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Sun & Storm system

Author: D. Pilus
Category: game
Company/Publisher: Storm Press
Line: Sun&Storm
Cost: 12.95 each
Page count: varies
ISBN: 0-9636551-0-8 & 0-9636551-1-6
Capsule Review by Troy on 08/08/00.
Genre tags: Fantasy Post-apocalypse

I don't know when it happened, but one day, Dave Pilurs was sitting around and came up with a "primo-dynamite" idea for game system. That system was the Sun & Storm dark fantasy gaming system. Unfortunately, dark fantasy in general and Sun & Storm in particular seem to have vanished into the mists of time, forgotten by those who'd rather strap on a pair of plastic fangs or hunt down an ogre or three. So, you're asking, "Troy, what's dark fantasy? What are you talking about?" Patience, please. Dark fantasy is that alter-ego of the light, frivelous stuff you're used to. It's nice to play the lightning-throwing wizard or the brave, armored knight. It's nice to run around slaying dragons and reaping rewards that would make Midas turn green with envy. It's nice to know that you can find a comfy inn somewhere, or just build your own castle, to rest after a hard day's adventuring. But, there comes a time in every gamer's life when he/she wants something deeper to bite into. *That* is where dark fantasy comes in to play. A bleak world is dark fantasy. A world in which overcoming the odds means more than some coinage, a magic sword or three, and the princess's hand; a world in which survival is more important than victory. Sun & Storm fulfills that niche more than adequately. The system is set up for an easy single decahedron (10-sided die) for all rolls. The game mechanics are simple to learn, because they all make sense. Yes, that's right, a role-playing game where things *make sense.* There are no levels, no generations, no such things as those, just your character's physical and mental attributes and his/her skills. You want to beat the more experienced swordsman? Well, just work to increase your Longsword skill. However, things aren't so simple as that. The game setting is a shattered, forgotten world. The Enchiridion (sourcebook for players, equivelent to a PHB) sets the stage with a vivid tale of light rising out of the darkness, darkness shattering the light, the light growing in power and finally triumphing over the darkness. Of course, if things were to stay so bright and cheery, this wouldn't be dark fantasy. The malevolent Storm Wyrms (big, nasty, and mean dragons with god-like powers) and the benign Sun Wyrms (diametrical opposites to the dispositions of the Storm Wyrms, but equal in power) become locked in a struggle to annhialate each other. Long story made short, the Sun Wyrms create miniature terrariums that we might call "worlds." Life grows on these worlds, sometimes budding with intelligence. Sun & Storm takes us to one of these terrariums called Merdesaur, which is watched over by the kind Sun Wyrm Saurileth. The story continues to provide a full plot for the game system, detailing the rise and fall of civilization on Merdesaur all the way to the terrible Invasion that claims the last beacon of hope for the living. That's the plot of Sun & Storm: you are a survivor of a massive cataclysm, and the dead are hunting for your blood. Now, before you say "Troy, so far you've just babbled incoherantly and now you're telling me that the situation is totally hopeless?" continue to read, I implore you. The Enchiridion is merely 95 pages thick. Before you scoff at the measily number, take a look inside. Sure, the artwork may not be the TSR or White Wolf quality that those big games may get you used to, but it's hardly terrible, either. The text is laid out with a clear, logical process that makes the book mostly a guide to character creation more than anything else. The manual provides detailed explanations and numerous examples for how the system works. The system is easy. I can't stress that enough. A grade-schooler could understand the basics of this game through explanation alone without ever reading the manual. That's not to say that it's a never-ending series of redundant information, but that it is organized logically and in an easy-to-follow format. The text is accompanied by side-bars that provide the reader with additional information in the form of humerous conversations taking place between GM and player, or player and player. The entire manual does a fantastic job of drawing the reader into the game world to heighten the gaming experience to its fullest extent. In addition to this, it cuts through all the usual problems assosciated with understanding by providing its information in a direct, person-speaking-to-person format, rather than the old "fyi" set-ups. In other words, forget the classic "Your character could have an agility score of 12, which would allow you the accomplishments of..." blah blah blah, and make it "You've got a high agility score (12), which'll pretty much let you get away with...." Perhaps the greatest benefit of the system, however, is its powerful emphasis on role-playing. Unlike many systems where you grind out a character, this system fully motivates the player to create a hero. I can think of no other gaming system (and believe me, I've tried more than a few) out there that gets the player into character before he/she even sits down to the game table. I've included the information for the companion guide The Codex above. The Codex is the equivelent DMG of the game, and provides detailed explanations of story-line creations (for those of us who are in the habit of running all the time and need a blast of inspiration...), magical and technomantic item manufacture, and tips to make the game better over-all. The key to Sun & Storm is its setting. The game is more than a standard, run of the mill sword and sorcery genre. It's a bleak world where description is vital. And, one of the great things is that, unlike many systems out there, there's none of that "Intelligence" or "IQ" statistic rating. There's a Perception that'll give you the clues, but it's still up to the player (not the character) to infer what those clues mean, and react accordingly. No more of the "Roll for surprise." Now, it's "Give me a PER check. You pass? Well, you notice there's a rustling in the bushes to your left, and the swirling mists ahead of you part just long enough to reveal the glint of light reflecting off of polished steel..." All of which brings me to the combat system. Wow. I can tell you this, there are none of those wholes that you find in most other systems. Everything makes absolute sense, from the "initiative" (called, appropriately, Combat Advantage) right down to the act of attacking itself. No longer are you going to be reaching for a set number of 10-siders in order to inflict damage with that knife, now how good you are at using the knife *really does make a difference!* Following the easy-to-follow rules of the system, the combat scenarios make computations and rolling quick, simple, and mechanical, so that you can get on to what's really important: keeping up the suspense of the action and concentrating on role-playing every satisfying time you drive the point of your halberd into the lifeless, withered heart of your opponent, feeling with trepidation every instance when his buddy beats on the back of your armor with his cudgel. So, what can I say that hasn't been said (and I'm sure you're thinking I've said more than a mouthfull)? This game is absolutely fabulous. The system is easy to learn, simple to understand, and satisfies those players who are always saying "well, how come I can only swing my sword once during a full minute?" because it makes total sense. The setting is big on fantasy, which may intimidate those who are more comfortable with rolling the dice and reading the results, but to those who make their gaming pals look at them funny when they read their missed shot as "I fire my crossbow dead at the eyes of my horrible opponent. -roll, miss- In a strange quirk of fate, he turns his face to the side just in the nick of time, pulling back as he does so, so that the fletching of the bolt barely touches his arched nose. He turns back to me, murder in his eyes," ...well, those players will find themselves right at home. All in all, a great buy if you can find it. The system is sure to provide hours upon hours of excitement that is rare to find nowdays in rpg's. The system is quick and simple, the story is well-developed, and the opportunities are limitless!

Style: 3 (Average)
Substance: 5 (Excellent!)
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