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Weird War II: Blood on the Rhine | ||
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Weird War II: Blood on the Rhine
Capsule Review by Elton Robb on 24/08/01
Style: 5 (Excellent!) Substance: 5 (Excellent!) Weird War II: Blood on the Rhine a horror game based on World War II, and is an excellent treament of the War in a roleplaying game. Product: Weird War II: Blood on the Rhine Author: Shane Lacy Hensley and John R. Hopler Category: RPG Company/Publisher: Pinnacle Entertainment Group, Inc. Line: Weird Wars (D20) Cost: 25.00 Page count: 187 Year published: 2001 ISBN: 1-930855-35-4 SKU: 18001 Comp copy?: no Capsule Review by Elton Robb on 24/08/01 Genre tags: Historical Horror Espionage |
What do you get when you get when you combine World War II with the Horror Genre of Roleplaying Games? A Roleplaying Game that exaggerates World War II into a mythic saga. And that is what Weird War II: Blood on the Rhine presents. The game is a way of experiencing World War II without talking to your Grandfather or, in some cases, great-grandfather of what he experienced during the war.
So how does this stand up to my Criteria for a good World War II roleplaying game? My Criteria are thus for any Historical roleplaying game, whether it was World War II or the Age of Vikings, Celts, or what you will. 1. Historical Accuracy: We have more records of World War II than any other War in history. Propaganda films, hollywood movies, personal stories of those who were there, MovieTone News, the horrible fates of the Jews at Austwich Prison Camp, to actual photographs, etc. 2. The Crusade: The European Theatre of the War was really a Crusade to stop Hitler from gaining more political power. A powerful mad megalomaniac to his enemies, and a gentleman to those who personally knew Hitler; any Roleplaying Game about the European Theatre should cast the players as Allied heroes against the evil of the Nazis. 3. Most of the German Army should be painted in light that they are trying to survive in a world that has gone mad with bloodshed. Most of the German Army were not loyal to Hitler but to Germany, and were fighting for Germany's causes (a good example is Germany's best commander at the time: General Erwin Rommel). Weird War II: Blood on the Rhine does this Admirably. In this historical horror RPG, Negative Arcane Energy is created by conflict and Battle, bringing many of man's fears to life. To Exaggerate the horror of War experienced by our World War II veterans, Wierd War II pits the allies against armies of German Brutes (orcs), Reanimated Dead (undead), and Nazi Wehrwolves (Werewolves, the Nazi's secret operatives), and the Supernatural as wielded by Nazi Blood Mages and horrid creatures created by the negative energy and men's fears. I myself think it is very appropriate to protray a roleplaying game about World II in exactly this way. Base System For those who doesn't know, Weird War II: Blood on the Rhine uses the D20 System. The base system used by Dungeons and Dragons: Third Edition. The system was altered enough by Shane and John to make it usable and sophisticated enough for the un-dungeon adventures carried out by Allied Heroes. But you will need to have the Dungeons and Dragons: Third Edition Player's Handbook to play. War Masters (Wierd Wars version of the DM)requires the Dungeon Master's Guide for some applications and the Monstrous Manual is a fun bonus. Weird Wars II Chapter Summary Chapter One: Welcome to the War: The book has a slavering Wehrwolf on the cover, and appropriately, you are presented with the image of a Megalomaniacal, Chaotic Evil, Adolf Hitler in the first chapter (complete with slavering drool). This Chapter discusses a very good reason why your hero is not fighting the Japs but the Gerries. He may have signed up in anger after the Bombing of Pearl Harbor, but General Dwight Eisenhower have convinced the American Chiefs of Staff that Hitler is the real enemy. It then gives the players all the history they need on World War II. From how it is really Round Two of the War to End All Wars, to the Invasion of Poland to the African Theatre of the War to D-Day when Operation Overlord was launched. That is where the game starts in the book (War Masters (WMs) can start anytime during the war, of course). Chapter II: Characters presents each of the new D20 classes for the Game. First of all, you have the Grunt: your basic ground pounder. He is the enlisted G.I. Joe who fights on the front lines. Then the Officer: the Charismatic Joe who leads his squad during the fight and recieves his orders from the Upper Echelon. You can also play the Medic or Nurse. These people jump from fox hole to fox hole, patching the wounded. Resistance Fighters (long live the French Resistance and the Communist Resistance in France!) and scouts are also available to play. Although the Pilot is introduced, it's not included in the core rulebook. It also gives you a quick overview of the major players in World War II. Like Omar Bradley, George S. Patton, Dwight