the creators
"suggest" rather large training fees, although careful use of the Status
power and a character's connections can get around that.
Overall, I must admit that I like this way of handling attributes
and skills.
In a "realism" game, of course, that would be a blatant lie ("Cool!
My 'Write Bad Poetry' and 'Nuclear Engineering' skills are equally good!"),
but with the *D&D-style looting and slaughter SenZar clearly
wants to be used for, it's good enough. It's simple, quick, largely
consistent, and unlikely to confuse first-time gamers the way AD&D
often does ("Roll high for saving throws, low for attributes,
high for THAC0, low for skills, high for...what?")
–
(Naturally, I can already hear some of the usenet community wondering
in morbid awe what kind of twisted, freakish gamer would result if their
first game really was SenZar.)
– Except for to-hit and damage rolls, the system takes everything
players ever roll for and unifies it under a single method of resolution.
Oh, wait – forgot about Karma and Codes. Those also get rolled, but
they're just another "roll over this number on a d20 to avoid getting
screwed" deal, so it's not like I'm upset here.
Of course, a d20 roll is a linear probability range, and doesn't have
the nice multiple-dice bell curve that all us...uh, "sophisticated"
gamers enjoy, but again, it's good enough. We're going by the "dungeon
hack" standard here, so I'm willing to cut some slack.
Slack? What am I saying? For the ultimate fantasy game, "good enough"
isn't damn near good enough, and I'm reducing the Substance rating for
that! Let this stand as a lesson to the rest of you foolish designers.
On the other hand, perhaps I should cut my losses now, while it's
still possible that a pretense of dignity remains. The immutable fact
of the matter is that I learned – and can use – the skill and attribute
rules without groaning in absolute, god-please-kill-me despair, and
I would be lying if I said I had been expecting even that much.
(Or does it just seem good purely because any remotely simple
fantasy game would look good after Imagine? Ugh. Stupid reality.)
Professions And Freaks
As with races, SenZar professions (character classes) offer
up a superfluity of choices.
Most everything from traditional class/level systems is present and
accounted for, but we'll go through the professions by category. There
are, of course, the non-spellcasters – warriors, rogues, rangers (here
they don't cast spells), stalkers, assassins, martial artists, and Shy'r
warriors (honor-bound martial artist commandos). Then there are a lot
of "pure" spellcasters – wizards and priests (of course), on top of
sorcerers, witches, necromancers, alchemists, astromancers, mystics,
spellsingers (groan), enchanters, and inquisitors. Finally, we have
a munchkin's variety of hybrid warrior/spellcaster professions – mystic
warriors, mystic assassins, battlemages, witch hunters, sentinels (evil
warrior-necromancers), harlequins (evil enchanter-jester assassins.
Yeah, I know. It hurts me, too), and dragonslayers (hypocritical holy
paladins). I think that's just about all of them....
(Note for really obsessive nitpickers: Yeah, I know I said in the
Imagine review that the SenZar warrior/mage classes were
75% of them, but now that we're here, it turns out that they're 7 out
of the 25 listed – exactly 28%. The forces that bred and control me
regret this error. But trust me: once you flip through it, it feels
like 75%.)
Many of these professions could almost be called professions in name
only. Each starts with different skills and weapon skills, but since
any profession can use any armor and learn any skill or weapon at any
convenient time, many of the professions (particularly the non-spellcasters)
feel more like flavorful distinctions than true character classes. In
addition, any race can take multiple professions, as long as they can
meet the attribute minimums for each one (you did know there were going
to be attribute minimums, right?).
It's all good. Like many post-*D&D class/level games, there
will be no blatant assaults on logic where Conan can't use thieving
abilities or improve them without halting his fighter advancement. But
there's also a sense of flexibility here that is less than evident in
most class/level games. There aren't a lot of things that any profession
can't learn or max out as easily as any other profession.
In fact, combat progression and (particularly) magick realms are about
the only things a profession can't change, other than its general attitude
(if any). Thankfully, like almost everything else so far, these are
handled in a fairly simple manner.
First, each profession has either "pro" or "semipro" combat. The difference
is that the pro combatants get +1 CV each level and another action per
round every 5 levels (CV, or "combat value", is just the bonus on your
roll to hit things, and the penalty on rolls to hit you). Semipro combatants,
by comparison, get only half that: +1 CV every second level and another
action every 10 levels. Pure spellcaster professions (necromancers,
wizards, priests, mystics, and the like) get semipro combat, obviously
being not as combat-oriented. Everyone else – warriors, rogues, even
the hybrid spellcaster professions – gets pro combat.
A profession's magick progression also has pro and semipro designations,
along with whatever realm of magic the profession is able to use. The
difference between pro and semipro here is that pro magick awards
+4 to the Power attribute each level, while semipro grants +3 (okay,
pros also start with 7 spells from their realm, while semipros have
4, if any). The aforementioned pure spellcasters are the ones who get...oh,
my god! Pro magick. Bet we didn't see that one coming. Everyone else
gets the semipro magick progression. Yep...a profession's combat and
magic progressions are invariably the opposite of each other, pro/semipro-wise.
That keeps things simple. After that, the spellcasting professions each
have a realm of magick (the mystic realm is the most common one, with
no less than five professions using it)...there is no way to gain access
to other realms, short of the rather nasty option of multiple professions.
And yes, even non-spellcasters get the semipro magick progression,
despite never learning spells. The book states a variety of reasons
for this, the more important ones dealing with Power as a measure of
the soul (and thus, the difficulty of stealing or obliterating it),
Power-leeching, and Power costs for ridiculous martial arts moves.
