|
The Blue Rose game is in some ways a fairly standard release
for the RPG industry, while in others quite controversial -- rather
surprisingly so in the hue and cry which it has generated.
On the standard side -- it is set in a medieval fantasy setting with
many common tropes. The background includes a half-dozen races of
different abilities mixed together, a good-aligned monarchy threatened
by an evil kingdom ruled by an undead Lich king, and various monsters
from unicorns to griffins to skeletons and other undead. The system
is a variant of the D20 system used by 3rd edition Dungeons &
Dragons -- and includes 16 pages of feats, 20 pages of spells,
a dozen pages of equipment, and a 66-creature bestiary.
However, the flavor with which all this is tinged is distinct.
Blue Rose is patterned after the "romantic fantasy" genre,
and cites Diane Duane, Mercedes Lackey, and Tamora Pierce as its
inspirational authors. There is a nice summary of the genre in the
book's introduction. It describes the stories as being about
characters who are outcasts who prove themselves and find a place in
society. The settings have more egalitarian societies, and positive
forces are associated with nature.
I have read some of Tamora Pierce and Diane Duane, but none of the
specific books listed on their inspirational list. Also, I have not
read any Mercedes Lackey, which I think was a major influence.
So I have some feel for the intended genre, but I may miss some
nuances. In general, I think it does a good job of leveraging
the genre. It uses many familiar elements, but conveys them in a
different light. From what I have read, intrigue and relationships
are important -- but the climactic scenes are still action scenes,
generally combat. The system supports that to a fair degree, but
there are some holes which I think the designers have not tackled
well.
Material
The rulebook is full-size (8.5x11), soft-cover, perfect-bound 224
pages. There is a detailed two-page Table of Contents and a 2-page
index of medium quality. It has small black-and-white illustrations
roughly every other page, of slightly varying style but overall very
high quality. There is particularly stylish use of watercolors in
some of the key illustrations including the full-color cover.
The layout is simple and clean, with thin decorative left and right
borders, chapter title at the top, and page number at the bottom,
centered.
Background
The game is set on the world of Aldea, a temperate region with four
main kingdoms: Aldis, Rezea, Jarzon, and Kern. Aldis is the center
for adventures -- a benevolent monarchy which is highly egalitarian
and multi-cultural. It is roughly the size of France and Germany
combined, and natural barriers separate it from its neighbors.
To the west is Rezea, the home of nomadic tribes. To the east is
Jarzon, a militant and disciplined theocracy. To the north is Kern,
a slave state ruled by the Lich King.
The setting begins with a description of the mythology. There are
four Gods of Twilight (primordial powers based on seasons), seven Gods
of Light (patron gods of different aspects of culture), and seven
Exarchs of Shadow (based on the traditional deadly sins). Then it
describes the history, which begins with a golden age of magical
wonders. A key faction in history are the rhydan -- intelligent
and psychic animals who are now a key part of the leadership in Aldis.
The glorious Old Kingdom was corrupted, however, leading to a dark age
where evil Sorcerer Kings rules the entire region. Then three hundred
years ago, a great rebellion broke their hold everywhere except Kern
-- though sometimes with devastating consequences for the land. Aldis
was flooded with refugees of many different types, and was shaped by
the resultant mix of races and cultures. Besides humans of various
cultures and the Rhydan, there are Night People (sorcerous creations
similar to orcs), Sea People (an aquatic race), and the Vata
(inheritors of magical blood). Aldis is a monarchy, but each ruler is
chosen by a semi-divine magical being originally summoned by the
rhydan, the Golden Hart. The kingdom's officials are educated
professionals who are sworn in only after being tested a magical
artifact (the Blue Rose Scepter) that checks their good intentions and
alignment. So while the titles used sound feudal (i.e. queen and
nobles), really it is more of a bureaucracy perhaps most similar to
historical China.
