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Dune: Chronicles of the Imperium | ||
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Dune: Chronicles of the Imperium
Capsule Review by James Neal on 18/03/02
Style: 4 (Classy and well done) Substance: 4 (Meaty) A pretty good game marred by atrocious editing in its sole, Limited Edition print run. Could be worth it for die-hard fans of the novels. Product: Dune: Chronicles of the Imperium Author: Multiple Category: RPG Company/Publisher: Last Unicorn Games Line: Cost: $150 approx Page count: 284 Year published: 2000 ISBN: 0-7869-2005-X SKU: Comp copy?: no Capsule Review by James Neal on 18/03/02 Genre tags: Science Fiction Far Future Espionage Conspiracy Other |
The summary judgement is that Dune: Chronicles of the Imperium is a pretty
good game, but marred by some under-considered combat rules and absolutely
atrocious editing. It is quite playable, but the GM would be required to make
a few judgement calls on rules cases where due to the poor editing the game
contradicts itself. The problems with the combat system are an overly complex
"option point" iniative system that would make proceeding at a snappy pace
pretty difficult, and a less than stellar rules set for shield fighting and
Bene Gesserit martial arts.
Summary out of the way, I'll proceed with a chapter by chapter review of the book. Since it is now only available used at auction for prices upwards of $125 or so I intend to make this review as comprehensive as possible, so that prospective buyers can make as informed a decision as possible as to whether a role playing game is worth that kind of money. I hope in light of that goal you'll be understanding if this review goes on beyond a length you would normally consider reasonable. THE BOOK ITSELF The book itself is a very sturdy hardbound, 284 full color pages. I believe the artwork is mostly taken from the Collectible Card Game Last Unicorn had earlier developed for the setting; I personally found it to be mostly excellent. The layout is good, with a margin pattern and color scheme chosen to evoke the setting. At the back is a four-page index (good) and a character sheet (not so good - it's double sided, and not very aesthetically appealing). However, the editing, as I said earlier, is absolutely atrocious. There are numerous rules contradictions and spelling and grammar errors that detract from the good impression set by the aesthetic design and game mechanics. CHAPTER I: HISTORY OF THE IMPERIUM The first chapter presents an abbreviated history. It does a decent job of presenting the basic social-political structure of the setting and the historical events that are responsible for this outcome. However, there are no dates or even any sort of coherent chronological ordering - it's pretty much a failure at giving us any sense of the flow of these events in the Imperium's past or their full context. Since this isn't much in the way of a history LU would have probably been better off labeling it as the basic introduction to the setting that it is. CHAPTER II: HOUSES OF THE LANDSRAAD This is both more and less than a simple list and description of the Landsraad's Great Houses. It briefly explains the Landsraad, what a House actually is and the role it plays in Imperial society, the basics of the caste system, and some typical roles in Household service. It also contains the "character creation" rules for the Household the player characters will serve. While these rules are actually fairly good, the problem with them is the game fails to "run with them" in the GM rules sections. This section is actually the most rules information on House management you will see in the game. Pretty much the central point of the chapter is the two pages of description on six different Houses Major: the Houses Atreides, Corrino and Harkonnen from the canon, as well as three new Houses: Moritani (reclusive and treacherous), Tseida (introspective and scholarly), and Wallach (conservative and warlike). The default campaign expected by the game is as a House Minor (a smaller House in feudal service to one of the Houses Major) entourage, and each of the full House Major descriptions includes one paragraph of description each on three of its Minor Houses, which is good. I'm satisifed with the depth of information given on each of the Households (especially considering that you actually get double that amount of information when you factor in the homeworld descriptions in the later on Planetology chapter), but I'm disappointed at only having six Houses Major presented. I think the game could have been well improved by presenting just a couple more Houses Major, or giving a couple pages worth of short (one paragaph) summaries of the various Houses Major featured on the list at the beginning of the chapter. CHAPTER III: CHARACTER CREATION There are actually two character creation systems: one is a template system, which most of the chapter is dedicated to expounding on, and the other is a fairly simple point-buy system. The rules for the various attributes, skills, advantages and disadvantages are in the next chapter, so for the point-buy system the rules here can (and do) fit on a half-page sidebar. I'm somewhat reluctant to bash the template system, since LU seems to have had their hearts in the right