Ridiculous martial arts moves? That would be the other thing where
there are some professional restrictions. Martial arts moves, like weapon
skills, have a learning time but are never actually rolled, instead
having their own special role in combat. Almost every profession that
begins with martial arts gets the basic package for either the "Shy'R"
(good) or "Black Wyrm" (evil) schools (whichever suits the moral bent
of the profession and character), and can learn powerful (and Power-dependent)
moves from them. Professions that don't have martial arts are limited
to learning the "common" (but still useful) pool of moves.
Okay, then.
The fun begins when the creators tell us that all the professions
are "balanced", with none ultimately having a particular advantage over
another.
I don't quite want to scream "bullshit!" at the top of my lungs,
but it suffices to say that I have serious problems believing this.
The way these professions work are just one of the many reasons SenZar's
character creation alone should have had its own chapter in The Munchkin's
Guide To Power Gaming.
For example, the hybrid professions just rock. More specifically,
they rock over their pure spellcaster counterparts. Observe.
With pro magick and its +4 Power per level (versus +3 for semipro),
a pure caster at 10th level will have 10 more Power than his hybrid
counterpart, right? Enough to get the pure caster access to the next
order of spells (think AD&D spell levels), but not necessarily
a huge advantage.
In giving up the 10 points pro magick would have gained them, however,
the hybrid gets the advantages of pro combat – that is, twice as many
combat bonuses and actions (and remember, casting a spell is an action).
Also, many of the hybrids (particularly the mystic ones) have martial
arts, an ability that is absent from the entire roster of pure spellcaster
professions. You can do the math.
Okay, so pure casters also get the artificer special power, but to
artifice an item with powers and bonuses that won't land it in SenZar's
ubiquitous "suck stuff" category, it takes so much magickal power that
you almost have to be 20th level anyway...so I'm not sure if
I should count it for this purpose.
In their explanation of "balance", the creators are quick to point
out that, unlike many "plain" professions, most of the hybrid professions
have unwritten codes of behavior, which is true. The battlemage, for
example, is an aggressive lunatic, while the witch hunter must resolutely,
unceasingly pursue and destroy the "guilty", particularly hypocrites
("witch hunters" in this game are more like Vampire Hunter D
than stereotypical witch hunters). The sentinel, harlequin, and mystic
assassin are all evil tools, the mystic warrior must adhere to strict,
monk-like codes of honor, and dragonslayers must toe the line of corrupt
hypocrisy...or take the old ideals of honor and justice seriously and
risk ass-kickings from inquisitors and their brethren.
Of course, the unwritten codes don't really work to balance the classes,
because they depend on a campaign's Creator to enforce them. Even beyond
that...well, do I even have to point it out? Except for mystic warriors
and maybe dragonslayers, there's still all kinds of room for players
to run amok with the killing, hoarding, and power-mongering, especially
in a game that already openly encourages just that (in case you were
wondering why I've been looking at all this with such a munchkin point
of view). Most of the time, they just have to do it in a more compulsive
way.
In other words, there isn't much reason to choose a pure spellcasting
profession if it has a hybrid counterpart.
And possibly even less reason to choose a non-spellcasting profession,
except maybe out of coolness, in case you feel warriors, rogues, and
assassins still have a nostalgic charm. Actually, you might also be
able to take all the Fate Points you would have spent on spellcasting-related
attributes (and attribute minimums) and putting them into physical ones,
thus making an attempt to be the ultimate killing machine and reducing
to paste all those pussy hybrids and spellcasters on the first action
of combat with your boosted strength and speed. The whole strategy isn't
as ridiculously unlikely as it sounds. The strongest races can buy a
Strength of well over 15, getting a base damage that is already a) more
than what any normal weapon could add to it, and b) easily enough to
reduce starting characters (and a lot of other things) to paste. Luckily,
most of these races aren't too bad on Speed, either. Putting some icing
on it, it's a rare non-spellcasting profession that has no martial arts,
and characters with the actual martial artist profession can learn moves
from both the good and evil schools if they feel like it (not that this
helps much at the start of the game). Or, alternately, you can just
pick a race with a high maximum Speed, buy it, abuse the Status special
power, buy an artificed weapon (such as the "popsicle of death" from
my quote example, above...you thought I was making all that up, didn't
you? Just the popsicle), cause an obscene extent of damage and instant
death before everyone else, and again wait for the Creator to get tired
of your bullshit and throw down a lightning bolt with more damage dice
than you have hit points (to prevent you from surviving by using a Fate
Point to minimize it).
I guess not having spells in this game isn't so horrible, if you can
approach it with a bad enough attitude.
Now, where was I? Oh, yes. The real hole in the hybrids' ability to
walk over everything is the fact that many of the magick realms (witchcraft,
sorcery, wizardry, alchemy, astromancy, and spellsinging) only have
pure spellcasting professions – they aren't available to any hybrid
professions. Okay, so astromancy largely blows until you get to the
higher levels (the 10th order Black Hole spell is fun if you've ever
wanted to cause a three mile wide swath of obliteration and piss off
the entire planet doing it) and spellsinging just blows, period, but
the others are easily worth having.
This whole problem, however, can be solved by taking dual professions.
