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Heart Quest
I sort of got this game by accident. I ended up buying this
book as part of a lot off of ebay. The other 7 books were all d20
adventure modules from Necromancer Games, so this being included
was somewhat odd.
It's a somewhat odd game. I had actually heard of this, not from
RPG.net but from the OGL or d20 mailing list, I believe the head
of the company that
makes HeartQuest belonged to it for a while. (When they aren't
intrusive, I do click on people's sigs).
But it's odd because of the genre it covers. "The
World of Shoujo Manga", which according to the book
means "Comics for Girls".
Given what the stereotypical role-player is like, it doesn't seem
to be a good fit. For instance, the play example on the home page:
"Richard, the American exchange student, looked deeply
into Chiharu's dark eyes. For some reason, he looked far less
geeky to the girl than he had ever looked before.
"Richard-san," Chiharu stammered, "why are you
looking at me like that? What's going on?"
"Because I have something to say. I love you, Chiharu."
Chiharu looked back stunned. "No, no you can't -"
"Please listen to me! Ive been thinking about you and only
you ever since I came to Japan. You're the most perfect girl, the
most perfect person I've ever met. And I...."
Imagine that coming out of the Comic Book Store guy's mouth or
Jason Fox's (both of which are fairly typical gamer types) and
you'll probably sputter.
Still, it's nice to see something that is original.
It uses the "Fudge" system, and about half the book is
devoted to rules on how to play.
Fudge claims to be rules-light, but in practice, doesn't seem to
be. The first problem, is that it apparently requires the use of
special dice. If you don't have special dice, you apparently have
to make your own, or use d6s and a special chart. If you have to
use special dice, or a chart, it's not rules light.
Basically, the Fudge dice are labeled +1, 0, and -1 (apparently a
cry back to Fantasy Wargaming). You roll 4 of these, and sum up
the total. This is the modifier when you attempt a skill or
somesuch.
Skills and attributes are rated by adjectives, not numbers.
Superb, Great, Good, Fair, Mediocre, Poor, Terrible.
Personally, I find this incredibly confusing because adjectives
tend to be subjective. Yes, Great is generaly considered to be
better than simply "Good", but which is better,
"Superb" or "Great"? (A Thesaurus lists both
"Good" and "Great" as synonyms of "Superb"
. Which is worse, "Fair" or "Mediocre"?
To help this confusion, the book recommends you just right a
number next to them. -3 to +3. So why not skip the confusing
adjectives and simply use -3 to +3 to begin with? (I think DP9s
game system whose name I cannot spell at 4 am in the morning uses
this tack).
Characters also have advantages and disadvantages, in this
system, called "Gifts" and "Faults"
respectively.
There is a fairly complicated formula on how faults, gifts,
attributes, and skills are related to each other mathmatically so
they can be swapped around. Again, not particularly simple or
rules light.
Still, the rules do work. While I would almost certainly would
not use them (Fudge has now displaced Gurps as my least favorite
game system, I think), this is something that is really up to
individual subjective case. It's comprehensive enough.
After the game rules themselves, which as mentioned, take up
about half the book, comes info on roleplaying the genre.
First up, is "Teen Romance". Frankly, I didn't much
like being a teen-ager much, so I have very little desire to ever
role-play one. Similarly, I actually never found teen-aged girls
to be all that interesting - they tend to giggle a lot, which
drives me up a wall. But it's a description of Teen Romance in
Japan.
After that comes a chapter on "Magical Girls". This
sort of game probably has the most gaming potential, at least for
the average role-playing, because it generally puts a teen aged
girl with magical powers into a fantasy setting. I would guess
that InuYasha on the Toon network qualifies as one of these
shows. (Unfortunately, no explanation for why the title character
on that show has dog ears)
Lastly, there is a section on historical romance. This is
somewhat of a short chapter, but is the one that probably has the
most commerical appeal, as that is essentially what
"Crouching Dragon, Hidden Tiger" was.
There are 3 sample campaigns. Basically a gist of the setting is
given, along with several sample characters.
One is a normal game, set in a Japanese High School. It's a bit
weird because one of the sample characters is having an affair
with a teacher. This gets about 10 pages devoted to it.
There's a Magical Girl campaign, called "Ghost Tamer
Miyaki". This probably has the most potential for gamers.
Miyaki and her gang of friends and her ghost dog Fido battle the
evil Demon King. (It does kind of sound like Buffy the Vampire
Slayer, and the book does mention that that show could be
considered an example of this.).
Lastly, there's a pseudo historical campaign called "Steel
Heidi". It's about a german swords girl who yodels..
The book is rounded out by several pages of generic sample
characters, which seemed a bit like filler, IMHO, and a
bibliography of Shoujo Manga (or Anime).
It's somewhat of a vanity press looking book. The art is pretty
much fan quality. The typeface is pretty big, and there's a lot
of white space, so the amount of text in it isn't great, either.
So, it's well, different. I'm not entirely sure who the audience
for the game is intended to be (other than I'm not it). Since
they use an incredibly confusing game system that uses special
dice, it's not aimed at non-role players. At first I thought it
might be suitable for a different sort of audience, kids, or at
least teenaged girls, but the subject matter does get a little
weird. So that's probably out. (As is weird rules/dice).
It's probably not aimed at the typical gamer, due to the subject
matter. While they don't do a terrible job of addressing people
who are clueless about the genre, it's not terribly
comprehensive, either. Still, I'm not sure there is much they can
do about it - it's like trying to play Call of Cthulhu without
having read a HPL story.
So, I guess it's really aimed at the Otaku sort who are into
"Shoujo Manga" and also happen to like Fudge. I'm not
sure people other than that will get much out of this.
Why? Well, say you did indeed want to run a game set in a
Japanese High school. Could you do this with just this book, not
having seen any anime or such? Probably not. You'd get very stuck
coming up with NPCs. The characters given in the book are more
the typical PC, not NPC.
IMHO, this is really a game meant to role-play an actual TV show
(or comic or book or whatever) that you and your gaming group are fans of (presumably anime). It sort of assumes you'd be
getting source material from elsewhere.
So, ultimately, while it's not a terrible product, it really
needs to be more expansive. I also think by focusing on 3
different sub-genres, they do none of them well. (Though frankly,
the emphasis of the game seems based on the Teen Romance games,
not the Magical Girl or Historical Romance, the latter especially
feels tacked on.)
C-
(So why am I reviewing it? Well, basically, several months ago I was board, and didn't have anything else to review. So I wrote one up for my website where I keep copies of all the reviews I have written for RPG.net, ENWorld, Gamefaqs, IMDB, and Amazon.com. I would have let it sit there, except, I wrote a review for here that referred to my HeartQuest review and included a hyperlink. But RPG.net changes the hyperlink so it points to the reviews archive here (which is a nice touch). But I never submitted it here, so it would be a broken reference.
Still, while I do think it's a bit weird, and I dislike Fudge, I do admire the attempt to expand the barriers of the role-playing world. Not a bad try for a first attempt.)

