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Review of A Fistful of Dice

A Fistful of Dice

Multi-Genre Roleplaying System

Review by C. Demetrius Morgan

 

 

Synopsis

This review is for the 41-page (80-pages in landscape mode) PDF of A Fistful of Dice Multi-Genre Roleplaying System, written by J. I. Zeh, published by Azathot Games LLC, and currently available online through RPGnow for $5.00. A demo is available and a sample foe race can be found in the March 2004 issue of Downloader Monthly.

Target Audience:Somewhat experienced players looking for an easy to bend and shape system. Folks who play a lot of different types of games/settings, and want to make it easy to do so.” - Judas

Rating: This is a very tough call. A Fistful of Dice has great potential to be an excellent introductory level generic RPG, however it currently lacks the most basic of support, which means it could also use some work. Even so I will give AFOD the benefit of the doubt based on the author’s enthusiasm and promises of forthcoming supplements and rate it at 7 out of 10 golden apples.

 

Initial Impressions

Chapter-By-Chapter Overview

Summary

Interview With the Author

Appraisal

Initial Impressions

The first thing you notice upon examining the contents of A Fistful of Dice’s (hereafter AFOD) distribution ZIP file is that there are three PDFs; one containing cover images, one designed for screen viewing, and one formatted for printing. The next thing you notice is that the “pages” are done up in landscape mode and are obviously intended to be printed out and stapled together. This decision has two immediate effects: First, the document is a bit difficult to read at times on screen. Luckily the font chosen is crisp and clean. Second, you will have to collate pages to be sure everything prints correctly, front and back of the page, and that may be more effort than the average gamer is willing to put into a PDF product. Then there are the illustrations, which present an eclectic mix of two primary styles; South Park screwball gothic and standard fantasy illustrators monthly with a twist of lime. top

 

Chapter-by-Chapter Overview

Chapter 1: Introduction - A simple two pages of the usual introduction covering “Hello this is a role-playing game.”

Chapter 2: Characters - Roughly six pages, beginning with the predictable “define your character concept”. According to AFOD this includes Look (scribble down what your character looks like), Personality (again left up to the player to scribble down), Quirks, History, and Talents. Talents allow a character to specialize. Players are given a number of Character Points (CP) to put into their character’s Talent scores during character creation. From Talents you determine a set number of Derived Scores- Physical Hit Points, Mental Hit Points, Move, Evade, &tc- and then equip your character. Available equipment lists to be provided by the GM based on the milieu. top

Chapter 3: Doing Things - Essentially you roll a number of dice equal to your Talent vs. a TN. Nothing very original or ground breaking here. In fact I used an virtually identical system in a game I had briefly available on my Yahoo Group called Ubel They- a resolution system that was itself a simplified derivative of the resolution mechanic in place in my game in perpetual development Crystal Spheres- an further variant of which can also be found in my Halloween Horror RPG Revenge of the Crypt Fiend. However AFOD takes the system a step further by introducing Meta and Extraordinary Talents in addition to some requisite attribute checks based on certain actions. The long and the short of it: this system should not only be easy to learn the odds are it will be similar enough to many independent and homebrew systems that you should be able to find enough supplementary material on the net to flesh it out.

Chapter 4: Combat - It’s only six pages, probably four if you cut out the illustrations, which some may feel doesn’t bode well at a glance. So what do we have? Wow, it’s like looking at a mirror, mirror version of the conflict resolution system I have in place in Revenge of the Crypt Fiend! Obviously I think my system is good. So what could I possible be able to say negative about a system very much like it? Nothing. In fact I have to say, where my system is designed for “horror” fantasy, this conflict resolution system makes allowances for modern to futuristic actions. Well done.

Chapter 5: Damage and Healing - If you were expecting me to go on about how much like some system of mine you’ve never heard of this section of AFOD is I am afraid I must disappoint you. (Though, in all honesty, it’s probably better than the systems in place in what I’ve mentioned thus far.) Damage is subtracted from a character’s Physical Integrity score. Huh? Did that term just come from out of the blue? Actually, no, it was mentioned in the section on Physical Hit Points. Long story short, you have five main types of physical damage, such as Concussion and High Speed Projectile, which inflict either minor or major wounds. There is also a breakdown of various types of Mental Damage, whereas Healing occurs only at rate of 1d PHP per day. Seems functional. top

Chapter 6: ? - There apparently isn’t one. ??

