RPGnet
 

Heaven & Earth 2nd Ed. Players and GM Guides

Heaven & Earth 2nd Ed. Players and GM Guides Capsule Review by Stephen Joseph Ellis on 29/04/01
Style: 5 (Excellent!)
Substance: 2 (Sparse)
Heaven and Earth is perfect for fans of Twin Peaks, American Gothic, Millenium and Brimstone but not for people with metaplot-phobia!
Product: Heaven & Earth 2nd Ed. Players and GM Guides
Author: J.Mackintosh, J.Phythyon and L. Soulban
Category: RPG
Company/Publisher: Guardians of Order
Line: Heaven and Earth
Cost: $20 or £13
Page count: 128
Year published: 2001
ISBN: 1-894525-26-4 (Players) and 1-894525-27-2 (GMs)
SKU:
Comp copy?: no
Capsule Review by Stephen Joseph Ellis on 29/04/01
Genre tags: Modern day Horror Conspiracy Gothic Diceless Other
INTRODUCTION

Guardians of Order (GoO) recent release of the Heaven and Earth 2nd Ed. RPG (H&E) is another in the line of the theological defiance style, a small genre consisting of such games as Kult, In Nomine ,and Armageddon. Using on a poker card-based variation of GoO’s Tri-Stat rules, it subject matter is the war between Heaven and Hell played out in a Twins Peak -like small town- Potters Lake. They have chosen to split this game up into separate softback Players and GM’s books unlike the unified 1st Edition but this review will cover both books and give a composite rating for the game as a whole. This game is based on the Cinematic style of GoO’s other games, such as the anime based Big Eyes, Small Mouth or the Hong Kong style martial art flicks of HKAT! This imagery and terminology is used throughout the game. Adventures are called ‘Productions’ and GM’s encouraged to utilise cliff-hanger endings. Clearly GoO want to establish similarities between the game and David Lynch's Twin Peaks as it mixes eccentric FBI agents, creepy supernatural horror, surreal dream images and small town secrets.

However, and this is a theme I’ll develop throughout the review- it struck me that the television comparisons don't stop there. It also embodies the spirit of such shows as American Gothic, Brimstone and Millenium. This games tradition is therefore that of cancelled American supernatural genre pieces. Many of these series’ were intelligent, stylish, coherent and utterly absorbing, but they all had one weakness- they were very much ‘cult’ or niche productions who dies due to lack of mass market appeal. And I’m worried that a similar fate awaits H&E. Indeed its arguable that the short lived first edition was the ‘quirky pilot’ to this slightly more commercial production.

This also leads to one of the most controversial writing decisions made in modern gaming- the tendency of certain games ( BNW and White Wolfs publications being the most notable offenders ) to treat their game material as a serial story-line. A metaplot that gradually unfolds through multiple publications before revealing the full details of the official setting to the purchasers of the game. Its a policy that I wholeheartedly oppose as the only reason I can see for it is too boost sales of supplements by purposefully providing an incomplete initial rulebook.

Such serialisation was perhaps the bane of the 1st edition of H&E which announced a 5 year story arc. I don't think a single supplement of it was ever published, though I don't know if this was because people were turned off by the length of the metaplot or other factors. Having asked around on the official H&E mailing list, I understand that the 2nd edition will reveal the full metaplot over the next 2 years. That to my mind is slightly better as it means that in 2 years I’ll just buy the last book and catch up on everything I’ve missed, which should minimise my necessary investment. Of course if everyone does that then the game will never publish a second supplement, let alone 2 years worth. Damn.

I’d much rather that RPG publishers would just try to write complete, usable games and stand on the quality of their writing and ideas rather than trying these slightly underhand methods of serialisation to hook their market share. After all this is a game where GMs must answer player questions on the spot , not a TV series which has the luxury of choosing its own rate of revelations. It smacks of them being unable to compete, and of hiding weaknesses in the system by addicting a core group of fans who simply must know how the story ends and what the background secret is. GoO have argued that all the clues to the metaplot are hidden in the 2 core rulebooks- however from what I’ve read, this isn't immediately apparent.