The suggested model for adventure is for the player characters to be
a band of the "Sovereign's Own" -- roaming envoys of the Aldean
government who deal with local problems. The setting chapter
describes typical threats to deal with: unscrupulous merchants, fallen
nobles, bandits and pirates, the thieves' guild, shadow cults,
cursed arcane relics, shadow gates (through which demons can
come), and corrupt sorcerers. Whereas most fantasy RPGs suggest
adventures in wilderness or ruins, Blue Rose characters
typically deal with internal threats as empowered agents of the
government. A GM could easily make adventures out of raids into the
evil lands of Kern, but the default is intrigue within Aldis.
My general thoughts on the setting are:
- The material on mythology and the mythic history are strong
and interesting. There is also material covering the
culture, life, and threats within the Kingdom of Aldis.
- The text is often vague on detail. There is a half-page
black-and-white map, but it shows only seven cities in the
whole world, has no markings for roads, or even a key.
I would have liked at least some impression of number and
population of cities. I would also have liked typical names
for Jarzoni, Rezean, and Kernish characters would be very
useful, since absolutely none are given.
- While readable, the description of Aldean and other cultures is
rather dry. To some readers, it conveys more a vision of
modern liberal thought than a vibrant fantasy culture.
This can be addressed with some extrapolation and imagination,
but it mars the whole.
- The romantic fantasy genre is frequently about overcoming
prejudices and finding a place in society. While it has many
hidden threats, Aldis may be a little too egalitarian for that
to have much punch -- though some regions still harbor
prejudices.
- There is extended discussion about the effect of the psychic
abilities on society, which is good since the details here are
particularly critical for domestic investigations. Still, it
has some gaps, such as how Object Reading and Scrying are
treated.
Mechanics
The mechanics are dubbed the "True20" system, a variant of Wizards
of the Coast's D20 system incorporating many changes used in Green
Ronin's Mutants and Masterminds game. It uses only twenty
sided dice (hence "True20"). The basic mechanic is to add
attribute + skill + 1d20, and compare the total to a difficulty
number. All rolls in this system follow that this approach.
This core mechanics is exactly the same as in other D20 games, but
there are a number of distinct features. Compared to Dungeons
& Dragons, the major differences are:
- There are only three broad classes (called "roles").
However, there are more feats -- a total of 132 including 56
role-specific feats.
- Skills are more simply chosen. You either have a skill or
you don't. If you have a skill, it is at a fixed rank based
on your level.
- Spells (called "arcana") are learned by taking Feats, and
they require rolls to cast and avoid fatigue.
- Purchasing equipment is handled by an abstract Wealth stat
rather than tracking specific coinage.
- There is a resource (called "conviction points") to spend
to improve chances or otherwise accomplish heroic deeds.
These are recovered by actions which furthers one's "Calling"
in accordance with either one's "Light Nature" and "Shadow
Nature". Each of these three traits is represented by a
tarot card.
- There is a brief system for social interaction which rates
attitude towards a person on a five-step scale (from "Hostile"
to "Helpful").
- Combat options are simplified, removing attacks of opportunity
and related feats. This greatly reduces the emphasis on
map and miniature use.
- Damage is handled by rolling a Toughness stat + 1d20 and
recorded as marks on a fixed wound track; rather than a
variable number of hit points. Note that this eliminates
all dice except for twenty-sided ones from the system.
- There is a fatigue system, and an option to use "Extra
Effort" to gain a bonus on an action at the cost of losing a
fatigue level.
Overall, I would say the rules are not significantly simpler than
D&D. While they are streamlined in some ways, they are expanded
in other ways (more feats, damage rules, fatigue rules). However, it
is more elegant in many ways, which many will find appealing. The
core D20 roll mechanic is much more emphasized -- using it for wealth,
spellcasting, and damage. This is a crunchy game with a significant
learning curve for those who aren't already familiar with the system.
Character Creation
Character creation is entirely based on point-spending and picks --
there are no random rolls involved. There are two main picks (Role
and Background), plus three separate pools of points which must be
spent: attributes, skills, and feats. Step by step, the choices are:
- Distribute 6 points among your six attributes (which range from
-5 to +5).
- Choose Background (i.e. race and/or culture), and note the
modifiers that gives. These may include skills, feats, and/or
special abilities.
- Choose Role (i.e. class).
- Pick a number of skills based on your Role and Intelligence
attribute.
