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TOON

TOON Playtest Review by Grubman on 17/03/02
Style: 5 (Excellent!)
Substance: 5 (Excellent!)
Possibly the closest to a perfect RPG ever, and a real joy for the quick, imaginative, and funny GM.
Product: TOON
Author: Greg Costikyan
Category: RPG
Company/Publisher: Steve Jackson Games
Line: TOON
Cost: 6.00
Page count: 64
Year published: 1984
ISBN:
SKU: 1203
Comp copy?: no
Playtest Review by Grubman on 17/03/02
Genre tags: Comedy
Introduction:

The inspiration for writing this review was my kids. Once again, they were begging me to whip out TOON and run them through another thrilling adventure. I should mention that I have the original 64 page saddle stiched version of TOON, I got the day it hit our LGS (and I mean the day! I read a review in Dragon Magazine, and called the game store every day till it came in...In 84, I was 16). I'm pretty sure the price was $6. SJG has released an expanded version (I mean HUGE), but it basicly includes the same rules, with a TON more adventures. A lot hasn't been done with TOON, but there isn't much more you really CAN do with it as a publisher, other than keep it availiable, and hope everyone picks up a copy.

I called this possibly the most perfect RPG, in the blurb, and here's why. This game is timeless, I could never see it becomeing outdated, or replaced with a better system to cover this genre. I've been able to GM this game every now and then for 18 years! I've been able to play it with my kids, my friends, girlfriends, my (evil) EX-wife, Wargamers, serious role-players, and people who have NEVER heard of a role-playing game before...and everyone had a blast! And, last, but not least, as a GM, it really gives me a chance to flex my brain speed.

TOON is the only game I run on the fly, and I've never had a bad session. I usually start with a simple idea, and throw the characters in it. Before you know it, all chaos breaks loose, and it's great (and it happens every time). There is never a lul in the action, as someone is always doing something (and a lot of times to other players!).

I couldn't imagine anyone not loveing this game, unless they are a stick in the mud, boreing as hell, or the GM is terrible.

What is TOON?

TOON is the cartoon role-playing game. Yes, you play cartoon characters in a cartoon. While the system is very versitile, it is mainly geared tword the classic Bugs Bunny type cartoons (the ones BEFORE they cut out all the cool violent scenes!). TOON is a very quick game, both in the system, and the style of play. It's also very silly. Players and GM's are intended to let out all their silliness and stupidity, and it only adds to the fun of the game.

Appearance:

The rulebook I have is a work of art. The type is slightly larger than average, making it easy to read. The sections are short, and clearly divided, no fluff or ramblleing on. The illustrations are numerous, and very, well, cartoony, which really gives you a feel for what the games all about. The illustrations also make you want to jump right into a game as soon as possible (which is easy, since the book is such a simple and relaxing read. I read it the first time in one sitting!). This was the first game SJG used it's sidebar style, that is in all their stuff now. In my opinion, this works in this game MUCH better than GURPS. All the stuff in the sidebars is independent and short, so you don't have to do any page flipping, or going back, like you do in GURPS (very annoying!).

My only miff with the appearance (sort of) is the character sheet, on the last page of the book. While functional, it doesn't give enough room for a really good illustration. The possessions section is to small (since characters are always pocketing crap they might find usefull later). And there needs to be more room for notes. I simply typed up my own sheet (on a type writer!! Boy, those were the days.).

It should also be noted that TOON doesn't waste an inch of space, with rules from page 1-64 and on the inside cover flaps. It is also a very durable book, if you take care of it, mine still looks new (well, almost).

The Game:

Chapter 1: Welcome to TOON

An introduction explaining the game, and a section to experienced role-players to forget everything they have learned, and to get silly. "act before you think."* is the quote to be remembered.

* I think some gamers have carried this concept over into all aspects of their lives.

Chapter 2: What the heck does THAT mean?

The quickest way I ever read to explain role-playing to anyone. If you ever want to introduce a new player to role-playing games, get TOON!

Chapter 3: Getting started

Chapter 3 is a quick start to get you playing right away. It tells how skills are used, and how to fight, do damage, ect. It leads into an introductory scenerio, The Cartoon Olympics, in which the players are basicly pitted against each other to win the Olympics, by hook or crook.

This is OK, but since the game is so easy, smoothe, and well put together, it isn't really necissary. It's much better for the GM to read the whole rule-book, and run an honest to bunny adventure, than to waste his time with this. HOWEVER...