place here, but it really doesn't work. It's fun to pick out the various templates for the different stages (early life, house culture, training, experience in service etc) and tally them up - it gives a good sense of how your character's abilities are linked to her training and experiences, and how the ethoi of the different Houses are reflected in their people's abilities. But it's too rigid and inflexible to create many reasonable character concepts, and the characters seem to come out underpowered compared to the point-buy system. The template system is actually a sort of bastard cross between a D&D style race/class (House/conditioning) system and a GURPS style point-buy system. Your House and your vocational conditioning both give you a set of add ons to your attributes, skills, advantages etc which you basically add up. Unfortunately, characters trained for the same role will have basically the same abilities, and it doesn't allow for characters outside the roles expected (Fremen for instance) or cross-trained in different vocations (such as a Mentat-Swordmaster general). It could be good for giving novice players an example of the sort of character types that are possible in the setting, but earlier in the chapter a set of "archetypes" (basically pre-generated characters) are included that do that job even better, so as far as I'm concerned it's largely a waste of space. The point-buy system works quite well. With some game groups the GM may have to watch over the players to make sure the characters don't end up overly specialized, and that they have all the skills appropriate to their profession. (For example, a player creating an assasin character won't need any encouragement to load up on Ranged Combat and Stealth skills, but GM oversight might be needed to make sure he doesn't neglect skills like Assasination or Infiltration, much less Law specialization in the Articles of Kanly.) But generally, it creates well-rounded as well as competent characters, and the skill and attribute specialization rules allow for a kind of detail tuning that appeals on both a characterization and rules crunching level. For those who want to know what sort of character types are encouraged and supported by the game, the vocational templates are: Assasin, Bene Gesserit Adept, Master Strategist (of which Warmaster is a subgroup), Mentat, Noble, Swordmaster and Suk Doctor. The abilities for these character types seem to be mostly taken from the first novel. No inspiration seems to have been taken from the Dune Encyclopedia. (A shame, I think the entries on Bene Gesserit and Mentat training have some very good bits.) CHAPTER IV: CHARACTERISTICS This chapter explains all of the attributes, skills, advantages and disadvantages in the game. If you are using the point-buy system, this (plus one small sidebar from the previous chapter) is the actual character creation rules. There are four attributes: Physique, Coordination, Intellect and Charisma. Each attributes has two "edges", which are expresed as or - modifiers affecting the base attributes in certain situations. So a very physically fit but small character might have a good Physique but a negative Strength edge, or a shy but headstrong character might have a low Charisma but a positive Willpower edge. There is a special fifth attribute, Prescience, but for almost all characters this will be zero. The skills list is extensive and there is a list of suggested specializations for each skill. There seems to be quite a bit of overlap between skills - a particular task might simultaneously fall under three different skills. (For instance, using pressure of blackmail to coerce a political enemy into revealing hidden information could be rolled against Statecraft (Threats), Interrogation (Coercion) or Racketeering (Extortion). The rules for Mentats are pretty good, better than I could have done myself. There are three different Mentat skills you can roll against, depending on the mental task you are attempting, and the guidelines for which to use when are quite clear - although the definitions of the specializations for these skills are pretty hazy. This is nice because it allows Mentat characters to have variation in their Mentat-specific abilities beyond a simple quality scale. There are also two Mentat-specific advantages, as well as an advantage to simulate having only the earliest stages of Mentat training. The rules for prescience are OK. They are not as developed as the Mentat rules, but given how rare and undeveloped the faculty is supposed to be, they are good enough. The rules for Bene Gesserit abilities are oddly mixed. The four Bene Gesserit specific skills deal with psychological reading through perceptual minutae, truthsaying (why these two are seperate skills, I couldn't tell you), religious manipulation using Missionara-seeded superstitions, and the infamous Voice. Since the Bene Gesserit Way skill is basically the Observation skill, only except that it can only be used to "read" people and it gets a bonus against any attempt to decieve it, it probably would have made more sense to have an advantage that gave adepts a bonus to Observation for certain uses. Bene Gesserit martial arts are covered by the Weirding Combat advantage (more on that when I cover the combat chapter) and the feats of personal