Chapter 7: Game Master - Starts off by talking about how to tweak the game using danger levels and game complexity then moves on to discussing how to handle talents and awarding CP. The section ends with one of the best, albeit brief, reminders about common sense in game terms. Viz.: “A grenade misses its target, so what happens? It rolls off somewhere and explodes, that's what.” There’s more, but you’d be amazed how often people seem to forget about those thrown and discharged ranged weapons once they roll their dice and the result comes up a “miss”. Kudos.

Appendix A: Talent Lists - Just what you think it is. A 16-page list of character Talents.

Appendix B: Early Tech - Weapons lists.

Appendix C: Modern Tech - Weapons and techno widgets lists.

Appendix D: Near-Future Tech - More weapons mixed in with future tech gadgets.

Appendix E: Far-Future Tech - Yet another list of mighty techno widgets. top

 

Summary

When asked what the inspiration for A Fistful of Dice’s conflict resolution mechanics were Judas replied, “An amalgamation of various things. Roll over, single dice-type systems in general. The final shootout in the film Reservoir Dogs for initiative. The heroic qualities of pulp characters for Meta Talents.” A nice word, amalgamation, as it essentially means many things mixed together. Like an alloy. I think that describes the essence of AFOD rather well. However not all alloys are created equal, some are stronger, some are more flexible, while others are meant to just look pretty. A Fistful of Dice doesn’t look pretty, nor is it particularly stronger or weaker than most comparable systems, but it does appear to be flexible. top

Setting: None. This is a “universal” rule set intended to power multi-genre settings. top

The Game: A Fistful of Dice presents a multi-genre universal rule set that is both simple and familiar. While it could use a bit more crunch for veteran gamers it shines as an introductory level game system. top

System Mechanics: Concept driven skill based system. AFOD has no classes, archetypes, or stock templates. Task resolution uses a roll vs. TN mechanic. Combat uses the same Task resolution mechanic as part of a set sequence of events beginning with determining initiative/surprise and ultimately ending with conflict resolution, though it could also be roughly summarized as a Skill vs. Skill mechanic. top

Character Creation: Point distribution. Essentially this is a skill powered system with the skills being referred to as “Talents”. However the rules governing how many points should be distributed are vague and unsatisfactory. I would suggest defining rough parameters for how many CP (and Talents) should be given at the outset of a game based on the campaign type and objective difficulty. top

Conflict Resolution: Basic conflict/task resolution requires a number of dice equal to a character’s Talent score be rolled vs. a TN designating the numerical difficulty of the task being attempted. Combat uses these same task resolution rules. top

 

Interview With the Author top

As many are by now aware I often included quotes, usually snippets, in my reviews. What is not widely known is that these come from impromptu e-mail questionnaires. Usually distilling the responses to such questions is easy. However in recent exchanges I have noted some interesting comments thus, rather than let them dissipate into the aether unread, I have decided to edit the text in interview format as present them to you uncut.

Note: As the author here is primarily known on RPGnet by his handle of Judas I have written the exchange up using my own handle. Hopefully this wont confuse everyone.

Kester: What sets AFOD apart from other multi-genre "universal" systems?

Judas: When comparing systems the only real difference is how tasks/events are handled and how characters are described. I guess some of the things that "set it apart" are a more fluid initiative system, a Drama/Fate system which uses hero qualities (Courage, Ingenuity, Style) instead of just a pool of dice, and the combining of skills and attributes.

Kester: Earlier you mentioned that AFOD began "as a print version (B&W digest-sized, saddle-stiched with a kromekote cover). I found that printing, assembling, and shipping them was a pain in the ass." Has the basic AFOD system changed much since it's original incarnation?

Judas: No, it is identical. The current PDFs are taken directly from the original layouts.

Kester: If I want to set up a post-apocalyptic campaign will I be able to?

Judas: Of course. Post-apocalyptic is actually one of the easist [sic] games to construct in any system. Give characters simple technology and dole out the higher tech sparingly as rewards. Let each character have an Extraordinary Talent as a "mutation" if it is that type of game.

Kester: What if I want to play a Cyborg Draconian from Alpha Centauri sent to abduct Miss Mitchell in the middle of the night and implant some alien device in her, would AFOD be a good choice of system to set up a conspiracy type alien agenda game?

Judas: Sure. The aliens could use the cybernetic stuff from the Near Future equipment lists in the book, and have Extraordinary Talents such as Dominate, Illusion, and Shapeshift.

Kester: When I asked about the direction you envision the system going you said: "there is no "grand plan" ... At least not anymore than any other generic/multi-genre system." What would you like to see happen with AFOD?

