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FOREWORD
This is my first review. I really
wanted to have a schtick to open it, like Dan
Davenport does, but couldn't think of anything excepting stealing
Dan's. I gave up on that, although I did borrow Dan's review format. :)
There
Is No Spoon (henceforth TINS) is
an unofficial Matrix RPG designed by RPGNet regular Steve Darlington (aka
Steve
D). It was playtested by and received contributions from some
other RPGNet members. I wasn't one of them, in case you are wondering if I'm
biased. In this review, I'll describe each chapter briefly, state my opinions
about its contents and describe some of the things that came up during my
playtest session.
APPEARANCE
TINS is a 36-page PDF (including
the index and the cover) of 248 kilobytes that can be downloaded here.
It has a no-frills layout consisting of two-column text and images captured
from the first movie. The language is straightforward and spiced with humor
making for an entertaining reading. I could only spot six typos, but one of
them is a pet peeve of mine: the infamous affect/effect swap, where a verb
(to affect) and a noun (effect) are used in an inverted way. A nice touch
by Steve D was to use scenes from the movie as examples of how the rules work.
BREAKDOWN
Introduction
Steve D opens up the book by explaining
the game's First Rule. Basically, it assumes the franchise's other two movies,
Reloaded and Revolutions, as well as the Animated Matrix films and other derived
products have never and will never exist. Although this is a wise decision,
considering the disappointing sequels, it could prevent the use of some of
the cool concepts introduced by those products, like the rogue programs and
the back door system. Surprisingly, the book does include rules for playing
a program and even uses them as key plot elements in all of the three adventure
ideas. Other 'heretical'concepts could be easily adapted due to the rules-light
nature of the system.
As a corollary to the First Rule,
the author states that TINS can only be used for one-shots or microcampaigns.
At the risk of getting 'smacked in the face' (the game's main enforcement
rule) by Steve D, I disagree. I believe the system can be used for longer
campaigns. It might need a few add-ons to highlight how the character is advancing
mechanics-wise, but that should't be too hard to elaborate. This chapter concludes
with a brief description of the setting.
Playtest: Three
friends of mine who live out of town were back for a while and wanted to play.
I thought this would be a good time to playtest TINS. We only had three or
four hours and character generation for other systems might eat a good chunk
of those, especially because our fourth player, another friend of mine, can
take a long time to decide on his character’s abilities.
The Rules
TINS has only one stat or attribute:
Matrix. It varies from 0 ('a mind trapped forever in the Matrix') to 6 ('you're
God') and dictates what level of 'reality hacking' you have inside the computer
simulation. You roll it whenever you are inside the computer simulation and
doing something remotely physical. Characters also have skills, but, thanks
to uploading, they have all of them at level 3. During character generation,
both stat and skills can be raised.
The game uses two d6s, one for
Matrix and one for skills. The goal is to roll equal or under your level in
them. There are four levels of success: None; Skill, when the player scores
a success with the skill die; Matrix, when he does it with the Matrix die;
and Double, when he gets both (bullet-time hour). Each level trumps the one
before, so a character who gets a Matrix success overcomes another who only
score a Skill one. Before rolling, the players decide, in broad terms what
their character's action will be (fighting, fleeing, shooting etc.). The success
level determines how well it went, serving as a reference in order to describe
it.
Playtest: My
players had a hard time describing their character's actions, a point that
is touched upon in the Game Masters Section. All of them are experienced roleplayers
and had watched the movies more than once, but except for one of them, they
just rolled the dice and waited for me to report what happened. I guess this
comes from playing standard RPGs where you have to declare in detail what
you are going to attempt. A few more sessions to get used to the system would
probably solve this.
Combat follows the same pattern,
with success levels not only representing the outcome but also how much damage
you inflicted on your opponent. A Free Mind who fights a coppertop police
officer and scores a Doubles success (level 3) against the cop’s Skill
one (level 1) can inflict up to 2 (3-1=2) Body chips of damage. This is generic
damage and can result from a punch, a bullet or a sword -- the system makes
no distinction between them. Most characters will have 3 Body chips -- they
can buy additional ones during creation -- and when they are gone so is their
plot immunity. This doesn't necessarily mean death, but it's never good, since
your fate is up to your opponent. Options include severe injury, unconsciousness
or incarceration. Once out of Body chips, the character cannot make any rolls.