control are covered under the Prana-Bindu Conditioning advantage. Prana-Bindu Conditioning is the weak point of the game's coverage of Bene Gesserit abilities. It gives a broad description of what it covers but almost no specific examples, and no hard rules. Many powerful Bene Gesserit abilities (such as the ability to nullify poisons within the bloodstream) that would fall under this advantage aren't described or even hinted at anywhere in the game. This may have been a deliberate game balance measure (Bene Gesserit seem to be significantly more powerful than other character types as it is already) but to someone coming to the game from the novels the omission is notable. The Other Memories of the Reverend Mothers are not covered at all. Doubtless LU felt they were well beyond the scope of starting characters and intended to leave them for a future supplement. CHAPTER V: RULES OF THE GAME Here we get the basic dice mechanics of the game. This is the Icon System used in previous LU games. The basic idea is that you roll a number of dice equal to your Attribute, take the highest one, and add it to your Skill, and compare the total to the difficulty number assigned. There is one wrinkle in the form of a "drama die", which can scale your final result up or down if it comes up 6 or 1. The basic roll mechanic works pretty well, but I don't like the way the drama die works, or how the difficulty numbers seem to be inflated in expectation of how the drama die works. With the base die mechanic, if a difficulty number is more than 6 your skill level, you will -never- succeed. However, if your drama die comes up 6, you get to add the second highest die, which given the dice pool mechanic, for most characters will probably be fairly high. The final outcome of this system is that if you are good at something, rolls fall into only two categories: ones you can almost always make, and ones you always have exactly 1 in 6 chance of making. I think the system would have been greatly improved by ditching the "drama die" and scaling the difficulty numbers down accordingly. Then again, I also really like the Amber DRPG, so your mileage may vary. This is the chapter that includes all of the combat rules, so here I will explain in detail my disparaging remarks I made in the opening of the review. The intiative system is a clunky beast, about as unwieldy as the one in Seventh Sea. Role-playing games suffer in conveying excitement in action scenes, when seconds of time are related over minutes of dice rolling and rules interpretation. The best game designers have learned that the combat rules are where you need to streamline your mechanics the most, not tack on additional complications. See Greg Stolze's work in Unknown Armies for a brilliant example of a truly streamlined RPG combat system. The folks at LU responsible for Dune's "option point" system are very far from being Greg Stolze. The order in which characters act is determined by their Coordination (modified by its Reaction edge). However, every character in the scene has to declare their actions before the first action is resolved. So the GM has to know what action each character involved is performing? No, it's worse than that. See, each character gets a number of "option points" equal to their Coordination (modified by Reaction). You can perform multiple actions in a round, as long as you can pay the option point cost for each action. However, the option point cost for subsequent actions is modified by the number of previous actions of the same type that you have already performed that round. This means in order to know how many option points an action costs someone, you have to know all of the actions they have performed so far in the round. It's not enough to simply know how many actions the character has done so far (which is trivial to track since you down the initiative order one character and one action at a time), because the option point cost is only modified by actions of the same type. And to make matters more complicated, combat-specialized characters are given abilities that allow them to perform actions of one type but have them counted for option point cost purposes as another type (for example, a Riposte is an attack that costs you option point costs as if it was a reaction). It's not unplayable, but it's definately clunky and game-slowing. There are four types of special combat actions that are only accesible to characters with certain advantages or skills. The Dueling advantage (used to represent characters with advanced fencing training such as swordmasters and some nobles) allows you to use combat actions that modify the option point categorization (such as the Riposte), or attempt to manuver your opponent into throwing away option points (such as Feints). These are well balanced, and do a good job of capturing the flavor of the training they represent, but they complicate the already slow initiative system even further. The Shield Fighting advantage represents characters trained in hand-to-hand combat using Holtzman energy shields. The rules for the "shield hesitation" that shield-trained fighters suffer from fighting non-shielded opponents are pretty good (basically higher option point costs on your attacks), but the benefits the advantage gives are dubious. Basically, shields significantly