As an example, a witch/witch hunter character is silly, but it adds
up to a sufficiently nasty piece of work. Pro combat, pro magick, mysticism,
martial arts (including that one "Silent Strike" ability where you can
surprise someone, cause an automatic maximum critical hit with equally
automatic "devastation"), stealth skills, a bad attitude...and witchcraft,
which only witches get save rolls against. Battlemage is another good
hybrid profession to mix with something. It doesn't have any martial
arts, but battlemagick is the most destructively versatile realm...
and battlemages have even worse attitudes.
Unfortunately, two professions means dividing your experience points
both ways, which means you progress half as fast...which kind of defeats
the whole point of having pro combat anyway.
Okay, so I guess power-mongers might have to make some small sacrifices
here and there, but I still mortally refuse to call all this balanced.
The creators also further the balance claim by telling us that all the
professions have the potential for "greatness", which is technically
true.
But, just in case I have failed to make it sound like simply choosing
a profession is enough munchkinism for you, the creators thoughtfully
included the option of playing "freaks" – powerful race/profession combinations
with pro progression in both categories.
The creators helpfully inform us that the freaks were designed with
one goal in mind. To quote it exactly: "Death! Death! Death!". The main
rules include only three – shapeshifters, talismans, and voidspawn –
but they're just about enough.
The shapeshifter can not only play doppelganger and duplicate the
physical attributes of other humanoids, but as its Power grows, it also
gains the ability to assume the forms of energy, substances, monsters
(and their special abilities), and, eventually, anything smaller than
planetoid size. The talisman can absorb spells cast around them and
either keep the spell's power or reflect the effect back at the caster.
They also regenerate their own magick power at the end of each round
and can use it to reduce magickal damage – or inflict it without the
limitations that come with damage spells. The voidspawn are the "godslayers"...eventually.
While they're getting up to that, they have a free Willpower of 20 (which
would be better if meditation wasn't the only skill that used it), all
kinds of damage resistance, and (again, as their Power grows) all sorts
of miscellaneous other abilities, like flight, regeneration, teleportation,
and augmenting attributes.
There's probably a reason the creators stressed that the Creator has
to absolutely approve of allowing these in his game.
And yes, before you make the comment, one of my players has already
asked me if the people of SenZar have voidspawn guilds they can
go to when they're having problems with the gods.
But, anyway...smaller than planetoid size? Yep. It takes a while to
buy up the 100 Power needed to get that ability, though, and actually
doing it requires so much magickal power that you would have to be at
20th level as well. The good news is that you can stay in that form
as long as you feel like.
The other freaks don't take quite that long to get out of hand.
So are there any drawbacks? Just a bit. The shapeshifter is vulnerable
to multiple personalities, the talisman can't wear any armor bulkier
than a skintight bodysuit (this is the one exception in the entire game
to the lack of armor restrictions), and the voidspawn gets to go kill
gods sooner or later, which isn't exactly a lot of fun...not only that,
they're subject to the will of the Dragon (the supreme collective lifeforce),
with no possibility of disobedience.
All that aside, the creators gleefully admit that the freaks are completely
unbalanced and are in every way superior to the normal races and professions.
And I would probably have believed them, too...if they had bothered
to put more than one weapon skill between them. Even better, the freak
that gets to start the game with proficiency in a weapon of his choice
would be the talisman – easily the one that needs weapons the least.
Oh, wait, he might need one in case someone notices he isn't wearing
any armor and tries to run up and whack him. The freaks are also entirely
lacking in martial arts and other useful skills (stealth, healing, languages,
traps, and ambushing all spring to mind).
But this is yet another problem that can be solved through the dual
profession rules. The creators, of course, begin that discussion
with a nice "if you're into pain" note, but what munchkin has ever been
stopped by that warning? Beyond that, priest/voidspawn has fun theological
implications, if you're really trying to get on the Creator's nerves.
By the way, now that I'm about to move on to the next part of the
game, it is my hope that some RPG historian will note that this is possibly
the first review to inadvertently spend over four pages ranting about
a game's character classes, just as I hope they will note that Dream
Pod 9 was the first company to inadvertently name a game after a lesbian
rock band (seriously. Go to www.tribe8.com if you don't believe me).
And with that, I would finally like to offer up "Killed assholes who
tried to kill me because I killed" and "Accidentally blow up a parsec
of space" and "Havok lets me kill him. I punt his head" as three examples
of why the profession flavor quotes also suck.
Karma and Codes
While I was talking about attributes and Fate Points, some of you
may have done a little math and discovered that buying an average 10
in all the attributes would take 90 points, leaving us an awe-inspiring
10 points to buy everything else with.
Woo hoo!
Sarcasm aside, this would be a serious hole in the system if it weren't
for the karma/codes rules.
See, each PC has 8 karmic attributes, which are rated on a 0-20 scale:
attitude, discipline, fear, sanity, harmony, confidence, greed, and
luck. A 0 rating indicates being a paragon of the attribute (if it's
good) or utterly immune to it (if it's bad). 20 indicates being utterly
dominated by some negative form of the attribute. 10 indicates a normal,
average inclination towards/against the attribute.
Also like normal attributes, karmic attributes have saves in situations
where they're extremely relevant. These are handled by trying to roll
a d20 over the rating to avoid "giving in", again with penalties if
the Creator feels like it. Anyone with a 0 rating never has to roll
for any reason.
Codes are belief systems, and work the exact same way. There are two
"good" codes – "The Cause", which is basically upholding the ideals
of justice, honor, and kicking the asses of evil things; and "The Good
Earth", which is religious reverence and service to the will of the
Dragon. Unsurprisingly, there are also two "evil" codes to serve as
opposites – "The Anti-Life", which is upholding the ideal of killing
and subjugating everything; and "The Dark Earth", which is the worship
of Chthon, who plays a very active Satan to the will of the Dragon.