That major point aside, if you still feel able to invest in the rulebooks knowing that you are not going to get a complete picture of the game, then I’ll continue with the review.

ART & LAYOUT

Both Players’ and GM books are 128 page softback books priced at £13 each in the UK or $20 US. Margins are slightly large but not noticeably so on casual perusal. The books are littered with artwork of varying qualities, some of it startling and original, others much less so. Editing is generally excellent and indices are included though I question the wisdom of having the same ‘joint’ index for both books so that the Players index refers to secret stuff in the GMs book!

SETTING

The setting of Heaven and Earth is one of the more original that I’ve seen in a long time. Firstly it turns the usual Biblical story on its head, somewhat like Kult. Basically all of Creation is just a chess board for God and Lucifer and Mans souls are the playing pieces. Whoever wins over more souls, win the great bet between them. God has some advantages- humans are more likely to convert on the deathbed and atone for a life of sins in Satan's service. But then Lucifer gets all those atheists and apathetics who commit to neither God or the Devil. But the real twist to the game, and one that is revealed in the opening fiction of the Players guide is that Jesus Christ was something of an independent entity from God. His love for mankind leads him to rebel against God and fight for mankind's survival in the coming endgame or Apocalypse.

So how does all this theological heresy (to use the dictionary definition) translate into an exciting game for human level characters? Well this where the Twin Peaks/Trinity comparisons come in. Instead of having a global scope, this game takes the original and brave decision to zoom-focus on one small Kansas town of 15,000 people. The university town of Potters Lake is dominated by the surrounding natural beauty of the scenery and the local paper mill. St. Anselms college and the local Air Force Base provide natural sources of interesting characters. But Potters Lake is a magnet for weird happenings. Because you see there is something in the woods nearby. And something in the lake.

What's buried under Potters Lake? I don't know- line developer Lucien Soulban tells us that we will find out in later supplements, though it has something to do with the Biblical Apocalypse. Trying to read clues in the rulebook leads me to guess that one of the Horsemen of the Apocalypse or a Seal is hidden there, but it could be anything really.

The town is infested with near omnipotent angels and demons fighting for souls and ancient spirits and ghosts possessing people for their own purposes- this is definitely not a place that you want to stand in front of a mirror and say “Candyman, Candyman, Candyman”! One street in town fades in and out of reality- every resident has some childhood memory of the place but can never find it again. The local Grocery sits on the meeting place of 2 ley lines and people are rumoured to disappear while visiting the canned good section at night even as milk spoils prematurely.

Conspiracies abound- the New World Order-style Great Seal group has trained federal assets on the town. The FBI Red Tie conspiracy (a clear homage to Twin Peaks as they use the colour of the ties to indicate the paranormal nature of the cases they investigate) and Scanners like psychics observe the paranormal crimes happening in town. Both Templars, Inquisitors and Wicca covens also keep an eye on time, even as independent occultists sell their souls to the Powers that take an interest in Potters Lake.

Yet for all this, Potters Lake seems an ordinary place on first glance- much like the town of Trinity in American Gothic . People are only semi-aware of the weirdness and few have any idea of the true scale of the problem. Unfortunately your PC’s will become some of these few- perhaps as local social workers, visiting FBI agents or even native-born house wives. All have their uses and abilities, but what is lacking in the game is a common rationale for them to act as a team. Unless the GM tells players to create a pre-existing investigative group, then all the old problems of classic ‘Call of Cthulhu’ party origin occur. Why should a petite local housewife and mother of 4 accompany an eccentric millionaire and a FBI agent in investigating a haunted house? Doesn't work unless the GM desperately forces them together with some crude plot devices.

As it happens the starting adventure in the GM’s book assumes the party are all FBI agents, so the same solution that Delta Green applied to Cthulhu can work here too. That's a bit disappointing really, as I thought it would be great to map out the social positions in town, generate whole family trees and create a ‘planned community’ of NPC’s. Players would then create character within this great framework commensurate with their position. If for example someone wanted to be the local Sheriff, he would have to spend some mandatory character building points on gaining authority over his deputies, powers of arrest and dirt on other citizens. If he wanted to take Mervin the driver at the Air Force base as a friendly cousin, then he’d have to spend another character point, but would gain an inside line on the goings on in the base. If he rarely spoke to his cousin then it wouldn't cost any points, and if he took it as a flaw then maybe Merv would always be getting in trouble or tapping him for money! Characters would all be interrelated from ties of family, work or friendship. Their position within the community (such as who they got on with or feuded with) would be apparent and then from this most prosaic of tight-knit small-town background the supernatural elements could be added.

