Members
Review of Boomtown Planet
Introduction
The name’s Davenport. I review games.

And here I am, starin’ down the barrel of Review Numero… uh… One-hundred-o.

Man, I’m getting’ old.

Of course, I guess the unexpected helps keep a fella young at heart. Or that’s what I keep tellin’ myself, anyway. And there’s no gig in town with more “unexpecteds” than the game reviewin’ biz.

What, you need an example?

Okay, fine. The other day, I answer a knock at my office door, and I see this familiar-lookin’ palooka wearin’ a familiar-lookin’ trenchcoat and a familiar-lookin’ fedora. And he sez to me…


“The name’s Davenport. I’m in a game.”

“…”

“What?” he says.

“Uh… you wanna tell me your first name, pal…?”

“Some GMshoe you are. Ain’t it obvious? I’m you.

“…Hugh Davenport…?” I says, without a whole lotta hope.

“Not Hugh, moron. You.”

“I need a drink…”

“You and me both, pal. ‘Cept I can’t, bein’ dead and all.”

“I’m dead?!?

“What’re you, dense? No, I’m dead. A ghost, if you wanna get particular about it.”

“Yeah… time for that drink,” I says, and make with the pouring.

Anyway, he says that after all the reviews I’ve done, some wise-guy game designer thought it’d be a real hoot to stick me into a game. At least he had the common decency to make it a pulp/noir setting, even if it had this weird hook of the PCs all bein’ reporters instead of sensible stuff like masked avengers and jungle men and what not.

“Okay, I get the picture,” I says. “But why am I… Why are you… Dammit, what’s with the ghost bit?”

“Are you kiddin’?” he says. (I wasn’t, for the record.) “Look: with a tough, sharp, no-nonsense ladies’ man like me on the case, what’re the PCs supposed to do with their time? So they make me a ghost, and *bammo!* – I only come out at night, and the PCs get plenty of elbow room to do their thing without them gettin’ shown up by the real hero in this town.”


I had to admit, I made a whole lotta sense.

(And besides, there’s no point in arguin’ a dead issue.)



Substance


Setting

Boomtown Planet takes place in a world mixing as many elements of both film noir and two-fisted 1930s pulp adventure as the author can cram in. Hard-boiled detectives ply their trade at the behest of dangerous dames, the mob keeps seedy politicians in their collective pocket, mole men and vampires creep through the shadows, cultists do their best to summon Nastiness Incarnate, and evil geniuses devise schemes of world conquest, preferably involving giant art deco robots.

This isn’t an alternate version of our world, however. Instead, it’s a world in which there are only two countries: capitalist, corrupt Capital State and warmongering, presumably fascist Klankeruberalles. I’m not really sure what this accomplishes beyond eliminating any concerns about historical facts, but it definitely puts some strain on suspension of disbelief, even in the outlandish context of the setting: there’s no China, for example, but there are Chinese with their own Chinatowns. In a cute touch, though, everyone speaks the same language – just with appropriate (and, presumably, wildly stereotypical) accents.

The PCs live in Capital State, in the big city of Boomtown, where they work for the city’s predominant and hard-hitting newspaper, the Boomtown Planet. In a more sane world, the Planet would be a tabloid. In this setting, it’s a daily that tells it like it is, no matter how weird “it” may be. The premise puts me in mind of a film noir incarnation of The Chronicle, except with the weird stuff out in the open, more or less.

The book provides a great deal of detail about the history of the city and the people, places, and things occupying it, from the mobsters to the monsters. I especially like the rationale for the seemingly endless, noir-ish rainfall: a mad scientist makes his base in a zeppelin over the city, and when his cloaking device goes on the fritz – as it frequently does – he activates a rain-making machine as backup camouflage.

Making Boomtown stand out a bit from a “generic” pulp/noir city is Ghost Town, an abandoned neighborhood decimated by the “phlu” and subsequently the nightly home to the ghosts of the deceased.

And that’s where you’ll find the shade of the legendary Detective Dan Davenport, counterpart to my “Hard-Boiled GMshoe” reviewing persona and the only real law in Ghost Town.

Now, I should point out here that I did not suggest this inclusion to the author, nor do I see a dime from the doubtless vast profits he rakes in from this book. I don’t know whether this counts as being “associated” with the product or not, but there’s your full disclosure on the matter. Either way, I’m certainly honored.

(And I was terribly amused at GenCon 2005 when a couple of game designers well-known to this site suggested that all RPG settings should feature “Dan Davenport” in some fashion as a sort of industry-wide running gag. I doubt that it’ll happen, of course… but if it does, please consider this my whole-hearted endorsement…)

Even setting aside the presence of my alter-ego, I love this setting. It does have one rather significant drawback, however, and that is the relative lack of game system support for the contents.

And by “relative lack,” I mean “basically none.”

In fact, the only setting-based game mechanic not directly related to a pre-gen player character is one of the two varieties of magic (see below) described in the game. If you’re a GM who loves to create and innovate, this may not be a problem. If you like any work at all done for you beyond basic ideas and descriptions, however, you are decidedly out of luck here.


System

The Basics

Boomtown Planet uses a success-counting d6 dice pool system, with the minor twist that players must declare “odd” or “even” before every roll and only count success that come up odd or even. Die rolls are based on one of six Traits – Strength, Endurance, Fortitude, Perception, Essence, and Agility – with skills (a.k.a. “Tricks of the Trade”) being of the “have’em or don’t” variety. In other words, if a character has a skill, the player rolls a number of dice equal to the governing Trait; if he doesn’t, the player’s stuck rolling a single die, no matter what.

Note that Tricks of the Trade can be improved by one die, but only once per skill. Consequently, characters may only be experts through natural ability, not through training.