For every scene he stays inactive, off-stage or constrained by enemies or
injuries, he regains one chip. Jacking out restores all lost chips and by
doing cool or interesting things the player can be awarded extra ones.
Playtest: The
Matrix attribute pretty much guarantees that the characters will kick ass,
but if they encounter agents or other Free Minds, things can complicate. Three
chips are not all that much as one of my players found out. Steve D acknowledges
that and give suggestions on increasing them in the Optional Rules section.
I thought the rule on regaining them a bit harsh. The above-mentioned player
was knocked out during the fight where the players captured one of their opponents.
The next scene, being the prisoner's interrogatory, would have been really
boring for her if I hadn't let her ask questions. So I just ruled she was
feeling bad but not unconscious or otherwise incapacitated (she didn't recover
any chips however).
Body chips can also be used to
gain an automatic Skill success or give one to a fellow character. In these
instances, the player still rolls the Skill die, so it's possible to score
two Skill successes. They come in hand when you are fighting at a disadvantage
(against a lobby full of guards, or if your foe has a machine gun). Such circunstances
are handled by Advantage Dice, in other words, extra Skill dice. However,
no matter how many Skill successes you have, a Matrix one will still trump
them (think of the lobby scene).
Characters also start the game
with one Matrix chip which serve to gain an automatic Matrix success. Like
in the Skill case, the player gets to roll the Matrix die as well. Scoring
a success with the die when you have spent a chip is akin to becoming the
One for one action.
Playtest: Nobody
used their Matrix chip and only one of the players spent a Body chip. Since
they are so valuable and scoring successes is relatively easy, I doubt many
people would spend them unless it was a life-or-death situation. As was the
case for a couple of their foes. The characters interrogated them using truth
serum (kind of like what the Agents did to Morpheus). The NPCs spent their
Matrix chips and successfully resisted the interrogation.
Optional Rules
This chapter includes ways to
add a few variables to the game. The 'Woah' rule awards players for doing
cool things. It incorporates the extra Body chip award and suggests a few
others. 'Softening the Blows' is the bit about changing the amount of Body
chips. 'Dicing with Death' increases the granularity of the damage system.
'Sick at Heart' introduces a a way to model damage to the character’s
belief system. 'The One is The One' is a designer note explaining why Neo
has Matrix 6 and not 1, and showing how to change that.
Characters
Players have six points to build
their characters. Matrix costs one point per level. Skill ratings of 4, 5
and 6 costs 1, 2 and 4 points, respectively. One point will buy an extra Body
chip and two an extra Matrix one. As stated in this chapter's opening subtitle,
the Matrix stat is too powerful and game masters might think of limiting it,
as Steve D suggests, in order to prevent having Twos, Threes and Fours running
around.
Skills need not represent just
trainable abilities, but also certain intrinsic characteristics, like Trinity's
Smoking Hot Babe skill, which helps her in social situations, and special
equipment, such as a super-sharp katana. Very narrow or very broad skills
can have their price decreased or increased. I don't see much point in this,
unless you are planning on running something longer than a one-shot. The example
in the game, the Face skill (defined as a kind of uber disguise/fast talk/seduce
combo), although at first glance unbalancing, wouldn't be all that powerful
in the Matrix setting.
Players can also buy special abilities
that give Advantage dice or change the way a skill works in certain situations,
like a gun that never misses. This is cool and would help in creating Potentials
-- you know, the kids under Oracle’s care that can bend spoons. However,
there are aren’t any guidelines on pricing them or defining their effects,
except for one example. I have great difficulty on putting prices on these
kinds of things and would appreciate some more help here. Appropriate character
names and equipment are briefly discussed in this chapter too.
Deals and Fates round out the
characters. The former represents what motivates the character and should
help guide the players' actions. Fates are a vision of the future given to
each member of the resistance by the Oracle. They are defined by the GM and
should be kept secret from the other players. Knowing the basic plot of your
adventure (or campaign, if you are going for the long range) helps a lot in
designing Fates, as do knowing the personality of your players. This chapter
concludes with some suggestions for experience and character improvement.