But I digress. Whilst such a setting for characters may be possible with lots of work from the GM, it isn't present in the two rulebooks. Three other options are however available at the GM’s discretion. Players could generate psychics (often hunted by the government), Magicians (often possessed by spirits) or ‘mules’ (often psychos driven mad by prior possession by spirits). Psychics are handled with a quick clean system that is reminiscent of such films as ‘Scanners’, ‘Carrie’ or ‘The Fury’. Magicians lack clear rules for their spell effects and there is a ‘Mage’-like reference to picking paradigms of magic use and the effect of disbelief by witnesses. I don't know if this is based on real life magical theory or practise, but otherwise is the Mage system without the spheres.

Mules are quite an interesting concept. Named after the Voudoun theory that spirits ‘ride’ or possess believers (or ‘horses’), mules are what is left over after the spirit has vacated a non-believer. Often suffering from missing time, horrific memories or emotional problems, these people have been fucked up by the supernatural. Now some try to make amends for the wrongs they committed while possessed whilst others become serial killers intent on resummoning the spirit through bloody sacrifice. All of these are optional character powers that may or may not enhance your game. 1st Ed players will be disappointed to learn that angels are no longer acceptable PC classes.

RULES

I’ll briefly discuss the rules here. I have to admit that I’ve yet to playtest this game nor used the Tri-Stat system before, so all this is based on my general rules experience of over a decade.

This system starts off promisingly with only 3 statistics- Mind, Body and Soul. These are rated at between 1- 10 for human PC’s. Most attribute will probably fall between 3-7 with the suggested pool of 20 attribute points. Unspent attribute points can be used to buy useful advantages like wealth, luck psychic powers, allies and equipment. Extra points can be generated through taking the usual spectrum of disadvantages.

Action resolution is based on a traditional 52 poker card system. Players draw 3 cards and play one that is below their relevant statistic to succeed. They then keep a single card as an emergency ‘hand’ and draw up to 3 for future actions. e.g. to leap across a gap between roofs, a character with Body 5 must draw a 5 or less in his 3 cards. If he gets say an ace, a 5H and a King of diamonds then he may as well play the 5, discard the King and keep the ace as, ......well an ace in the pocket. The greater the difference between the stat and card played, the greater the degree of success or failure. The suit of the card can also affect the action as Spades are linked with Body actions, Clubs with Mind and Diamonds with soul. Hearts are neutral, but the other cards modify the value of the card drawn up or down if its in accordance with the action or in opposition. Opposed actions (such as arm wrestling between 2 PC’s) are resolved by measuring the degree of success of both parties draws.

This seems to be a reasonably elegant system, though from experience with Deadlands I fell that card mechanics take slightly more time to physically resolve than simple dice rolling. Combat could slow down with multiple opposed attack and defense manoeuvres. High damage powers versus average humans could kill in one hit, making things somewhat lethal. Appropriately enough this is a lot like Cthulhu which discourages violence by making investigators very fragile.

The Psychic powers are reasonably clear, but the magic rules are largely freeform or GM discretion. I expect some demands for a Magic supplement in the near future.

GM’s INFORMATION

There are a few things in the GM’s book to distinguish it from the Players Guide. It has the usual section on running a good game, but then dives into examining the classes of monsters known as Spirits and the Host. Spirits get a write up on their different types (sentient vs.. non-sentient etc.), powers and possible motivations. (such as a Titan class spirit embodying the concept of vengeance- very Mage or Werewolf). The Host are the angels and demons of the world. The is only 3 pages on them which basically say that they are: a) unknowable b) nearly omnipotent compared to PC’s c) rarely met unless at a seasons end episode.

