The Imp Game is a small, 31-page PDF where the players play the role of (surprise) imps, those ever-present henchmen for power-mad evil wizards the fantasy world over. The GM, playing their fiendish mage boss, gives them many wicked tasks to fulfill so that he may one day become power incarnate, steal the kingdom’s crown, live forever, etc. Sound eeeeevil and dark? Hardly.
Instead, comedic failure in the imp game is expected—even encouraged—as the imp proves to be pretty low on the old minion effectiveness chart. More often than not, their beloved “great master” is little more competent than his bumbling servants. No, The Imp Game plays more like Russian Roulette—someone will succeed, but nobody is sure when.
As a “comedy game”, Imp keeps it basic mechanics simple—player stats and characteristics (pretty much generalities of character and a few abilities/traits of note) are tracked on index cards. Each player also should have 2 d6s and 10 poker chips or counters. Any action gauged by attempting to roll under the TN, or target number. The target number starts at 2 for the entire group, meaning a player would have to roll snake eyes on those 2d6 for the action to succeed. After each successful action, the TN is reset to 2.
Players may manipulate the TN upward by spending the aforementioned chips/counters, or “Guts Points” as the game calls them. For example, a player attempting an action and wanting a better chance of success could raise the TN to 4 by spending 2 Guts Points. Easy mechanics for an easy game.
There are several classes of Imps provided, though the player may certainly add archetypes as they see fit. The classes provided include Big Dumb Imps, Smart Imps, Devious Imps, and Crazy Imps, with the self-obvious characteristics of each presented.
Successful missions or quests can earn PP, or Praise Points, from the Imp’s master. The Imps can use PPs between sessions to purchase new traits and abilities, which range from firebreathing to kleptomania and pacifism.
One part of the game I found very interesting was the outright competition that develops between each imp character for the master’s praise and esteem. Imps in this game will undercut each other by activating weaknesses or traits. For example, Imp 1 might see that Imp 2 is perilously close to obtaining the magic artifact from the feet of the sleeping dragon. Imp 1 knows Imp 2 has the trait of Easily Distracted, so he can try to activate said trait by bidding Guts Points. Of course, Imp 2 can attempt to outbid him with Guts Points of his own. If Imp 1 successfully outbids Imp 2, the trait is considered activated, and Imp 2 must act out the consequences (i.e., stopping in front of the dragon’s face to follow an ant across the floor).
This brings us to another very important part of the game—all failures or successes are not narrated by the GM, but rather by the players. So long as they act out their attempt in a manner consistent with their character, this works rather nicely, and puts the strain of being the sole funnyman off the GM’s shoulders. Of course, this mechanic can also backfire, if an individual in the group is a bit of a wet blanket or hems and haws at describing too great a failure or too marginal a success.
In the game, Imps are basically immortal—they cannot die, no matter how many angry villagers, magical explosions, or dragon’s flames they come across. This also helps lighten the mood to a point where failure can become a lot more funny.
Conclusion:
My copy of The Imp Game—Mischief & Mayhem was a PDF copy, without interior art. I understand a print copy with interior art will be available later this summer (2005). However, the front-page illustration by Calvin Camp depicting an imp running for his life from angry villagers is top-notch and sets the mood quite nicely. Inside, the layout was clean and easy to follow, if a little bare. As I said, I would have to see the retail copy before making any final decision. As for style in its current incarnation, I give it a 4 for clarity, if nothing else.
As far as substance, this game does a very good job of realizing what it is—a fun little game, not sustainable over a large period, and the mechanics and gameplay reflect that. Petersen brings up “scene framing” several times as a means to skip dull or unimportant steps, and to concentrate on letting the humorous shortcomings of the imps come to the forefront. Gameplay is fluid, easy to learn—my playtest group actually had character creation complete and the mechanics down in all of 10 minutes. Resolution does not hinder gameplay, but rather heightens it; this is the most any game can ask of its system.
I don’t expect many people will find The Imp Game taking over their Saturday night regular campaigns, but it’s a superbly-written, inexpensive ($5 PDF from RPGNow) “break” game for those nights when your group is short-handed or nobody feels like playing anything heavy. Best of all, this game knows its limits and doesn’t attempt to be anything that it isn’t. The only shortcoming I can really find is that this game will be dead in the water to those lacking the right personality or with players owning a munchkin’s dislike of losing, no matter how funny or light-hearted it is. The reliance on the players to resolve much of the action and to determine precisely what happens on successes or failures means the ultra-serious or bad sports can (will) ruin it for everyone else. Still, as a fantastic budget pick for a light, funny RPG, The Imp Game shows that the only thing more entertaining than incredible success for players might be incredible failure. On substance, a well-deserved 4 out of 5.
Overall: 4 out of 5.
Buy It?: For $5? Absolutely!
For more on this product, visit:
[url]http://www.rpgnow.com/product_info.php?products_id=4760[/url]
[url]http://www.neoproductions.net/imp/[url]
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