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Disclaimer: One of the authors of Blue Rose
is an old friend of mine.
Blue Rose calls itself the RPG of romantic fantasy.
I didn't know what that meant particularly, but they do
define it: it's fantasy in the style of Diane Duane,
Mercedes Lackey, Tamara Pierce, and others. Some general
characteristics are:
- The main
characters tend to start as loners and outcasts, and find a
place of importance and belonging in society.
- There
there are infrequently the Tolkienian races (elves, dwarves,
orcs, hobbits).
- There are frequently sentient animals, generally
mind-bonded with the main characters.
- Stories tend to be smaller and more personal than the
great world-saving quests and bloody deeds of a Frodo or a
Conan.
- Society -- or at least the nice bits of it -- is fairly
egalitarian, especially with respect to gender roles and
often sexual orientation. Only villians stay sexist or
homophobic.
- Heroes tend to be environmentally conscious.
- Magic (or at least the magic of the heroes) is typically
innate, will-based, natural, and well-regarded.
So that's what Blue Rose sets out to do, and they mostly do
a good job of it. (I didn't get the sense that characters
generally start as outcasts, but the rest seems to apply.)
Setting: The heroes (other games call them
"player-characters" or some such, but Blue Rose out
and out expects them to be heroic, as a matter of style)
come from the kingdom of Aldis on the world of Aldea. Aldea
has a mythic history, with gods of light and gods of
twilight and nasty not-quite-gods of shadow. There's an Old
Kingdom, long gone except for artifacts and shadowgates and
such; it used to be pretty nice, until the Shadow-oriented
sorcerers snagged it and did the traditional Awful Things.
But after a sorcerous disaster, some heroic rebels ... you
get the point. There's a sensible amount of background
here: enough to use, and familiar enough so you can snarf
bits from your favorite novel and file off the serial
numbers and stick them in. But the authors have good
sense and/or desire to write supplements, and don't
overwhelm us with details.
Aldis, the country that the heroes come from, is a pretty
nice place. There are rhydan, the promised sentient
animals of various species, and as promised they can bond
with humans. And you can play one if you like, with or
without a bond. There are the vata, who seem to be
elves and drow with the serial numbers filed crudely off,
and night people, who are pretty much half-orcs with
the serial numbers filed crudely off.
Aldis has a king or queen, conveniently chosen by a mystical
Golden Hart. There are nobles, who are conveniently chosen
by the sovereign's mystical Blue Rose Scepter. They start as
travelling nobles without land, and wander around solving
problems and doing good deeds; some may get lands later on.
Which is quite a convenient story hook, of course.
And Aldis very strongly reflects the general characteristics
of romantic fantasy above. For example, there's almost no
trace of homophobia. Not out of ignorance, either:
homophobes are actively despised. Contrast, say,
Fulminata or my own World Tree, where there's
no homophobia per se either, because 'homosexual' isn't a
recognized social category -- but in both those settings
there are quite strong prejudices against various sexual
behaviors. They're not utopian, they just have different
bigotries. Blue Rose is very politically correct on
this point. So am I, in my daily life, but I found it
somewhat cloying in Aldis.
Magic is quite common in Aldis: about 1/10 of the population
has magic. This matters a lot, of course. Healing is
common and important; there is a psychic relay network for
fast communication; etc. This shows up in the culture as
well as the game rules, unlike some games with extensive
magic systems (and apparently lots of mages) and villagers
terrified of light spells.
There is a sensible collection of bad guys, from
"unscrupulous merchants" (which is a very nice touch) to a
wicked homophobic theocratic neighbor to an out-and-out Lich
King. And, there's a threat from within: anyone who uses
magic inappropriately risks being corrupted by shadow. More
on that in a bit.
Rules
Blue Rose uses the True20 system, which is mostly a
stripped-down and cleaned-up version of d20. For example,
in d20, you can have a Strength of 13 or 14, say, but you
rarely use the numbers 13 or 14. You mostly use the
strength modifier, which, for those, is +1. True20, like,
say, Ars Magica, just uses the Strength Modifier as
your Strength attribute: your Strength would be +1,
and you wouldn't bother with 13 or 14 at all.