raise the difficulty of attacks against you. Shield Training gives you an attack option that ignores that difficulty increase, but it also gives you an reaction option that brings the difficulty increase back when someone uses the special attack option against you. In the end, Shield Training is less of a clearcut advantage than it is a decision on whether you want to be shafted in shielded fights or in shieldless ones. The Weirding Combat advantage represents the advanced martial arts of the Bene Gesserit, which rely on their prana-bindu conditioning. It's not very helpful. It gives you a dodge that costs one less option point than the normal one (inspired by the Scifi channel miniseries perhaps?), but that's pretty much it. The Martial Training combat options are vastly more helpful, and they're open to anyone who buys a particular specialization of the Unarmed Combat skill (ie, pretty much every fighting character will have them). The damage rules contradict themselves (is your resistance based on Physique plus Constituion or is it just straight Constitution) and the intelligent answer (Physique Constitution) is not as well-balanced as the dumb answer. We also get rules for various types of non-combat damage. These are OK, except for the poison rules. The poisons are ennumerated in a set of generic types, which are just escalating levels of lethality. (Basically like D&D; there is "Type I" poison, "Type II" poison etc). Given a setting where assasination by poison is such a common occurence that poison snoopers are an unquestioned fact of daily life, some descriptive, setting-specific poisons really should have been presented. CHAPTER VI: VOICE FROM THE OUTER WORLD This is the basic GM advice chapter. It's a cut above average but not mindblowing. Short and to the point. CHAPTER VII: PILLARS OF THE UNIVERSE This is another GM advice chapter, and one of the greatest cases of missed potential in the book. Besides some more generic GM advice this chapter also includes a section on the themes of Dune and how to incorporate them into your campaign. A beautiful, beautiful idea, but the execution could have been better. They do a pretty good job of naming the themes, but not so good a job of suggesting how to work them into a game. For example, they identify one theme as "Preservation of Key Bloodlines". They don't point to Bene Gesserit manipulations, cuckoldry and marital jealousy, or genealogical research as ideas for plot elements, though - their idea of representing this theme in game is "have the players defend their House against attack". Sigh. CHAPTER VIII: A SHORTENING OF THE WAY This contains the character advancement system. More than just the experience point system for increasing character stats, this also includes a reputation system (which is OK), guidelines for characters rank within the Household (which I did not like), rules for improving the "stats" of the players' House, and what little rules for using the House's stats that the game contains (very little). The rank system seems to assume the characters start fairly low ranked and work their way up to the top of their organizations over the course of the game. This contradicts the character creation system, which seems to imply the characters are key figures and leaders within their House Minor. It's also unpalatable, in that the characters are assumed to be working for a House Minor which is in itself the "minor leagues" of the Imperium's feudal system. So this section is basically telling the players not only are their characters in a small pond, they're the small fish in it, too. I think it's basically an thoughtless mistake - it bears enough structural similarity to the rank system of LU's Star Trek games that it looks like they simply ported it along with the rest of the Icon System without asking if it made any sense. You can just ignore it, of course, but it's a waste of pages. The rules for improving House stats are all right, but somewhat pointless when you look at the rules for actually using those stats. The GM is basically told to have players occasionally make normal skill rolls (against Statecraft, Diplomacy, Military Operations etc skills) only using the House attributes for their dice pool instead of their Intellect or Charisma. That's it. That's the entire set of rules for using House stats. CHAPTER IX: CHUSUK, THE MUSIC PLANET This is a chapter-long description of a single planet, intended to give the GM an idea of an example campaign setting. I like that they did this with a planet other than Arrakis, and made up their own world for the sample campaign. I just wish the world they made up was more imaginative and interesting. CHAPTER X: INSTRUMENT OF KANLY A sample adventure using the sample campaign setting from the previous chapter. They do a pretty good job of advising the GM on how to run it, and reminding him of occasions when characters' special abilities can come into play. But the plot, characters and setting are all pretty thin. CHAPTER XI: CULTURE OF THE IMPERIUM This is a general overview of the setting and most of its cultural institutions. Overall, it's a very solid chapter. We get simple overviews of the Great Convention, Articles of Kanly and the caste system. I was delighted to recieve a mostly coherent explanation of CHOAM's organization. There's