InSpectres
Fighting the
forces of darkness so you don’t have to.
Introduction
This review
– being my first and all that – has been rewritten a number of times. In this
latest version I’ve tried to keep it short and concise, like the game it is
about. I know it didn’t work, so sue me.
First an
apology to Jared A. Sorensen should be in order that it took half a year till
I put this up. But seen in a positive light, this gave me the chance to gm
InSpectres more than once. And it was a pleasure
to do so.
Overview
InSpectres
is a roleplaying game by Jared A. Sorensen that is
easy to “learn” and ideal for playing on short notice. The authors statement,
that the system was designed “to turn the whole player-GM relationship on its
head” is quite true and even playing it once can be an eye-opener concerning
player centered storytelling. The
pdf has eighty pages and is available as a
screen-viewing and print-out version. This review is based on a comp copy of
the screen-version of the pdf. The print-out
version will probably have a higher resolution making the art less “grainy”.
Additionally if you own the pdf, you can upgrade
it to a dead-tree version (momentarily sold out).
The pdf
is available at
RPGnow or directly at
Memento Mori Theatricks.
Presentation & Style
The
pdf is black and white with a nice and clean
layout combined with a readable font. The text is formatted into one column
and broken by boxes of the same size, which contain tips for playing the game.
There are a number of illustrations in the pdf
which are done in a comic like style that perfectly fits the setting of the
game (see below). The art looks professional and does not have to fear a
comparison with that found in books of some larger companies.
The pdf
offers a four pages long functional index and an appendix in the back. The
appendix features a glossary, a summary of the game mechanics and the relevant
tables for the game. Last but not least you find things like the character
sheet and the important “EMPLOYEE NON-DISCLOSURE AGREEMENT”.
Setting
The setting
information is not even a page long and presents something like the world
today, only with ghosts, demons and … stuff. The players are the owners or
employees of a franchise from InSpectres. This is
a company like “Ghostbusters” which takes care of annoying things like
paranormal vermin, the undead grandmother etc.
. The basic advice is to play this as humorous mixture of movies like
the abovementioned Ghostbusters and Startup, but
you can also go for something more serious or
cthulhuesque (can
be found here).
Finally
comes the usual “you can change what you want and fit it to your style of
play” remark and that’s about it.
Later on in
the pdf, you get more information on the general
way to play a session:
-
First the client interview (The client and his case can be created via
randomized tables).
-
Research and grabbing equipment.
-
Solving the problem.
-
Unwinding to remove stress penalties (see below).
System
The system
uses d6 dice pools of manageable size (manageable for those that are not too
fond of dice pools). That means generally you roll 3 dice, with a maximum of
7d6 as an exception. Overall the system is nothing groundbreaking, but it is
easy to learn and works well in most cases. It has a few bugs, but nothing
that can’t be fixed.
But first:
How does it work?!
Characters
are created by assigning nine skill dice on your character’s four skills, with
a maximum of 4 d6 in one skill. The skills are Academics, Athletics,
Technology and Contact. When a character attempts something, you have to find
the relevant skill, throw the amount of d6 you have in that skill and compare
the highest result to a chart. The chart has values from 1 to 6, with 1
meaning catastrophic failure and 6 meaning player narrated positive outcome.
With 5 and 6 you also get franchise dice, but more on that later.
Another
thing that will influence the size of the rolled dice pool is the characters
talent. The talent is chosen during character creation and can be something
like “hung around the comic store during his youth”. Whenever a situation
arises that is connected to that talent, the character can add one bonus die
to his skill roll.
A negative
modifier to your skill roll is stress. During play the Investigators see
horrible things or dead things or … . Investigators
then have to roll a number of dice corresponding to how sanity blasting the
whole experience was. Check that against a chart and you get results from
“loses skill dice” to “gets cool dice”. The cool dice grant a certain
resistance against further stress rolls.
Finally you
have “franchise cards”. These are one-use-only storage places for franchise
dice. Franchise dice are earned during investigation by rolling 5 or 6 on
skill rolls and basically by finishing a case. One franchise card for example
is “the library”, which allows the withdrawal of dice for Academics skill
rolls.
Putting the
whole thing together could lead to the following:
Thomas, the
Head of Research of your InSpectres team wants to
know everything relevant for banishing evil spirits. He has an Academics skill
of 4. But alas, today he has already had a horrific encounter. His possessed
neighbour ate his beloved dog! (And quite messily at
that.) Understandably he has trouble concentrating and loses 3 dice on
his Academics skill (one die remaining).
Fortunately his talent involves rpgs, so he knows
everything about evil spirits (+ 1 die)! Because his research is a question of
life and death, he withdraws two dice from the library card. In the end Thomas
rolls 4 d6, gets a 6 and saves the day.
There are
some additional rules and the possibility to play demons, vampires etc., but
the main concepts can be readily seen in the above example.