But most of the gadgetry of the d20 system is there: levels
and classes and favored skills and feats and Fortitude
saving throws and so on. I won't talk about that stuff much,
'cause you know it mutatis mutandis, or actively don't care.
Some things are very non-d20, like the way that they don't
do hit points. It looks cool, but I haven't gotten to
playtest it, and it's hard to judge in the abstract.
One feature which distinguishes good games from bad is that
the good games have rules which fit the setting properly.
The thing that struck me most about Blue Rose was the
magic system, and, in particular, how corruption works.
It's very much not D&D magic. The arcana are much
weaker than D&D spells -- there's nothing like a fireball or
lightning bolt or even a mass-effect Sleep spell available
to heroes. Arcana are fairly small and limited things, like
Calm which drains intense emotions from someone
you're in mental contact with already, or Cold
Shaping which lets you freeze moderate amounts of water.
They're not entirely devoid of combat force -- Cold Shaping
can do moderate damage to a victim -- but they aren't the
heavy artillery of D&D. There are a lot of
socially-oriented arcana, too, as befits a heavily
socially-oriented game.
And you can't use a lot of them. The more powerful ones
require a fatigue roll or lose a fatigue level. You have
only three fatigue levels between fresh and unconscious, and
the fatigue rolls get harder if you use lots of magic in
quick succession, so you pretty much have to be cautious
about using the heavy stuff.
The part that impressed me the most was the Sorcery and
Corruption rules. Most of the more aggressive arcana are
marked as Sorcery. That means that they can be used for
evil in ways that will corrupt you. If you use them, you
have to save vs. Corruption or get a corruption point -- minor pecadillos
are pretty easy saves to make, major wickedness is a lot
harder.
Corruption points are pretty nasty for nice characters.
They're a penalty to your Wisdom and Constitution, and they
might make you do bad things. Getting rid of corruption
points is slow and heavy work. So far, so boring...
...But you can choose to embrace Corruption. If you do, a
bunch of stuff happens to you -- you can't be healed by
anyone but a corrupted healer, for example, nor can you be
resurrected, and you'll come back as a vampire or lich
instead. But most of the stuff is good (in the powergamer
sense): the Corruption points stop being penalties to your
Wisdom and Constitution, and, instead, start being
bonuses on all of your arcana. If you embrace
Corruption and do a lot of wickedness, your magic gets a
whole lot stronger.
So ... those of us with a strong powergamer streak will find
a certain player-side temptation to embracing
corruption. If we also have a strong roleplayer streak, we
will experience, player-side, the same moral dilemma that
the character is experiencing: be good? Or sacrifice our
goodness, get really powerful, and get that revenge we
really want?
It's a nice clean rule that puts that dilemma right
into the heart of the game, in mechanics as well as
roleplaying. Quite impressive.
Also the experience system was pretty nice. There isn't
one. The gamemaster decides when you go up a level. It is
supposed to be every game or two, based on what you've done
and the needs of the story. Going up a level isn't a small
thing, but it's not as dramatic a step as it is when a D&D
mage goes from 8th to 9th level and gets a whole new set of
really imposing spells. So I think the Blue Rose
approach can work nicely for Blue Rose, assuming a
reasonably sane gamemaster. And I wouldn't miss the
bookkeeping that experience points involve.
Style
The art's adequate. The book is entirely readable, the
language is clear and straightforward, and I didn't notice
any typos or bad page references or such. There's a nice
big index, and the one thing I looked up in it was right
were the index said it was. Not stunning, but entirely
serviceable.
The Judgement
Blue Rose is trying to do something fairly specific:
encourage roleplaying of a particular sort of character in a
particular sort of story. On the whole it succeeded. If you
want to live in a Duane or Lackey or McCaffery or Norton
novel, Blue Rose will admirably assist you to do so.
If those authors annoy you, Blue Rose will annoy you
in just the same way. Which, I suppose, is the best one can say for any
setting-oriented RPG.
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