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The Metabarons Roleplaying Game | ||
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The Metabarons Roleplaying Game
Capsule Review by Kevin MacGregor on 19/03/01
Style: 5 (Excellent!) Substance: 4 (Meaty) Good, clean system with the best art on the market, drawn by Moebius and Jodorowsky, and supported by a monthly comic, to boot! Product: The Metabarons Roleplaying Game Author: Peter Schweighofer Category: RPG Company/Publisher: D6 Legend, Inc. and Yeti Entertainment S.A. (Europe) Line: Cost: $30.00 Page count: 288 Year published: 2001 ISBN: 1-930753-50-0 SKU: Capsule Review by Kevin MacGregor on 19/03/01 Genre tags: Science Fiction Far Future Space Espionage Conspiracy |
Any fan of science fiction and RPGs has probably looked with longing at a favorite work--whether a film, a comic, or a series of novels--and wished that someone would develop it into a full-fledged RPG setting. Long ago, in a corporate environment far, far away, West End Games produced the Star Wars RPG, one of the most heavily supported systems ever. Now, fans of the Metabaron need wait no longer.
The character of the Metabaron is the brainchild of legendary artist Moebius and Alexandro Jodorowsky. If you aren't already familiar with their work in other titles, do yourself a favor and check it out. The Metabaron, greatest warrior of his era, first appeared in a graphic novel called "The Incal." He was so popular that he took on a life of his own, and the history of his clan is now the focus of a series of graphic novels and monthly comics (I hesitate to call them "comics," knowing what the word implies to some Americans-this is ART, pure and simple). The comic series is a collaboration between Jodorowosky and Juan Gimenez, with occasional input from Moebius. It explores the universe of the Metabaron in ever-so tantalizing detail, each issue answering a few questions and posing many more--just the thing for GMs seeking inspiration for adventures and new challenges for players. Few RPGs can legitimately boast reference material like this. The Metabarons Roleplaying Game sets out to do one thing-explain how to create and play adventures in the limitless universe of the Metabarons, using the D6 System developed by D6 Legend (formerly West End Games). The game background is explained only well enough to get things rolling, but that's OK--covering every last detail from the comics would have taken several thousand pages more (that's what supplements are for, after all). Fans of the D6 system and the original Star Wars RPG will have no problem jumping right into the action, and the game provides new players with a wealth of informative essays on getting started. These tips may seem a bit tedious to RPG-veterans, but don't skim over these sections too lightly-they contain many suggestions specifically geared towards running Metabarons adventures. I never pass up a chance to read new articles on the subject of designing, running, and playing games--you'd be surprised how often you can find something new to throw at your players when you look at gaming from someone else's perspective. The 288-page, hardcover Metabarons rulebook is divided into five major sections: the Introduction, the Player Section, the Gamemaster Section, the Adventure Section, and the Universe Section. The Introduction opens with a short story by Aaron Allston and an entertaining learn-as-you-play scenario that sets the mood for the game and teaches the basic rules and concepts. Much of this section is geared toward players unfamiliar with the Metabarons Universe and roleplaying in general. The Player Section explains character creation and the use of skills and psionics, and gives many illustrative examples of play. Character creation is straightforward and simple to comprehend, but allows for a high degree of personalization. Seventeen character templates make things easier for beginners; new players need only assign a few points to skills to start playing, but with the GM's help, anything on a template can be changed to suit the player. The templates represent a good cross-section of careers (excluding the Metabaron class--this is the story of the PCs' heroism, not a rehash of the Metabaron's life). The Player Section also outlines the use of Honor and Amarax Points to fight what is known as the Necro-Dream, one of the defining concepts of the game. In a nutshell, Government and Big Business are wholly devoted to pacifying and sedating the masses. They do this by providing the ultimate in luxury and stimulation for nearly nothing, creating what is known as the Necro-Dream-a state of total passivity, ultimate pleasure, apathetic laziness, and subservience to the Powers That Be. In a universe where even love has nearly lost its meaning, one must fight to resist the siren song of an easy, unobtrusive, sheepishly obedient life. Characters manage to rise above the Necro-Dream by adopting their own unique Codes of Honor. Adherence to these Codes is rewarded with Amarax Points, used to modify the outcome of skill tests or resist the temptations of the Necro-Dream. Six codes are provided as examples to either use as-is, or modify for individual tastes. One such code is called Bushitaka, the path of the warrior. To its adherents, there is no honor in compromise, and victory is the highest virtue. Another code is called Fuga. Its followers embrace the idea that standing and fighting to the bloody end is no more glorious than running and living to fight another day; fame is found in the objective of the action, never in