- Pick a number of feats based on your Role.
- Select an Alignment, Calling, Light Nature, and Shadow
Nature. Alignment is a very abstract scale with three options:
Light, Twilight, and Shadow. The latter three are associated
with Tarot cards: minor arcana for the natures, and a major
arcana for one's calling.
- Select starting equipment, which may involve some rolls
to reduce Wealth.
The rules lack an overview of this step-by-step process -- making it a
bit confusing, particularly for those who are not familiar with
other versions of the D20 system. However, overall it is well edited
and balanced. Choosing a Calling and natures using tarot cards is
particularly interesting, and if anything could have used more
treatment.
There are some weaknesses. While it is more flexible than Dungeons
& Dragons, I was a bit disappointed in the range of characters
possible. I would like to have seen more options, including more
support for starting characters at levels greater than 1, and also for
characters with greater or lesser attributes -- i.e. exceptionally
talented beginners, or more experienced veterans with less raw talent.
These may be addressed as options in future supplements, however.
In addition, there is no encouragement for making characters outcasts
at the start. As explained in the introduction, the romantic fantasy
genre is about outcasts finding their place in society. However, the
only allowance for this is a Reputation bonus which increases at a
fixed rate as characters increase in level.
Arcana
Arcana are the magical effects of the system (singular "arcanum").
In some ways they more resemble what is usually termed "psionics" than
traditional RPG magic. A central arcana is "Mind Touch", which
allows mental contact magical effects on targets from a great
distance -- based on how personally familiar you are with them.
Other effects include various mental manipulations, and control
of nature -- such as control of and speaking with animals, plant
shaping, water shaping, etc.
There are a total of 49 arcana defined in the core book. Each is
much more broad than a typical spell in D&D. A single arcanum
will often have multiple functions. For example, "Heart Shaping" has
six functions: Despair, Fear, Friendship, Hatred, Hope, and Rage.
Further, arcana are not graded in levels. Instead, they are all
considered equal and each arcanum's effects grows more powerful in
proportion to the caster's level. For example, rather than a low
level "Ray of Frost" spell and a higher-level "Cone of Cold" spell,
there is a single "Cold Shaping" arcana whose effects scale with the
caster's level, and which can be cast at reduced power for a reduced
chance of fatigue.
An intriguing touch is the option for evil magic -- termed "sorcery"
here. Essentially, sorcery is powerful and dangerous magic, but
carries a risk of demonic corruption. With each act of sorcery,
you risk gaining a point of corruption. Corruption is a grave
threat unless the character chooses to embrace it, essentially
turning over to evil.
Social Actions
There is a brief 3-page system of social actions. An NPC is defined
as having one of five attitudes towards another character, specifically:
Hostile, Unfriendly, Indifferent, Friendly, Helpful. There is a
fixed difficulty to try to change each attitude to a better attitude,
displayed in a five by five table. There are also notes on usage and
modifiers for the six social skills (Bluff, Diplomacy, Gather
Information, Perform, and Sense Motive).
This section could definitely use some advice and examples. There is
not an involve mechanical process, which many would see as an
advantage. Unlike combat, only a single roll is generally allowed for
a given interaction. So as I see it, use of a social skill might
typically involve a brief in-character dialogue leading up to skill
use, followed by a quick roll, then back to dialogue to resolve the
results of the roll -- say to hear new information if the target's
attitude changed from Indifferent to Friendly.
Combat
Combat is a major focus of the system. For those familiar with the
D20 system, most of the combat section is familiar. The major changes
are the wound track damage system, the options for Extra Effort and
Conviction Points, and removing attacks of opportunity.
Damage works this way: the person who is hit makes a D20 roll plus
Toughness saving throw stat, with a difficulty of 15 + the damage
bonus of the attack. If he beats it, he takes no damage. Otherwise,
he takes a level of damage for every 5 points he misses it by.
Failing by 5 is wounded; failing by 10 is disabled; failing by 15 is
dying. Also, any failure means a -1 on your next Toughness roll.
This is very high variability for damage. i.e. Most blows could do
anything from a scratch to fatality depending on the roll.