Again, 10 indicates an average inclination towards a code, 0 indicates
an antithetical attitude, and 20 is total devotion. Oddly enough, you
can't have both a good and bad code, although you can have both
codes on your "side".
The neat part is that players get to define their own karma and code
ratings. The neater part is that ratings over 0 grant an equal number
of Fate Points. A player who wants average attitudes gets an easy 100
Fate Points. The bad part is that any karma rating over 10 forces you
to choose a "manifestation" – a mental disadvantage that characterizes
your weakness in that attribute. The "depressive" and "total stupidity"
passages earlier were both from this section. Codes over 10 indicate
increasing fanaticism.
As with most of SenZar's purely rules-related aspects, the
karma and codes are a nice touch, allowing players to give characters
a bit of personality without complicating things too much. From the
more important power-gaming standpoint, it also provides an opportunity
to get away with murder, particularly if the Creator is among the many
gamemasters who aren't all that careful about enforcing mental disadvantages
(you can go back and calculate for yourself what kind of attributes
an extra 150-200 points will buy).
Levels, Hit Points, Combat, Other Things
SenZar uses an abstract hit point system. No separate points
totals for each part of each of your limbs and torso, no pages-long
critical hit charts, no other nightmares. Just a simple "you have this
many hit points, try not to lose them all at once" system, like *D&D.
At 0 hit points, you fall consciousness and lose another hit point each
combat round. Once your hit points equal your negative Constitution,
you're dead.
Determining hit points is also a simple process – a new character's
hit points equal their Constitution. Leveling up adds the Constitution
rating each time. If you ever raise your Constitution, you also get
the extra hit points from all the levels you've already gained. The
non-randomness of all this also neatly sidesteps one of the great plagues
of class/level gaming – players will no longer have to make sanity checks
when they level up and roll a 1 for their hit points.
Again, this is a nice way of handling things (God, this is getting
embarrassing). Although I haven't seen every class/level game ever created
(just the most annoying ones), I genuinely hope it didn't really take
until 1996 for someone in the industry to come up with this kind of
simple, painless method for hit points.
But while we're on the subject of hit points and levels, the SenZar
FAQ helpfully reveals the mythological inspiration for its creators'
level system:
"Contrary to popular belief, the use of 'levels' to indicate relative
power rankings did not originate in fantasy role-playing games. In fact,
the earliest Terran evidence of a numerical ranking system is found
in the literature of the ancient peoples of Sumer, the world's earliest
literate civilization thus far discovered. The Sumerians' divine pantheon
of gods – a group of 12 gods, divided equally into 6 males and 6 females
millennia before women's suffrage was embraced by the so-called 'civilized'
world – was ranked according to a sexagesimal system, where the divine
number '60' represented the uppermost rank assigned to the chief of
the gods, Anu. Anu's wife, Antu, was represented by the number '55,'
while the next highest ranking male member of the pantheon, Enlil, received
a ranking of '50.' Enlil's spouse, Ninlil, received a '45' ranking.
The sexagesimal rankings continue down the line in the same manner,
with mated pairs of deities receiving a similar 60/55, 50/45, 40/35,
etc. ranking.
"Since our system includes not only deities but also other types
of immortals, we thought it would be fitting to incorporate a similar
ranking system in SenZar. Thus, with respect for our own current base-10
Terran numerical system, we designed a base-100 system to represent
relative immortal ranks, or 'levels.' Progression during the first 20
levels (the 'mortal' realm) is in steps of one 'level' per 'rank.' This
one level/one rank progression truncates once the character achieves
true immortality and surpasses 20th level; from that point, the steps
to 100th level are fewer, though much more difficult to achieve, just
as they were in the Sumerian divine pantheon."
("Sexagesimal" probably means "of, relating to, or based on the number
60", by the way.)
So when we play SenZar, we're not only using a class/level
system with a strong mythological heritage, but we can ultimately become
40 levels more powerful than the chief Sumerian god (or is SenZar's
scale simply 166% more precise than that of ancient Sumer?). Exciting,
huh? Maybe someday there'll even be a Hercules: The Legendary Journeys
episode where – oh, God, never mind!
Sorry. My tongue sometimes leaps into my cheek like that.
Anyway, combat is where things get a little trickier, but not by much.
We already know that characters have X actions per round. Combat rounds
begin with everyone taking an action in order of decreasing Speed. You
can also delay your action for later on in the round. Thankfully (for
me, at least), this doesn't get less abstract than it has to – the creators
include simple movement rules, but they clearly don't mandate using
them.
Anyway, after each combatant has had a turn, those with multiple actions
get to repeat the process, until everyone has run out of actions. Then
the next combat rounds starts, and so on until a complete ass-kicking
has occurred for one side.
The rules don't explain it quite as clearly as this ("actions per
round" are actually "action phases", there's some other stuff about
how the combat round has 10 seconds or "phases", the real term for what
I have blithely labeled as "turns"), but this is the essential process.
Quite simple, overall, although a random initiative might have been
good to add.
The actual process of attacking is reminiscent of AD&D, if
only in that active defense isn't really a factor – most of the rolls
are to hit, with actual dodging or parrying requiring the defender to
sacrifice an action.