This section does cover the all important Falling Down rule! In TOON, characters don't die, they fall down. Falling down is when you run out of Hit Points, and you must sit out (you, the player) of the game for 3 minutes. That means doing NOTHING in game for 3 minutes, while your fellow players (and former friends) do all kinds of fun and nasty stuff. Falling down is one of the most brilliant aspects of the TOON game, and the designers deserve praise for comeing up with just the right idea for simulating cartoon adventures.

Chapter 4: Creating cartoon characters.

This 5 page chapter, along with chapter 5, is everything the player needs to know. It is super simple, fast and well explained...AND it works VERY well. A new player with the help of a GM who knows the rules, can make up a character in about 10 minutes.

The game uses only 6 siders, especially nice for pick up games you weren't expecting, because they are always around, and if you dont have any handy, you can make some out of clay, or tinfoil, or everyone can give up their gum!

There are 4 attributes, Muscle, Zip, Smarts, and Chutzpah. I don't think I need to describe these, but I should mention there is a pronunciation key for Chutzpah, which was nice when I was 16, and had never heard this word before. You roll 1d6 for each...you're done!

Hit points...roll 1d6 plus six...you're done ! Don't you love it!?

Next describe or draw your character. Now, no matter how a person may complain that they can't draw...MAKE THEM! Everyone I played with has drawn their own character, no matter what level of ability they had, and it has always been great fun. It also seems to give them a greater sense of attachment to their PC.

Next is natural enemies (dogs hate cats for example). Picking a natural enemy is a little more interesting when players are playing somethin weird (I've had players run a tuba, disimbodied mouths, giant hedgehogs, mushrooms, rubber chickens, chattering wind up teeth, ect. ect. Give it arms and legs, and you're ready to play!). Of course you can always stick with the ever populr animals, but gamers usually go for something a little more odd.

Next you pick your beliefs and Goals. A simple line or 2 as a role-playing tool. For example, a rabbits goal might be to eat carrots whenever it sees them. Of course, this lets the GM force them into all kinds of trouble.

Next you get to pick 8 items, 4 must be "normal" and 4 can be "unusual". There is a sample list of items, but most players come up with their own. And OHHH what interesting items they usually choose!

Chapter 5: How to do everything.

This chapter covers skills, and the popular Shticks (special abilities, or feats, when the d20 version of TOON comes out (oh god, wouldn't that be the begining of the end!)).

There are 23 skills, which everyone has, and are subcatagories of the 4 attributes. Each skill has a skill level between 1 and 9. Each skill starts as the same level as the controlling attribute. You then get 30 skill points to divide between the skills to improve them (1 for 1). You also use these skill points to buy your Shticks if you want them (you do!), you can buy up to 2 Shticks. All Shticks begin at level 5.

Shticks are goofy toonish abilities like incredible strength, bag of many things (probably the most popular), teleport, ect. They are just plain great fun.

To use a skill or Shtick....roll 2d6 under your skill level to succeed! Thats it, simple fast fun...and easy for new players.

It should be noted that "fight" or combat is just another skill.

Characters get Plot Points (PPs) or XPs at the end of adventures to improve skills, of course in TOON, the playing for playing sake is enough.

Chapter 6: Fine TOONing

A 7 page GMs section filled with plenty of ideas to get the GM going. This really makes you realise all the elements you shouldn't forget to make your session truely cartoony.

Chapter 7: The adventures.

4 adventures to get you going. They are all simple and fun to read. In fact, the "expanded" newer version of the game is basicly the same rules with a TON more adventures added to the back.

I admit, I haven't run any of the TOON adventures, I preffer doing my own thing, but, these are all pretty good. I should warn the new TOON GM..Don't get to caught up in how the adventure is suposed to go. In TOON, more than any other game, Things will go to hell and erupt in chaos..but that's the whole point! These adventures are great starting points, but, BE PREWPARED TO IMPROVISE!! I once started an adventure in a bullfighting arena, and it ended on mars. THAT is a typical TOON adventure.

MY OPINION:

I think TOON is a game that EVERY role player should add to their collection, it's just great. The new version is just as good as the old (if more expensive), and there are 3 cool supplement books of adventures and ideas, that are VERY fun to read. If there was ever a game that I got more bang for my buck, I don't have a clue what it is.

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