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Gatecrasher Second Edition

Author: Michael Lucas
Category: game
Company/Publisher: Grey Ghost Games
Cost: $18.95 US
Page count: 208
ISBN: 1-887154-01-9
Capsule Review by Kevin Mowery on 03/16/98. Genre tags: none

One of my gaming buddies bought the original Gatecrasher years ago at a local con. We loved the concept of a somewhat comic game based in a universe where magic has come back and co-exists (sort of) with technology, but the system was clunky to say the least.

The second edition of Gatecrasher improves a lot on the original just by conversion to FUDGE rules. The rules are straightforward and simple, and character creation, which used to take quite a while, is now handled swiftly and easily. As a total novice to the FUDGE system, I was able to create my first Gatecrasher character 15 minutes after printing off a character sheet.

But the difference between Gatecrasher and the FUDGE rules is the setting. Thousands of years ago a wizard carved an interdimensional gate into the surface of Ganymede to try to stop the decline of magic. It failed, but was reopened in the late 22nd century by an unfortunate miner. Two centuries later, the solar system is very different. Magic and technology have a hard time co-existing, so some worlds are high-tech, others are high-magic, and a few are both. Or neither. The earth is a complete shambles, with variable laws of nature all over the surface and is currently quarantined by the Lunar government. Characters can be Angels, Demons, Wyverns, Dopplegangers, robots, cyborgs... or humans, for you traditionalists.

Needless to say, the adventuring possibilities are pretty much endless. Almost too much so. Most of the book is dedicated to character creation and magic and technology rules, which leaves all too little space to really develop the game world. Some people will love that, since it gives them permission to do anything they want. Pesonally, when I'm buying a game with a specific setting (instead of just the core FUDGE rules) I like to have a quite detailed setting. I find that the more you know about the setting, the easier it is to think up adventures and characters, but I know that's not true for everyone.

I'm fond of Gatecrasher Second Edition, but I think it would be helped by a more detailed setting and less detailed magic and cybernetic enhancement rules. The current superficial world information lends itself quite easily to campaigns and adventures featuring lots of travel, where no one will be in any one place long enough to delve very deeply, but GMs wanting to go beyond that will have do do some world-building on their own.

Style: 3 (Average)
Substance: 4 (Meaty)

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