After X actions per round, we also already know that characters have
CV ratings ("Combat Value", remember?). A CV rating is actually also
an equal AV (attack value) and DV (guess) – in other words, if your
CV is 15, then you have a 15 AV and a 15 DV, too. The designation is
sometimes made because magick weapons and armor and other bonuses could
imaginably increase one without the other ("AV" and "DV" are probably
easier to write throughout the book than "CV+attack bonuses" and "CV+defense
bonuses", anyway).
Anyway, how it works is the attacker compares their AV to the target's
DV. The difference is the modifier to the to-hit roll. Or the attacker
can just roll anyway, add the AV, and then subtract the DV, if they
can't stand the thought of doing any math before actually rolling. Either
way. (You can also skip the whole AV/DV business and just use straight
CV ratings, if no bonuses are involved.) The attack roll is a d20. A
final result of 10+ is a hit. A result of 20+ is a critical hit, doing
double damage and forcing the defender to make a Constitution save or
be "devastated", suffering a -10 to all attack, skill, and attribute
rolls until the wound is fully healed. A natural roll of 20 – or a spent
Fate Point – results in the maximum possible damage for the hit or critical
(depending on whether the 20 is still 20+ after modifiers).
If the defender really, really doesn't want to get hit, they can use
an action to dodge or parry. Parrying involves the defender trying to
beat the attacker's AV roll (ie "the attack roll without the DV involved")
with their own, with success stopping the attack and failure reducing
the soon-to-be victim's DV to 0 for that one attack. Dodging is a bit
easier – the defender simply makes a Dexterity save, with success again
keeping the attack from landing. It's also much worse if you fail, reducing
your DV to 0 for the phase.
Damage is also a bit tricky, but again, not by much.
Each character has a base damage from their Strength, which is a die
roll of some kind. For example, Strength 10 would be 1-4, while 15 is
2-16. Weapons also provide a "damage range", determined by their Damage
Class (DC). Damage Classes range from 1 to 10, with DC 1 being 1-6 and
DC 5 (the limit for normal weapons) being 2-16. Above DC 5 is the realm
of artificed weapons, with the damage range proceeding much more absurdly,
ending with 10-100 at DC 10. The sum of both the Strength and DC rolls,
oddly enough, is the total damage for a strike.
And before you ask, the rules (oddly enough) contain no discussion
on the use of artificed popsicles as weapons.
While having to remember the Strength and DC charts may seem annoying,
it isn't really necessary. Strength isn't something that changes very
often, and most fantasy gamers already memorize every relevant detail
of their weapons out of habit – something that isn't going to be very
hard here, given that SenZar doesn't burden us with weapon lengths,
speeds, weights, durability, or anything else that attempts to smack
of realism. Also, it isn't until you get into superhuman Strength levels
and artificed weapons that you have to roll more than four dice at once,
which helps keep things within reason.
Armor is even better. You know all those systems where armor has,
like, a rating, and you directly subtract that rating from any incoming
damage? Same way here. Normal armor is limited to 10 points or less,
with the artificed (again) being able to grossly exceed that. After
a humorous paragraph about their fundamental contempt for shields, the
creators provide rules allowing them to boost DV ratings.
After that, there are a few other factors and options.
There are the martials arts moves, of course, which open the doorway
to all kinds of absurdity. Zen Quickdraw, for example is an easily learnable
move that allows characters to instantly quick-draw a weapon from any
spot or position on their body – the mental image is quite humorous
("I quick-draw the great axe I have strapped to my back leg!").
You can also make called shots to sever/disable body parts, although
this only works if you roll a critical hit and the victim fails the
"devastation" save (a fun use for the Silent Strike move). There are
also sweep attacks, allowing you to damage multiple foes with one blow,
but this is also a difficult process. The same AV roll is used for each
target, with each one after the first accruing another -10 after the
last, stopping after the first miss. Then, there the usual but optional
d20 fumble rules (ie "if you roll a natural 1, the Creator gets to make
something nasty happen"), with the sub-optional Dexterity save to un-screw
yourself. There's also rules for surprise, which is just plain nasty
in this game – you not only get to miss the first action phase, but
you also have a CV of 0 and a -10 on all saves.
Taken for what they are (hack-and-slash class/level gaming), the combat
rules overall are reasonable, although given the 10-point ceiling on
armor, how maxed-out everything in this game tends to be, and the relative
ease of hitting things close to your level, it seems like it would be
hard to avoid regularly taking damage, at least until you get some artificed
armor (luckily, this problem is solvable through the Status special
power, below). Of course, I haven't seen the rules in actual play yet,
so this is an observation from the grain of salt zone. There is nothing
about the combat system that triggered my carefully-engineered ranting
gene (the fact that we're expected to use this for the whole millennium
aside).
Special Powers And The Glorious Process of Status Hoarding
Special powers would be the other possible thing to spend Fate Points
on. It says "powers", but a lot of these are just normal advantages,
like you would see in any universal system: bonuses to senses, bonuses
to certain uses of attributes, combat sense, empathy, disease immunity,
and the like. Others are racial advantages (telepathy, regeneration,
gloom sight, et cetera) that are free to characters that "naturally"
have them, but might be bought by others with a contrived enough explanation.
I was surprised by how many of the special powers are not actually combat-oriented.
Of course, certain powers are more worth having than others, to the
point of being almost mandatory. Jack Of All Trades is only 5 points,
but halves the learning time for skills and martial arts (and, equally
importantly, the amount of time training fees must be paid for). Savant
is similar, but works for spells, alchemy, and artificing. Toughness
costs 10 points, and grants the beyond-indispensable abilities to keep
fighting when you're at negative hit points and ignore the -10 "devastated"
penalty.