the means employed. Life in the Metabarons Universe is never black-and-white, and many live their whole lives without catching a glimpse of the difference between Good and Evil. Players may use any of the Codes of Honor provided in the game, or even make up their own, but all will be difficult compared to the insidious allure of the Necro-Dream. The Gamemaster Section presents the rules in detail and gives plenty of advice on running adventures. It also covers movement, ground and space combat, healing, and space travel. The basic D6 system is very simple--players declare an action, roll the appropriate number of dice for the skill, and compare the result to a difficulty number. That's it. Everything else expands on this principle. I was happy to learn that the system consistently adheres to this idea throughout (unlike some games, where you have to wade through several layers of tables and charts to determine the outcome of a skill attempt). The Adventure Section gives guidelines and plenty of advice on designing and running adventures, and includes another adventure, The Maganat's Daughter, which starts out as a simple quest to locate a missing girl, but soon turns into more than the characters expected. It stands alone as an introductory scenario, but could also serve as a springboard for a campaign. The Universe Section gets to the meat of the matter-the background, equipment, weapons, armor, and vehicles of the Metabarons Universe (definitely a section that players should avoid reading, as many adventuring surprises come from these pages). The Metabarons Universe is just that--Humanity rules nearly the entire universe, and intergalactic travel is common (some aliens maintain sovereignty in isolated systems, but they are usually held in check by the paranoid bureaucracy of the Imperial government). In fact, Humanity knows of several more universes that exist in alternate dimensions--all hold terrors and delights, and any can spill over into Human space without warning. The Universe of Humanity is ruled by the Emperoress, a bizarre male-female conjoined twin/hybrid entity that wields tremendous power and wealth. Protecting the Emperoress and enforcing His/Her will are the Endoguard, millions of fanatically loyal and nearly unstoppable soldiers equipped with the best weapons, armor, and ships available (next to those of the Metabaron, of course). Balancing the power of the Emperoress are several major groups-the Techno-technos are a far-ranging cult devoted to the preservation and advancement of technology. The Maganats are the aristocratic Households whose members struggle for favor at the Imperial Court even while plotting to oppose Imperial maneuvering in their own planetary systems. The Troglosocialiks are a fringe confederation of semi-independent States that believe in preserving Nature and independent rule. StellComm manages and regulates interstellar trade under the aegis of the Maganats. All of these groups, and many others, including pirates, terrorists, mutants, renegade Endoguard, warlike aliens, and extra-dimensional entities all make life interesting for the Empire. Besides the setting, this section describes alien creatures, personal equipment, weapons, armor, and spaceships. It presents a cross-section of the creatures and equipment presented in the comics, and while it isn't all-inclusive, it does list enough to start your own war. The authors wisely chose to give stats for my personal favorite from the comics-the Lancet, the coolest starfighter design to appear in a roleplaying game in ages. New GMs that are unfamiliar with the Metabarons comics may find one small thing distracting, that being the rules examples commonly refer to events from the comics. While knowledge of the story-arc isn't necessary for understanding the rules, I found it very helpful from a GM's perspective to have already read the comics. The book finishes with a collection of useful charts and tables, a blank character sheet, and, joy of joys, an index! I cannot stress enough to game publishers that they should always provide an index, especially in thick game books. As a side-note, The Metabarons comic series is currently on its 11th issue in English. Those interested in the story may feel hard-pressed to find back-issues, but don't worry-Les Humanoides Associes plans to release a graphic novel in April entitled "The Metabarons: Path of the Warrior," which collects the first five issues in one volume. Look for it-I guarantee you won't be disappointed. Besides, nothing is better than being able to show your players a picture of their predicament after explaining to them, "You stand at the Fortress of the Castakas with only thirty fellow warriors, surrounded by a veritable ocean of Endoguard intent on erasing your memory from the Universe." To borrow from a recent TV ad campaign, "Buying a graphic novel: a few dollars. Showing your players a lush, detailed painting of their fate, created by some of the greatest talents in the field today: priceless." Much of the RPG's art is taken directly from the comics or created specifically for the game by the comic's artists and several very talented individuals. Many companies offer great rules, but their art suffers from low budgets or poor contracting decisions--in my humble opinion, The Metabarons has the best art in gaming today. In summary, The Metabarons Roleplaying Game wins on all counts, and deserves a place of honor on every shelf. Fans of Frank Herbert's Dune setting will especially want to check this out. | |
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