|
|
|
|||
| ||
|
Aberrant Player's Guide
Capsule Review by J.T. Parton on 08/02/01
Style: 2 (Needs Work) Substance: 5 (Excellent!) Useful and entertaining, despite a poorly done layout. Product: Aberrant Player's Guide Author: Andrew Bates, Bruce Baugh, Deird're Brooks, et al. Category: RPG Company/Publisher: White Wolf Game Studio Line: Aberrant Cost: $25.95 Page count: 190 ISBN: SKU: Capsule Review by J.T. Parton on 08/02/01 Genre tags: Superhero |
Reading through the APG is a lot like making cheese. You have to scrape off the layers of mold to get to the good stuff. Scattered about the book are new enhancements, techniques, and the usual merits and flaws found in similiar White Wolf player guides. Also included are Level 4-6 powers, rules for gadgets, expanded character options, and an introduction to "psiads." Unfortunately, the poorly done layout hampers this otherwise useful book.
The introduction, written by Aberrant developer Kraig Blackwelder, is a three page essay that insists the game is not about superheroes. The long-winded tirade contained all the desperation of a prepubescent lad trying to convince his girlfriend to have sex with him. This reviewer would much rather see a friendly welcome than a contrived introduction explaining why I'm not playing the game correctly. The first fourty or so pages focus on the reality (as it were) of being a nova. Topics include persona registration, laws and legal systems, responsibilities and hassles, the ever growing exploration of space, and how backgrounds can be cultivated inside various power groups. Though less than 10% of the material would be of constant use to the GM, it does provide an entertaining and informative look into the subtleties of nova life. For players, this information is as good as gold. What follows next is a confusing whirlwind of useful information set in no particular order. While I enjoyed the four pages covering the topic of eruptions, I found it a bit odd to be followed up by ideas for a historical Aberrant game, chased closely by the section about psiads. It is the book's saving grace that these sections are highly useful and detailed. The psiad information in particular is very well written and adds greatly to Aberrant's already stunning amount of diversity. Being a Trinity GM as well, this reviewer was pleased with the conversion notes, though certainly others will have no use for such Trinity fare. The much needed errata (which has been on the net for quite some time)is included, followed by four pages packed with interesting and useful rules variants. Game masters will get a lot of use from them, though players would do well to skip ahead. Most of the merits and flaws have been recycled from other White Wolf games, leaving them neither horribly flawed or too terribly exciting. Backgrounds are given three to four paragraph writeups, with the Eufiber background given more detail and examples of its versatility. Though the new Abilities are limited in focus, they do help create and customize characters. The same can be said of the new aberration ideas. About two pages are dedicated to making powers personalized and, dare it be said, more like how superheroes manifest their powers. It's nice to see the developer consider those lowly fans who dare utter reference to Aberrant as a "superhero" game. The next twentysome pages contain useful new enhancements, powers, extras, and techniques. Though a little of the material in uninspiring, most of it provides a wealth of new ideas. The godly potential hinted at in other books comes into fruition with the APG. Included are rules for novas with Quantum 6 , as well as Level 4-6 powers. It amuses this reviewer to no end to read rules on how to create a universe. Unfortunately, inconsistent layout follows the godlike abilities with more power customization. Granted, both sections are excellent, but the poor layout is noticeable. Five or so pages cover gadgeteering, making it legitimate for so-called "Iron Man" novas to exist. To protect its connection to Trinity, a sidebar explains that most gadgets were either destroyed in the Aberrant War or confiscated by Aeon and kept secret. The rest of the book contains examples of alternate groups and organizations a character can be a part of, rather than the setting's default allegiances. Included are NPCs, story ideas, and an altogether entertaining view of diversity among novas. Most art within the APG is both utilitarian and inspiring. While no art critic, this reviewer particularly enjoyed the anime-style pieces. Of course, this has largely to do with personal preference. In summation, this book is very helpful for both GM and player alike. It contains a multitude of new toys, tricks, and expanded character info that will no doubt find its way into most games. Though the book suffers from a horrendous layout, the material within more than makes up for it. | |
|
[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ] |