There are others, but the really great one is Status, which (among
other things) allows you to start with exponentially more money. The
Status level you want costs 20 points, but it's well worth it, giving
you 1000x the normal starting funds.
And since new characters normally have 1,000 stars (SenZar
currency), that gives us a total of a million stars to play with – more
than enough to flip over to the artificing chapter and have a look at
the exotic materials, their properties...and the many fun magickal enhancements
that can be put on anything made out of them.
The way this works is that each enhancement has a cost in stars (or
power points, if you're doing the artificing yourself), and the exotic
materials give a cost break to certain enhancement types, provided you
have a full ingot with which to forge a weapon or suit of armor.
The enhancements include the expected stuff – AV, DV, and skill bonuses,
DC bonuses, and multipliers to armor ratings. There are also other fun
properties, such as species-slaying, sharpness/bifurcation (2x/3x damage,
respectively, with 3x/4x damage on a critical), destruction (automatic
maximum strike damage), vampiric damage, and imbued spells in both the
"permanent" and "X charges per day" variety.
As far as the exotics go, there are only about a trillion things here
that belong in every munchkin-friendly fantasy game. "V-steel", for
instance, which grants DC bonuses and armor multiples at 25% cost, making
it one of the munchkin's many friends. Many exotics also have special
properties, such as "mystra", which makes weapons that completely ignore
armor, and "solara", which is "totally immune to the ravages of Heat
and Fire, up to and including the searing fusion-generated plasma conditions
at the heart of a star". Cool – that could save a lot of heartbreak
when I have no choice but to rule that a player character has been hit
so hard that they go flying into the sun (don't ask. I'm not joking.
It's actually happened).
So what can we do with a million stars? Lots.
We probably think that an armor value of 10 is for pussies, so we'll
start there. A 10-point cool-superhero-looking bodysuit to actually
base this on is a negligible 10,000 stars, an ingot of V-steel costs
100,000, and the highest armor multiple (10x) costs 500,000. But wait!
Armor multiples cost 25% for V-steel, so that's actually 125,000 for
10x, bringing us to a total cost of 235,000.
So now we have an armor value of 100, and 765,000 stars left to blow.
(Until the Creator snaps, there's going to be a lot of combats like
at the end of The Matrix, where the newly-empowered Keanu Reeves
was blocking the agent's furious martial arts with a bored expression
on his face.)
Now we need a weapon, which is a bit more difficult. Not because it's
more expensive (though it is), but because there's just so many choices
here.
Of course, we could get a DC 5 greatsword for 1,000 stars (let
me look under my couch), some more V-steel, artifice it up to +5 DC
for 500,000 (125,000 after V-steel's 25% DC cost), and walk away with
half our money left and a weapon that does a base 10-100 points of damage.
But that would be boring.
Instead, we want to pay 100,000 stars for an ingot of vermix, which
has the drool-inducing property of causing 10-100 points of venom damage
and automatic "devastation" every time it hits for even 1 point of damage.
Vermix only has a 50% DC cost, but that's okay – we were satisfied before
we even checked that. +5 DC now would cost 250,000 stars, but we'll
also add sharpness (250,000 stars) and 50% vampiric damage (100,000),
just because we want to have something worth bragging about. Now we
have a greatsword which will cost 701,000, but does 30-300 damage on
a normal hit, using half that to heal us.
And 64,000 stars left to hire someone to help me carry everything
back when I'm done hoarding.
But if that weapon doesn't float your boat, maybe we need an ingot
of supremium, which costs 500,000 stars, but has a 10% cost on artificing
across the board. To this, we can add +5 DC (adjusted total cost 50,000),
+10 AV (adjusted to another 50,000), bifurcation (adjusted to 45,000),
human-slaying (adjusted to 25,000), destruction (adjusted to 50,000),
wounding (adjusted to 12,500), and 100% vampirism (adjusted to 25,000).
The end result is a greatsword that costs 758,500 stars and (deep breath)
has a +10 attack bonus, causes an automatic 300 points of 100% vampiric
damage that will not heal short of 8th order magicks, and forces any
human struck by it to make a Power save or die. Hoody hoo!
Needless to say, there are things floating around in this world that
wouldn't even be allowed as major artifacts anywhere else. SenZar
is probably the only high fantasy game where a properly munchkinized
starting character can cause enough damage to kill another fully-armored
starting character at least 20 or 30 times over.
But I think I've made my point.
To be fair, there are notices in various parts of the book
about how Creators are supposed to run campaigns their own way and use
common sense and all (as much as you can imagine SenZar's creators
encouraging anyone to use common sense), but beyond racial weapons,
I couldn't find any restrictions (implied or otherwise) on what can
and can't be bought. I mean, the exotic material prices are in the marketplace
chapter right fricking before the mundane weapons and armor prices.
Now, for any other game (except Synnibarr), restrictions on
this crap would be a given, but this is SenZar, where
we're openly encouraged to hoard and make our characters as powerful
as possible. It just seems...wrong to tell a player they're playing
in God Mode and then tell them they can't buy their lovingly-forged
supremium greatsword of absolute destruction. There's so much room to
argue both ways, you would think the creators would have at least addressed
the issue.