Judas: I would like to see it develop a community. People creating, sharing and playing with others is the whole point of this gaming stuff, no?

Kester: What sort of support is currently/ or will be made available in future for AFOD?

Judas: I will hopefully be finishing a fantasy setting I am working on soon, and plan to begin hiring others to create other settings. I have also considered doing a "monster manual" style supplement.

Kester: If you had to reduce your game down to a one sentence description what would that sentence be?

Judas: Goblins made me do it. top

 

Appraisal top

If any of my games were up on RPGnow I would probably consider A Fistful of Dice to be a competitor. If either Judas or I were the egomaniacs that most people seem to think all game designers we’d probably post in game forums about how this or that is just too similar to “my” system for coincidence. Counterarguments would follow and a flame war would ensue that would probably get both Judas and myself banned from the boards. Luckily I neither have any games up at the moment, nor am I a card carrying egomaniac, so we are all blessedly spared such brain numbing exchanges. For now. *wink* That said it is my feeling that the core AFOD rule book needs to be expanded, with an eye toward creating separate sections with tips and rules specific to running genre campaigns. What I would like to have seen were separate sections for Horror, Science Fiction, Fantasy, Espionage, Supers, and Slipstream; i.e.: blending genres to create unique gaming experiences such as Science-Fantasy, Horror-Espionage, and etcetera. Yes, I know this is a tall order. I’ve tried to do it myself with a generic introductory level system I’ve been working on for a few years and I’ve come to one unalterable conclusion: An writer really can only write about what they know. Which means AFOD will first need to secure authors well versed in the tropes associated with each of the genres mentioned and have them write a genre campaign source book. Until then I’d have to say that with a little work AFOD can be a good alternative system for running simple fantasy, science fiction, or science-fantasy campaigns but it falls short of being a good system for setting up horror or espionage out of the box. Too, while Supers is technically within the domain of science-fantasy, AFOD really only goes half way to providing the framework necessary to power a good gonzo mad Supers campaign, nor can AFOD really do sub-genres like Cyberpunk justice without a lot of work on the Game Masters part. top

PDF Issues: The main issue is about how to print the document. What’s the best method? Never mind that the test pages I printed look crisp and clean. There should have been an informational DOC file provided containing tips on how to make this document work. Say this is my first PDF what is the format I need to set my printer to: Landscape, A4, wide A4, or do I not need to bother with my printer settings at all? As this isn’t your standard conventional letter sized format I feel Azathot dropped the ball here. I mean should I use my laser printer or go to Kinkos? What binding would work best for a document this size? Let’s say I have the paper and figure why not save the money and print it. The pages appear to be put into a very specific order in the print version, how am I supposed to collate them if my printer driver interface doesn’t have either an manual or automated collate function? top

Negatives: Too brief. Based on the copyright page AFOD has been out for roughly two years. Alas it does not yet have a core of support material. The lack of campaign material, adventures, even a sample world book is a major disadvantage to erstwhile Game Masters. Also some may view the fact that variations of AFOD’s core resolution mechanic can be found not only in other independent titles and homebrew systems freely available on the internet, but also in systems posted to the Game Design forum of RPGnet, to be a serious flaw in a commercial product. I’ve already stated my bias, as certain of my systems use a similar core action resolution mechanic, but I realize others may find that very detail to work against AFOD. top

Positives: Basic action resolution is of a variety common, in one form or another, to many independent and homebrew offerings. Many of which are freely available on the Internet for download. This means that you should be able to find a lot of material that can supplement these rules. Of course nothing is every quite 100% compatible so you may have to do a bit of tweaking. I’ll be honest this holds true even for those systems of my own creation that I mentioned in passing. So if you don’t like to play around with rules then this may actually be a negative for you. However, if working out the crunchy bits in your free time between classes or during your lunch break is your thing, then it should be relatively straightforward a task *knock on wood* to adapt even D20 material for use with AFOD. But it will take a good GM to make this work. top

Rumors: When asked if Azathot has plans to publish support material for AFOD the answer wasa resounding: “Yes, primarily settings.” Will their be room for third party support? “No plans currently, but I am more than willing to have people create and sell their own AFOD material.” And what does the future hold in store for AFOD and Azathot Games? The reply I received was an rather amusing, “More games and … perhaps an undersea fortress.” I assume that means there is a Supers supplement in the works, unless AFOD is really part of some diabolical scheme for world domination? top

 

 

Do not mock happy fun ball!

 

Copyright © 2004 C. Demetrius Morgan

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