I had some concern about the wound track. In other game systems, a
wound track makes for anticlimactic fights, as a target who is wounded
starts on a downward spiral towards death where each hit makes him
less effective. Thus instead of a rousing climax you get a mopping up
of weakened opponents. However, in Blue Rose the spiral is
fairly quick, and the damage has a high variability so it is possible
to overturn the spiral with some luck. This is a bit of a concern for
pacing. With a brief string of good rolls for the PCs, a combat may
be over rather abruptly. And with a bad string of rolls, combat could
drag out a while.
Some variability is offset by Conviction Points and Extra Effort.
Probably the most powerful use of Conviction Points is to reroll any
die result and take the better of the two roll, with a minimum of 10 in
any case. Players can and generally should use this to protect
against bad rolls to resist damage (i.e. rolls form 1 to 5, say).
This reduces the variability for them. However, it cannot affect the
damage saves for NPCs, since you can only reroll your own die rolls.
Overall, I'm impressed with the design. It has a nice range of
options, minimal bookkeeping, and moves fairly quickly. I have a
number of nitpicks in layout and clarity -- but especially compared to
most first edition games, they are minimal.
Game-master Advice
There is a 13-page section of advice for game-masters. In general,
such sections are notoriously difficult to write, and the results tend
to be annoyingly vague. Overall, I would rate this chapter roughly
average. It does try to delve into what is specifically different
about Blue Rose as a game and romantic fantasy as a genre.
But it is still vague on most points, as opposed to providing some
clear-cut techniques and ideas. It is broken into five sections:
"Running the Game", "Rewards", "Setting Considerations", "Roleplaying
Romance", and "Roleplaying Intrigue".
The highlight is probably the list of one hundred single-sentence
adventure ideas for the setting -- which goes a long way towards
giving an impression of what sort of adventures are expected.
The intrigue section is also useful, since typical adventures are
more like police work than dungeon skirmishes. Unfortunately for a
game of romantic fantasy, I thought the section on romance was the
weakest -- though to be fair, the romance referred to is more style of
adventure than necessarily romantic relationships. I suspect that the
authors actually had little experience on this front.
Bestiary
This is 8 pages of rules for special creatures, then descriptions
and stats for 66 creatures, including 24 mundane animals, 11 rhydan
animals, and 31 other creatures (3 animate plants, 4 elementals, 5
shadowspawn, 4 aberrations, 9 unliving, and 6 darkfiends). The
creatures are for the most part standard fantasy creatures. Thus,
it is regrettable but not awful that most are not individually
illustrated. In general, this section is useful but uninspired.
A significant lack is statistics for typical non-player characters of
various types. In Dungeons & Dragons, the default is that the
player characters will be adventuring in uninhabited wilderness,
caverns, and ruins. Thus, these could be left out. However, in
Blue Rose the default is for them to be acting to root out
trouble within civilized lands. Thus, I think it is a significant
failure not to include more stats or at least guidelines for
characters like city guards, bandits, Rose Knights, and so forth.
Sample Adventure
There is a brief 7-page sample adventure, which I played through at a
convention. Sample adventures are notoriously bad, in my opinion, and
many games will simply not include them. This is no exception. As
written, it is a fairly linear investigation whose clues are weakly
described, and with no support given for player ingenuity.
Unfortunately, I suspect this indicates a general weakness in how to
provide well-supported adventures.
Conclusion
In general, I think this is a strong design. In a gaming scene which
has generally fallen into a rut, this strikes a balance between making
use of familiar elements (fantasy tropes and the D20 system), but
putting them in a new light. It has a good concept, with good
organization, and good execution on the mechanics. On the negative
side, it is dry and vague in place in the setting material, GM advice,
and sample adventure. I think it needs to have the setting gone
through in more detail, and more effort made at adventures -- not just
as useful products, but as exercises in seeing holes and problems in
the adventure concepts they lay out.
There is a core story of sorts -- i.e. the envoys find a hidden plot
within Aldis, root it out, fight the bad guys, then set things aright.
There are issues with this which have not been thought through very
well, but this is far stronger than most first editions turn out.
|