Besides, there isn't much else to spend that kind of money
on. Stuff from the magick items section (whee! Random treasure tables!),
maybe, but that's even worse. In fact, the magick cloak section alone
is almost more badass than my attempts at weapon artificing. The Cloak
of Invisibility is 350,000 stars, works at will, and won't be "deactivated"
by attacking or casting spells. The Cloak of Libra is 250,000, and causes
attackers to suffer the same damage they inflict on you (in case you
were wondering what to do if everyone else in the party went nuts with
the artificing, too). Even better, the Cloak of Refraction does that
without letting the attack damage you, and there's one for magick, too.
Don't worry about having to make the difficult choice between them –
they're only 300,000 apiece.
So, in other words, I'm not sure if this is even a gross oversight
at all. It's perfectly possible we're supposed to be able to
do this.
Magic(k), circa Final Fantasy III
We already know about the realms of magick. As an aside, each one
has "cool stuff" and (groan) "suck stuff" notes...once the eye-rolling
has stopped, though, these actually help new players decide which realm
suits them most, particularly those new players who don't really want
to read the 50 pages the spells of all 11 realms total.
SenZar magick is a lot like AD&D magic. We've got ten
orders of spells for each realm, and although the realms have more colorful
"identities" and differences from each other than the "schools" of AD&D
magic, the spells still have that AD&D-like feel to them. There's
even a greatly expanded set of Power Words, for dying out loud (although
Power Word: Damn! probably won't appear in a *D&D sourcebook
anytime soon). Also following form, starting spellcasters are only slightly
more impressive than low-level mages in AD&D, getting far more
impressive at mid and high levels (taking a hybrid profession, if possible,
helps the waiting some).
Methodology aside, there are three major differences.
One. No memorizations. Instead, characters have a pool of power points,
determined by their Power and level. Nicely, each order's spells cost
the same amount of points to cast. The power point system makes SenZar
feel a little like a console RPG system, as those almost invariably
use point-magic systems, but (given the focus of this game), this resemblance
is not necessarily a bad thing.
Two. Massive streamlining, at least as far as the damage spells go.
All damage spells in a given order have the same base range, area of
effect, and maximum damage, but they might still have their own descriptions
and miscellaneous effects. That keeps things simple. Even more cleverly,
the power costs and areas of effect for the orders use the same progression
of numbers. On top of the base cost for the spell's order, though, the
caster must also spend a power point for each point of damage they wish
to inflict (using higher order spells allows more points to be spent).
Lower-order damage spells can also be boosted to higher-order areas
of effect, in return for increasing skewing of the power-to-damage ratio.
Three. Puns (for example, the traditional Knock spell is here labeled
"Open, Sez Me". Oh, the humanity!). Pop-culture references (the whole
spellsinging realm, in fact, uses many references to well-known songs
for spell names). Massive rolling of eyes.
The third point aside, the magick system is – to damn with faint praise
– largely an improvement over the *D&D rules it is clearly descended
from, if only for its increased consistency and intuitiveness. These
particular rules are probably the trickiest part of the entire system,
but (again) they do not seem particularly unmanageable to me.
Unlike the other systems of this game, however, this one left a pedestrian
impression on me (as opposed to the "this really doesn't suck" impression
of the task resolution and combat, and the abusively enjoyable impression
of the character creation and special powers). SenZar magick
is still more interesting than, oh, Imagine magick, but again,
I am reminded that I was promised the ultimate in fantasy role-playing.
Immortality
SenZar's assault on the black rainbow of traditional fantasy
gaming would hardly be complete without rules on becoming a god.
Immortality can begin when you have 100 Power and get to 20th level
(yes, under the "40 levels more powerful" theory of SenZar godhood,
that also means three of the last four gods of the Sumerian pantheon
– ranked 20/15 and 10/5 – were actually mortal, but let's not dwell
on that). Once there, you get your choice of three different kinds of
godhood.
You could become a deific god, which is what most of us think of when
we hear the word "god": worshippers, avatars, pantheons, home "spheres"
(planes) of existence and the psycho-sensual experience of being bound
to them, that whole act.
But that's rather boring. You want a type of godhood where you can
still go around, beat on things, and hoard without having to incarnate
as an easily-murdered avatar.
And that brings us to the material godhood, where you have all your
power without having to wait for someone to make the idiot mistake of
setting foot on your home sphere, a unique "prime power", and other
material gods to waste and hoard power from. And after distantly remembering
all that screwing around you did with the Status special power at 1st
level, the Creator will probably force you to do a lot of wasting and
hoarding in self-defense, because new material gods get to choose sides
in the probably un-winnable Dragon's Game. One side would be the more-or-less
"good" or "Anshadar" side, who serve the Dragon and seek to maintain
the status quo against the more-or-less "evil" or "Shadar" side, who
serve Chthon (who happens to be a deific god, by the way). Either way,
you automatically get a free, personal nemesis among the gods on the
other side. But we already had a bad attitude anyway, right?
If finding ways to perpetrate god-level serial killings without actually
triggering yet another of SenZar's God Wars doesn't appeal to
you, perhaps you would like some calculatedly pointless insanity, bringing
us to the third kind of immortality: that of the "eternal". As an eternal,
it will be the purpose of your existence to play in a vast, endless,
meaningless, bizarre game where you gain power by visiting humiliation,
lunacy, ruin, and tasteless humor upon your fellow eternals and the
rest of the universe in general. This, of course, is vaguely reminiscent
of Immortal: the Invisible War, another sadly flawed game in
which immortal factions seemed to spend staggering amounts of time and
effort debasing one another.
There is an upside to all this, though, other than being able to cast
primal magicks and being rather difficult to kill – finally being able
to buy your attributes over 20 and getting more than 5 actions per round.