a servicable overview of the Bene Gesserit, some notes on special languages of the setting (Chaksoba, House battle languages, Mirabhasa), and some notes on general aspects of Imperium culture such as family roles, art and entertainment. The more general cultural aspects are less well developed, probably because they are less well presented in the novels, being less interesting than, say, the hidden secrets of the Bene Gessiert. I notice the much greater prevalance of mind-altering drugs in the Imperium than our world's culture isn't very well touched on. In the novels, characters on all sides are constantly using psychoactive drugs to modify their perceptions and stimulants on a power level equivalent to crystal meth to stay up days in a row without sleep, with a very casual attitude as if it were a commonplace thing in their culture. The only reference to drug use I can find in the game is that overdoses of melange can trigger rolls against a character's Prescience ability. CHAPTER XII: TECHNOLOGY OF THE IMPERIUM More than just "the equipment chapter", this chapter also expounds briefly on the historical developments and lasting cultural impacts they caused that shaped the nature of technology in the Imperium. Which is good - the Butlerian Jyhad and its resulting technological eccentricities are central to one of the series's most key themes (the development of "human" potential over "soulless" technology). We get a decent selection of weapons, rules for armor and energy shields, and decent descriptions of all the personal equipment that made a showing in the novels. That's it, though - there aren't any invented items extrapolated from the culture and technology of the series. This may be for the best, though - at least this way the equipment section does a great job of preserving the flavor of the setting. This is where we get the vehicle chase and combat rules. They are pretty light, but in my opinion adequate to the limited role of such action in the setting. There are also rules for caste restrictions on who can use such equipment. A good idea in theory, but my impression from reading the novels is that any caste a player character is going to fall in would be elevated enough to allow access to any equipment in the game. I don't think it's reasonable, for instance, that a House's swordmaster wouldn't be legally permitted to wear a personal shield. There is a brief reference to the "Forbidden Technologies" sold by Ix and the Bene Tleilax, but it's way too brief to be useful. The GM is basically told, "come up with your own ideas". CHAPTER XIII: THE SPACING INDUSTRY This chapter is all about the Spacing Guild. It contains an overview of their politics and policies. It's mostly written to show a GM how to handle interstellar travel within a campaign, rather than how to use the Guild in a campaign's plot. Which is a wise decision considering the Guild's policies of secrecy and ruthless neutrality. The chapter is basically answers to "How long does it take to get from planet X to planet Y?" and "What will the trip be like on the way?" It answers them well, but probably could have been condensed a little. Stats for non Guild, intersystem spacecraft seem pretty unimportant, for instance. CHAPTER XIV: IMPERIAL PLANETOLOGY Here we get descriptions of planets. About a page and a half on the homeworlds of the six Houses Major presented way back in Chapter II, the same on Arrakis, and about a half page each for a few other planets of interest like Ecaz, Tleilax, and Salusa Secundus. The description of Arrakis is pretty good, but the other planets seem pretty dull to me. The only place where the planetary descriptions are even remotely interesting are when they are pulling stuff from Herbert's writing. CHAPTER XV: IMPERIAL PERSONAGES This is a bunch of short (one paragraph) summaries of some of the most important characters in the Imperium - two characters from each of the Houses Major. The characters from the novels mentioned here are Shaddam IV, Count Fenring, Duke Leto, Jessica, Baron Harkonnen, and Piter deVries. These characters only get a paragraph each, and no stats. In the case of the non canon characters, these little snippets are good to jumpstart ideas for developing their Houses within one's campaign, but in the case of the canon characters the summaries seem overly brief compared to the richness of some of the characters from the book. After these character summaries are stats for a wide range of generic character types within the setting - for instance, "Imperial Planetologist", "Judge of the Change", "Landsraad Emissary" and "Sardaukar Trooper". They are good forreminding GMs of the sort of roles NPCs fill in the campaign, but some of the stats are somewhat off... the Sardaukar as presented are cannon fodder that a well-designed PC swordmaster could shred like Kleenex. FINAL JUDGEMENT With GM clarification and perhaps some tweaking, the game is pretty good. If you are both a roleplayer and a die-hard fan of the setting, and you have enough spare cash for the occasional reckless extravagance, it may very well be worth buying for you. If only LU had been able to keep the license and produce a Second Edition with better editing and print all the supplements they had planned....
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