Goto [ Index ] |
Capes
Capes is a very
unusual new role-playing game from Muse of Fire Studio,
available through the good folks at Indie Press
Revolution. At first glance, it's a super-hero game, but in
reality, it's almost a completely different sort of role-playing
game. Role-playing games generally separate the game part from
the role-playing. Capes actually makes a game out of the
role-playing itself.
What do I mean? Well, in something like D&D, you roll up
characters, make them according to strict rules, fight in combat,
but when it comes to the actual roleplaying, the players and GM
pretty much do it free-form - there's no set order that the
players or GM speak in, or narrate events in, or how they do it.
And what the players generally do is largely up to the GM
(explore the dungeon, save the town, kill the dragon, etc).
Capes has elaborate rules for narrating the game itself. And has
no gamemaster.
Actually, it's so different than most role-playing games, that
some would probably argue it's more of a story-telling game. I
wouldn't go that far, but I would say it's role-playing combined
with poker. If not mechanically (there are some similarities),
then in terms of feel.
Gameplay
So how does gameplay work, without a gamemaster? Well, it's
part collaborative, part competition.
The first player starts off, describing the basic scenario or
scene. Then people start divying up the characters present,
starting with the first player selecting one, then with the
person clockwise picking one and so on. Unlike most RPGs,
characters in Capes are not necessarily owned by one player. And
some players will pick villains or opponents to play as well.
Once all the players have characters (they may have 1 or more),
the first person starts things. Off. Then again, in the same
order that they picked the characters.
On their turn, a player can describe pretty much anything.
However, he cannot resolve conflicts.
Like for instance, a player says "Mumbly Joe clobbers Buck
Gordon". While he can describe that he attacks the other
character, he cannot say that he successfully beat him up or not.
That has to be resolved through the game rules. Basically a
conflict is resolved by having 2 dice, one for each side, with
the highest being the winner.
A conflict is not resolved just via a simple die roll, though.
This is where it sort of gets confusing at first. A conflict
starts with 2 colored dice, one representing each side
(win/lose), and both start at 1. Players can roll the die
representing one side by various means, thus changing the die
total. (There is more options than just rolling)
All during the rotating narrative, players accrue
"debt" to manipulate the dice. There is a strategic
aspect to it, not unlike poker (and in fact you probably should
use poker chips to record debt and story tokens), where to win in
the long haul, you cut your losses and bet wisely when you think
you can win the most. That is, it's best to lose some conflicts
and win others.
This debt also serves as a force to ensure no one dominates
gameplay. The more someone drives the game, the more likely they
will gain more debt, and thus eventually have to take a backseat
to the other players. Though the rules apparently do reward the
skillfull. So while the rules mean everyone has a fair chance,
it's up to them to make the most of their chance.
I can't really do it justice or explain it all that well. It's
something hard to get unless you read an example of play -
hopefully the author will put one up on the website for it.
There are two examples of gameplay in the book. One is a fairly
standard superhero roleplaying scenario, about a mummy and a
curse and a magic scepter and a fight over it. The other is
pretty unusual, basically, it's 3 heroes working out in a gym -
one wants to leave early for a date, while another hero is trying
to make him stay (since that hero feels that heroes should put
their personal lives aside for the public good). Two vastly
different situations, but both work pretty much exactly the same
way.
Capes is something of a competitive game. This is generally not a
good thing for roleplaying games, because people really like
their characters, and tend to get annoyed and upset when they get
screwed over by their fellow player (or GM). However, that
doesn't happen here because of the "Gloating" rules.
See, whenever something happens where a major character would be
killed or something like the world ending happens (ie, the
Super-Villain's diabolical plot succeeding), instead it actually
doesn't, for whatever reason (the players have to come up with
one), but the player who would have won, gets a reward in terms
of story tokens. (Story tokens are sort of the opposite of debt,
they can be used for various different things, mostly getting
more actions or characters to play in a scene)
The actual specific events that are prohibited or would invoke
the gloating rules are defined by the players beforehand. The
"Comics Code" it's called (after the real world
version).
While the rules themselves are aimed at super-hero gaming, I
suspect they would work pretty well for most modern day things.
Me, I'm not a much of a superhero fan - while I read comic book
as a kid, they were generally Richie Rich, Scrooge
McDuck/Huey/Dewey/Louie, and various "Weird" comics. So
I'm not exactly an expert on the genre, but I don't see anything
that doesn't also apply to most TV shows or novels.
Characters
Characters are really easy to make. They basically have 12
abilities, rated from 1 to 5 (with 5 being better), in 3
categories - Powers (ie, Superpowers), Styles (how they do
things) and Attitudes (basically their personality).
These abilities are essentially just very simply descriptions of
what the character can do or what they are. For instance,
"Flight" would be a power.
They are rated simply by prioritizing the abilities in a
category. Say a character had 5 powers, 4 Styles, and 3
Attitudes. There be one power rated at 5, one at 4, one at 3, one
at 2, one at 1. Then one style would be rated at 4, one at 3, one
at 2, one at one. And of course, then one Attitude would be rated
at 3, one at 2, one at 1.
The number of abilities in each category is not fixed (other than
there being a max of 5), a character could have 4 in each, so in
that case, each category would have one rated at 4, one at 3, one
at 2, and one at 1.
You can either create a character from scratch by coming up with
your own powers (or picked from a list), or use the "Click
and Lock" method. Basically, this consists of combining 2
different halves of a character into one. One half is
"Powers", one half is "Persona" (basically
personality). Each half is sort of toothed, like a comb, so the
halves fit together.
The only real downside is that due to the nature of the game,
characters literally cannot improve, as far as I can tell.
The Book Itself...
The book itself is pretty small-ish. It's 160 pages, but
digest size (5" x 9"). The basic rules are about 50
pages, a sample of play is about 30 pages, and pretty much the
rest is material meant to be helpful, either sample characers
("Click and Lock"s), objects, or advice on playing the
game. And some useful random name tables at the very end.
The layout is really nice for finding things. Pretty much every
time a rule is referenced, a little dot next to it has the page
number for that rule.
The art in the book isn't bad, but now that I think about it,
actually is more the Richie Rich sort of art than the typical
superhero comic book art. Big heads, fairly simple drawings,
slightly creepy looking.
Final Thoughts
I don't think Capes is for everyone. People who aren't great
at the storytelling aspect of roleplaying will find it difficult,
and those what like the crunchy aspect of character building will
find it, well, pointless (so probably not for Gurps or Champions
fans). And it's probably something you have to be mentally alert
to play (ie, not something you could play for 30 hours straight).
But while it's not for everyone, it seems like a blast to play. I
was grinning like an idiot* while reading the examples of play,
both being amused at the examples themselves (they are funny) and
at the sheer cleverness of the game mechanics.
So if you like storytelling, give it a try. It's certainly cheap
enough at $15. (And apparently you also get a PDF when you order,
as well as the physical copy)
Also, as I submit my review, I notice that the webpage is
finally up for it, including a downloads
page with a "Capes Light" download, as well as a
flash based character generator. So give those a look.
* Some may think I always do that based on some of my former
posts on the forums here, but I assure you , that is not normally
the case. Really!