You also start going up levels in steps of 5 now, not a piddly 1...and
you even get all the benefits of all the "skipped" levels, too.
On the other hand, the immortal rules is also the part of the book
where the poetry begins. Yes, horror of mind-blasting-strange-aeons-even-death-may-die
horrors, Todd King's poetry is in this very book. The man is merciful,
though – there are only two poems (assuming I haven't repressed anything)
and they aren't even the worst examples of his work. Really, there are
at least a couple on his poetry page (www.senzar.com/ebard/sothisisamerica1.html)
which are not entirely dissimilar to the "Happy Noodle Boy" rants from
Johnny the Homicidal Maniac – for serious poetry, this is a Bad
Thing.
A Final Aside
One thing that is conspicuously missing in SenZar are monster
statistics of any sort, relegated to a future sourcebook. This is really
one of the things they should have remembered when they were trying
to one-up the old school games – there aren't a lot of things more murderously
irritating than buying yet more monstrous compendiums. From the various
hints in the descriptions and creators' off-hand comments, SenZar
is clearly inhabited by a wide variety of monsters and villains, but
you'll never know what all they can do from this book alone. Since the
creators at least put in rules for determining experience points and
"kill factors", this is probably forgivable. It's not like I haven't
run so many trillions of games that I can't make up new monsters and/or
statistics if I feel like it.
Something a bit harder to ignore is the general lack of world information.
There's a not-extremely-detailed world map. There's also a section on
cosmology, planetary bodies, deities, languages, the zodiac, and the
spheres of influence as well as the general history of SenZar, all eight
ages of it (nine, if you want to count pre-history).
As far as it goes, the information provided about the ages isn't exactly
a horrible attempt at world-building – It's about par for the course.
Not ultra-inspired, but still allowing giving us plenty of excuses to
go kill things without having to roll our eyes. But it's hard to judge
farther than that – I particularly think the information for each age
needed to average more than about two paragraphs. The creators encourage
to set your campaign in any damn age you like, but as it is, we have
just enough information to know who's in charge and whose asses we would
be kicking for who.
Then there is a description of the three largest magick schools (good,
neutral, evil...), which are a bit more detailed, but also largely there
to describe what spellcasters can hoard for enlisting.
Overall, I feel like I almost learned more relevant info about the
world from reading the race, class, artifact, and other descriptions
than I did from the sections that were actually about the world.
End Game, or "Oh, God, where have I been?"
For those who haven't already suspected, it is possible that I went
temporarily insane during my extensive studying of SenZar – I
can only vaguely remember writing the review before this point. Reading
back over my work now, I see that I have somehow achieved a rambling,
stream-of-consciousness tone. Beautiful...and yes, beautiful through
the same intense sarcasm that would make this a great game.
It is pointless to deny that SenZar is every bit a re-write
AD&D, probably built from house rules that were in the creators'
personal use for years before this book ever saw print.
However, unlike most throwbacks to the hack-and-slash era of gaming,
SenZar is (mechanically speaking) an eminently playable re-write,
far more simple and flexible than Rolemaster, Palladium,
and many other class/level systems that are still around today (and
will probably keep coming out). If we could forget everything else and
simply consider SenZar as a rules system, I would feel safe in
saying that it does not suck anywhere near as much as we have been lead
to believe.
Unfortunately, SenZar's rules are not great enough to make
it the ultimate in fantasy role-playing, and its writing contains many
elements that, to be blunt, must (and should) be seen to be believed
– don't even try to imagine you've seen more than a glimpse from this
review. In my dubious opinion, there is nothing inherently wrong
with the kind of munchkin attitude SenZar champions, but it falls
just short of the kind of style it needed to pull it off (particularly
humor-wise). There are also, as I have pointed out, certain "issues"
in the game that really should have been addressed.
To give any single rating to SenZar is probably impossible,
and the set I've given it (based on how much "entertainment" I personally
got out of it) are probably debatable in all kinds of ways. Almost more
than any other game, SenZar's entertainment value depends crucially
on what kind of gamer you are.
If you're a power-gamer straight out of Knights of the Dinner Table
and simply want a game and rules that will let you slash, burn, pillage,
and count the xp's without getting in your way or making you take things
too seriously, SenZar leaves just about everything for dead,
short of The World of Synnibarr.
If you're a fantasy gamer who is something less than a total death-monger,
I would have been able to recommend SenZar if its writing and
style were better-implemented.
If, like me, you're a gamer who likes to read these things MST3K-style
(never mind that brave Kevin Mowery was at some point writing a wonderful
MST3K-ification of The Seven Stars, the first SenZar novel),
then believe me when I say that you've just gotta see this thing, although
– as with all bad games – avoid buying it at the new price and don't
try to read it in one sitting. (You can catch Mowery's stuff at www.io.com/~profbobo/download.html,
by the way)
On the other hand, if you are a "serious" role-player who already
looks down on *D&D players who hack and slash too much, then
you'll be fervently trying to get Sandy Antunes to lower the rating
scale down to 0/0 to properly accommodate SenZar. Still, if you've
ever wanted to know what it feels like to lose sanity points, you could
try the hilarious absurdity of running Powerkill with it.
And if you're just someone who forgot how your browser's back button
works way back at the start of this review, I don't know what to say
to you.
Or you might be someone else. One of the morbidly curious. I can't
make recommendations for all of you. But maybe you have enough information
now to take that up for yourself.
Style: 2 (Needs Work)
Substance: 4 (Meaty)