Mules and psychics also make for good bad guys but they are already covered in the Players book. The is some weak stuff on Potters Lake secrets- but not really enough to run with without ruining the official continuity when ever it comes out.

Some reasonably good fiction is interspersed between chapters which concern a Twins Peak like FBI investigator (the psychic one from the prequel movie who disappeared- I forget his name), some dopey young Christians high on angel supplied drugs which lets them see the divine and an interfering Jesus. And its got a local sheriff scornful of the FBI and an angel who makes Lucas Buck look nice.

The concluding part of this book is the suggested adventure that starts off a lot like the Silence of the Lambs movie (Fed PC’s investigate serial killer that removes women's body-parts) but ends up with a Cthulhu like race through dark woods fighting an invisible enemy and stopping a ritual summoning. That said is a quality piece of adventure writing with good forensic detail, many important Potters Lake residents introduced and a reasonably open story line/murder hunt. If GoO can keep up this kind of adventure writing then they should do well.

CONCLUSION

The basic premise of Heaven and Earth is reasonably promising. Its an interesting take on Judaeo-Christian theology, though one that may offend some believers. As game material, the real strength can come from 2 places.

Firstly the rules are open enough and detailed enough to run any type of supernatural TV or movie thriller. Want to play American Gothic the RPG ? This game will do it. Want to run through Scanners ? Again this will do it. Want to simulate ‘Brimstone’ or the ‘Prophecy’? This game has the power range for the angels to do it. Its relatively freeform, and fast flowing to keep up with the action in a way that other games couldn't quite simulate.

The second element of the game that adds value is the decision to focus on a microcosm of the world. Instead of trying to stretch themselves too thin by covering the globe, the focus on small town Potters Lake with its unique concerns and cast of characters promises a unique play experience. Hopefully PC’s will develop a real local knowledge for the town and treat it as a living environment rather than generic scenery. Unfortunately this level of hyper-detail isn't present in these core rulebooks. Hopefully the upcoming ‘Welcome to Potters Lake’ sourcebook due out this Autumn will correct this. Something with the detail of ‘Arkham Unveiled’ or ‘Escape from Innsmouth’ which details family trees, NPC’s down to the last grocery clerk and maps locations would be perfect!

If not, then it sounds like a perfect project for a home-brew campaign.

But what weaknesses does this game have? Obviously I’ve spoken at length on the metaplot serialisation and how it would be hard to continue a campaign past the starting adventure as the GM’s Guide lacks suggested plot hooks. I’d also dispute the decision to put the information on God, Jesus and Lucifer's game into the Players guide introduction as that just ruins the whole surprise of the game. And why include material on magic, psychics and mules when the concept is that PC’s play ordinary people gradually drawn into the surreal and mystical goings on of their hometown?

Nope, in order to keep these twists away from any group I played with, I would be forced to restrict their access to the Players Guide and talk them through Char. Gen. instead.

The rules seem OK, though as mentioned I never playtested them. I’m confident that their simplicity and action mechanics would make for a quicker and more cinematic game than say Dungeons and Dragons though I wonder at the lack of cards instead of dice.

So, having bought these two books myself, would I recommend others do the same?

Well, if you have an interest in cancelled genre TV series, or cult movies then yes. You can easily use this system for one off games or longer homebrew campaigns. it would be brilliant for the shows and films I’ve mentioned throughout the review.

If you want to run this game as written in the Potters Lake setting then the decision is less clear cut. If you can afford to buy further supplements and have the patience to watch the metaplot develop then by all means go ahead. Otherwise the GM must be prepared to write their own campaign and detail the town, inspired by the material in the rulebooks, but probably diverging from the canon quickly. Given GoO’s success with Anime, then I predict that the next two years material should be produced. Past that there is no guarantee it wont be cancelled due to lack of interest in the same way as the shows it takes its inspiration from.

Style Rating- because of the good editing, reasonable artwork and original concepts, this gets a high style rating of 5.

Substance- the rules are complete and seem competent, which would render a high individual rating of 5. But because the setting is inadequately detailed without further purchases, I’m forced to down grade it to a 2- Needs Work.

Stephen Ellis, April 2001.

Go to forum! (Due to spamming, old forum discussions are no linked.)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.