Playtest: For
the one-shot, I told the players they could buy Matrix up to 3, except for
the hovercraft captain character, who could have it at rating 4.One of the
players wanted his character to have the ability to turn anything into a weapon,
like Bullseye, Daredevil’s archnemesis in the Marvel Comics. After a
second of despair, I just told him to buy it as a skill: Unusual Weapons.
All of them chose good names and reasonable Deals. Like I suggested in the
main text, I chose Fates that took into account my players’ personalities.
Here are the write-ups:
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Percival:
Matrix 4, Body chips 4, Kung Fu 4, Deal: feels responsible for the safety
of his group, Fate: face the tempest
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Access:
Matrix 3, Body chips 3, Gun Fu 4, Hunk 4, Perception 4, Deal: never refuse
a challenge, Fate: join the shadows
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Index:
Matrix 3, Body chips 3, Acrobatics 4, Intrusion 5, Deal: curiosity beyond
self-preservation, Fate: the resistance’s survival will depend on
him
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Nirvana:
Matrix 3, Body chips 3, Hacker 4, Unusual Weapons 4, Deal: develop a way
to control Agents, Fate: a bride’s life will be in his hands
Game Masters Section
This chapter has stats for the
main cast of the film. It also includes the above-mentioned rules for playing
a program. Here again we see special abilities mentioned. That's fine if the
rogue program is an NPC, but what happens if a player wants to have a program
character with a signature power, something like 'can only be killed by silver
bullets' or 'can walk through walls'? There follows some discussion on success
percentages and how they affect the frequency of rolls, and further elaboration
on Deals and Fates. Steve D also has some interesting advice on running the
game and writing Matrix-based adventures. In retrospect, the latter is kind
of a given, since I've used the ideas presented in other RPGs. However, until
reading the advice, my mind was blank.
Playtest: Pace
was a problem. I had planned on running the whole adventure in a single night,
but couldn't: my players spent a long time planning their actions and that
slowed things a bit. Like the problem with describing their actions, I blame
this on their previous experience with RPGs. Also, the setting’s cinematic
slant hadn’t really sink in their minds and they didn’t realized
they were badasses that could get away with carrying certain operations without
careful plans. I tried remedying the situation by introducing fights -- as
per Steve D’s suggestion --, but even then we only managed to go through
half the adventure. It was a fun half though.
Appendix I: Adventure Ideas
There are three adventures presented
in the file which vary from a couple of scenes to complete 'films'. Although
I found the ideas and premises contained here very interesting, I thought
the presentation lacked some cohesion. I understand the goal was to broadly
define each idea, offering a background, possible events and likely outcomes,
and letting each GM adapt it to his style. But the end result was too
broad. Some parts actually confused me. A bit more structure here would be
welcomed.
Playtest: While
reading the third adventure, 'Raiders of the Lost Archive', I realized the
Shadows reminded me of Lord of the Ring’s Nazgûl. Jumpstarted
by the adventure advice, my mind quickly spinned a Lord of the Code scenario
complete with a Witch-King equivalent and Morgul blade bugs.
CONCLUSION
Steve D accomplishes what he set
out to do with TINS: provide a simple system that faithfully emulates the
fast action, cinematic pace of the Matrix movie. In fact, as has been stated
before, this engine is a good model for settings where the characters have
some sort of supernatural backing ability, such as Highlander’s Quickening,
Star Wars’s Force or Samurai Jack’s super zen. Steve D has already
stated that There Is No Try (TINT), the Star Wars-adapated TINS
will soon be in playtest. The
Price of Freedom, a play-by-forum game run by Li
of Orchid, uses a prototype version of TINT. In future versions of
the rules, it might be interesting to include some notes on altering the granularity
of the game -- for example, changing the die from d6 to d10 --, and its effects
on play, and possible ways to improve long-term use of it.
STYLE: 3
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Layout: 3
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Art: 3
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Coolness: 3
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Readability: 4
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Content: 5
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Text: 5
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Fun: 5
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Workmanship: 4
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