What
is
special?
The main
difference to the standard rpg
comes up with the player narrating his success. If the players search the
haunted house for clues and succeed, they have to come up with an explanation
of what they find and what it means. For example “Under the
floorplanks of the study we find the diary of the
mad New England witch hunter. Three of the entries point to a conspiracy of
the old families of the village”. The players have to come up with
tidbits like that, while the job of the GM is to
help them along and tie the events and ideas into a coherent whole.
And as an
additional mechanic you get the confessional. It is not really a mechanic, but
one more possibility for the players to influence the game. The game compares
it to the scenes in reality shows, where one person tells what he thinks about
another one or about relationship issues. The confessional allows players to
add back story to their own or other characters, twist the plot, or add the
fact that they brought holy water along to the current scene. Holy water not
being one of the usual things to carry around, the players have to narrate
their uncanny ability to bring along such lifesaving equipment. Depending on
the tone of the game, this could be a bad joke or an elaborate scheme.
Meaning: They need a consistent explanation, but otherwise are free to modify
the facts.
As neither
I nor my players watch reality shows we renamed the confessional to director’s
chair. In my opinion that is the use of the chair. Players can not only
comment, but they can rewrite the whole plot. But regardless how you call it,
the confessional is a very good idea and adds to the playing experience.
A relevant
point that should be mentioned, is the lack of
experience points or rules based character development. What will change
during playing sessions is the success/failure of the franchise and the amount
of cool dice the characters have.
This might
not be enough for everybody.
Playtest
How did it
work out in play? The relevant part of the review.
The good:
This game
requires practically no prep time. The first session of
InSpectres I mastered came a bit as a surprise. I had read the rules
only once and had planned to read some examples of play. I wanted to see how
to best handle the confessionals and the way other groups played this game.
When a regular session of another game was cancelled on short notice and the
group met anyway, I pulled out InSpectres. While I
reread some rules, my group made the characters and we started playing about
one hour later. In the beginning we created a town for their franchise. It was
quite astounding, how fast a group can create a setting with all the necessary
trappings for interesting plots. I only vetoed certain ideas, to preserve the
setting’s consistency. Following that, we detailed the franchise. A few rolls
got them an old gas station with a diner and a massive environmental problem.
Next up was the client interview for their first case. The random tables in
the rules produced a nice customer and some vague plot ideas. I kept the
information I gave the players quite sparse, as I didn’t have too much planned
and also wanted them to come up with the clues on their own.
It took
some time to get used to the style of play (narrating your success) and to the
confessionals, but they were accepted readily enough. During the game I sat
back and gave the players free reign. When I wanted to make changes to the
plot I also did it in the form of confessionals. This is not in the rules, but
it worked very well and helped in getting players and GM on the same level.
The story
that was created during play was quite complicated, humorous and so
interesting that everyone was keen on playing again.
The bad:
The first
game produced mostly successful rolls for the skill tests, meaning a 5 or 6.
Rolls without negative consequences come up too often, if the skilled
characters (3 or 4 in a skill) make them. In my group the franchise’s Academic
was doing all the research, the Contact guy procured the equipment etc.
. While players working together is great,
this definitely lessened the dramatic impact of some scenes. This problem can
be remedied by adding stress penalties. But you have to give them for all
skills (contrary to the recommendation in the pdf).
Otherwise players will specialise some more and still roll success after
success.
Another
rule I found unconvincing was the cool mechanic. It leads to cool characters
becoming cooler, while the stressed ones become even more so.
Meaning that one character stays competent in his skills,
while the other is sucked into an “incompetence spiral”.
The lack of
an experience system seems to be no problem for one-shots, but one player
thought it unfitting for longer campaigns. And I see that it can be a turnoff
for a number of people.
One final
thing: The game definitely seems better suited to humorous play. My players
had some problems in narrating the story the moment they felt it had to be
somewhat consistent/realistic.
Conclusion
The game is
an interesting alternative to “classic” roleplaying
games. It is fun to play, easy to learn and the ideal game for playing on
short notice. I’ m not sure if it is suited for beginners, but it is
definitely worth a try. I would not recommend it to GMs that prefer keeping a
tight reign on their players or have trouble improvising. But even then, it
might just help you getting a new perspective in your regular games.
And if you
are suffering from GM burnout, or want to convince your players to support
your gaming efforts this could help you in doing so.
Concerning
the rating:
I gave the
game a 5 in Style, because it is (among other things) an enjoyable read and
because I really liked the art. There are better looking (full colour) books
available, but you don’t get those for 10 dollars! The same with the
substance: It has only eighty pages, but they contain everything needed for
hours of fun, as the players are your “splatbooks”.
A final
word: If this review got you even slightly interested in reading or playing
the game, just buy the pdf,
it’s well worth the price.