D. Eisenhower, Hermann Göring, Erwin Rommel, and of course, Adolf Hitler. Chapter Three: Skills and Feats Gives the players the feats they need in order to use the D20 System within the World War II setting. From the Feats of Commanding Voice and Command (while the Leadership feat can also be used) to the skills of driving and artillery. Chapter Four: Equipment gives an overview of the vehicles and weapons used during Operation: Overlord. From Exotic weapons (garrotes, molotov cocktails, etc.), to German Weapons, to British Weapons, to American Weapons, to general issue equipment, medical equipment, and the Vehicles used. Panzers, Shermans, Pershings, they are all there. Chapter Five: Combat presents all the rules to run Weird War II realistically, grittly, and cinematically. Running the war as gritty as you like might be attractive to history buffs, but for the rest of us: the cinematic rules do just fine. Chapter Six: Prestige Classes is where Weird War II: Blood on the Rhine really shines. As time goes on, some characters might find that they have talents for wielding Arcane Magic, invoking miracles, or being roguish in fighting the supernatural. For those in this catagory, your hero can qualify for the O.S.I. Adept (Covert Allied Arcanist), the O.S.I. Chaplain (Covert Cleric), or the O.S.I. Operative (James Bond types wearing a World War II uniform). Imagine, War Masters, adapting the Psionics Handbook to Weird War II. The O.S.I. could have a field day . . . Back to the subject. Are your characters foolhardy and brave and sign up for the most dangerous missions. Enter the Commando. Your character has a penchant for taking people out as a hidden sharpshooter? Sign up for Sniper duty. Unfortunately the Nazis have their own arcanists. The Blood Mage. Fortunately, that prestige class isn't available to players. WMs, adapt the Alienist prestige class from Tome and Blood to the Nazis in Wierd War II. I hope I don't have to explain it, but an Alienist SS officer would be downright dangerous. Chapter 7: Magic presents Wierd War II's magic system. Chaplains cast divine magic in the form of Miracles. They have access to Divine Miracles of levels 1 through 6. Adepts cast arcane spells through Norse Runes. Sorry, fireball freaks, but your Adept can't blow the enemy to smithereens with a fireball. That is what grenades are for . . . Chapter 8: Haunted Vehicles presents the wierdest part of the setting — haunted vehicles. WMs can start squads with a haunted jeep, truck, or the ultimate weapon, a Sherman tank (actually a B-17 Flying Fortress would be better). Haunted vehicles are possessed by ghosts and are meant to provide a little supernatural experience to the squad. After all, they have cool powers: like Revivication, Regeneration, and bonuses to do damage with the shells they carry. Chapter Nine: Officer's Country presents everything the players aren't cleared for, but WMs are. If you are a player, stop reading, or else I'll have the Queen send Pierce Bronsan after you with a license to kill. Basically, it gives an overview of the War after Operation Overlord. This is something the WM should read. As it gives adventure seeds and ideas for the WM throw at their players. For instance, Hitler fought the Battle of the Bulge in order acquire the resources he needs to rebuild the German War Machine. So he will throw everything he has against the players and the Allied Forces. It also gives details on the Wierd War setting. From Hitler's association with the Occult to the operations of O.S.I. and the Sons of Solomon. To the Nazi's secret scientific experiments both arcane and mundane. To magic weapons. Finally, there is a Bestiary in the back of the book. From brutes (orcs), to Fexts, to Wehrwolves, to gremlins and other unsavory creatures. Also, Shane Hensley provided the WMs with adventure seeds for each monster. And an index. Art Remember when I mentioned photographs? They are sprinkled throughout the book. There are actual photographs of scenes from the War, and personalities who has taken part in the War. Of course, they are black and white. In keeping with the photographs, all the inside art is Black and White line art. The line art is very good, but it can't beat the realism that the photographs bring. The photographs are what really brings you into the War, the line art is there to help your imagination. Besides, I was really expecting some color in the book. But given the medium of the photographs, this would be very inappropriate for the book. Overall Weird Wars II: Blood on the Rhine is excellent to bringing to life World War II in a horror game. The people who did the successful Deadlands game has successfully ported the War into a "Wierd" setting. Instead of Camp and Comedy, the subject matter of World War II is very, very serious. It should be treated that way. Unlike Campy Western adventures, your players will be participating in a Terrible War to stop a Madman from conquering the Earth. If at all. I give it a 5 for Style, and a 5 for Substance. | |
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