Playtest: The system’s serviceable enough. I don’t think it would work for me long-term, given the harsh limits on ability increases, but the relatively small dice pools didn’t bother this generally dice pool-averse reviewer.

I do think the difficulty levels run a little too high, though. At first I didn’t think that was the case, but then I realized that I’d forgotten the “odd/even” rule. This, combined with the relative lack of pulpy dramatic editing, left the characters feeling rather helpless to me. Even if a given game session features no combat, blown investigative rolls are bound to slow the game to a crawl.

And speaking of investigative rolls, I ran into a bit of a snag almost immediately regarding Tricks of the Trade. When two of the reporters attempted to talk their way past a guard to snoop around a factory, I discovered to my dismay that the game does not contain any Trick of the Trade resembling “Fast Talk.” That seems like an awfully big oversight for most games, let alone a game about nosy reporters.

Maybe you’re wondering about what defines an “average” Trait score? I’m not completely certain, and I’ll explain why in just a moment. However, I can say that the difficulty scale runs from 1-6, that lacking a Trick of the Trade means that the player can only roll one die regardless of the associated Trait, and that if an action is, for whatever reason, flat-out impossible, the player can still roll and hope for two 6s to come up.

Effectively, then, the game isn’t set up to mirror superhuman ability levels very well. Once you get past 6, everything is simply “impossible for a human,” but progressively more likely for beings with higher Trait scores to accomplish. Lifting a building is no more difficult than lifting a car.

Aside from anything being theoretically possible for almost anyone, the system shows its pulpy leanings in two more ways. First, once per session, players can call for a “retake” of a situation gone horribly wrong, allowing the entire event to be started over from scratch. And secondly, characters can spend ten experience points to purchase one Luck Point, which in turn can go to the purchase of a single automatic success and leave only the degree of the success to chance.

I love the “retake” idea in concept, although in practice I’m not entirely sure how far it’s fair to “rewind” before the “retake” begins. And while I’m not much of a fan of auto-success mechanics (as opposed to bonus-granting mechanics), I can deal with them. The only problem here is the fact that this one’s based on experience points – which characters earn by actually writing stories based upon their adventures – meaning that starting characters won’t be able to pull that particular pulpy trick.


Combat

Combat sticks with the basic mechanic for the most part, the only real exception being a 1d6 added to Agility – rather than a roll of the Agility dice pool itself – to determine initiative.

Characters with appropriate Tricks of the Trade roll a dice pool based on the related attribute against a base target number of 4 for ranged combat, and I’m assuming that same base target number holds true for hand-to-hand combat as well – the book doesn’t say. Sniping (based on Fortitude) reduces the base target number for all firearms attacks to 3, raising the question of why someone would take Fire Weapon (based on Perception), all things being equal.

The system applies modifiers for such things as cover, targeting multiple opponents, automatic fire, and aiming for specific body parts, although it does so with some inconsistencies between varying the target number and adjusting the dice pool. Ranged weapons do damage based on a flat dice pool, while melee attacks do damage based upon the attack’s Strength plus one or more d6s.

Accuracy has no direct affect on damage, but called shots to the head do double damage. The rules for using Dodge seem rather harsh, as the defender must divide both his dice for attack and for defense by two if he wants to attack and actively defend in the same round. Bear in mind that dice pools aren’t going to be that large in the first place and that many PCs have no combat abilities at all.

Characters can take up to their maximum Damage Sustenance Point (DSP) level in damage with no ill effects, may fall unconscious at zero DSP, will fall unconscious at less than zero DSP, may die without successful medical attention at -10 DSP, and will die at a negative DSP level equal to their maximum positive score.

Playtest: Combat has stubbornly refused to come up in my game sessions to date, so I decided to run one of my own, pitting staff photographers Paige Mercy and Pearl “Frankie” Hunter against one another in a no-holds-barred cat fight!

Now, I expected Frankie, who has the Hand-to-Hand Trick of the Trade, to make short work of Paige, who does not. As it turns out, though, that 50/50 shot at getting in a hit was plenty high enough for Paige to put up a good fight, especially since Frankie’s extra successes did nothing for her regarding damage. Even with Frankie’s extra point of Strength over Paige, the two of them kept trading blows and inflicting damage every round. When I had Frankie try to get fancy with a head shot, she ended up just missing her chance to hit that round, allowing Paige to win this little war of attrition.

Then I decided to see what would happen if Frankie split her dice pool and used Dodge (which is also used to parry). That changed the equation quite a bit, since Frankie, with two dice on Dodge and two on Hand-to-Hand, had a better than 50-50 shot at blocking Paige’s punches and still had a better chance to hit – a trick that Paige couldn’t duplicate with her one measly die. Played out that way, Frankie made short work of Paige – not because she was hitting more often so much as because she was blocking Paige’s blows.

This is assuming that the number of dice rounds down, that is. The rules aren’t at all clear whether this is the case. If the dice round up, then there’s no reason for an unskilled combatant to decide against both attacking and dodging – she’ll have one die on both no matter what.

So, clearly, Dodge plays a pivotal role in combat in the game.

Unfortunately, none of the mandatory pregen characters have Dodge…


Magic

While the setting presumably includes all manner of strange supernatural abilities, the rulebook includes only two very specific varieties of magician: the Ghost Talker and the Seer.

In both cases, the magician in question starts out with a basic ability for free and gains new abilities in a predetermined order for 10 XP at each step. For the Ghost Talker, this means going from being able to converse with ghosts to being able to affect them directly to being able to assume a ghostly form himself. For the Seer, this means starting with a minor sixth sense and moving on through seeing the past and future up to remote viewing.

Obviously, no fireballs here. If you want to create an evil sorcerer to vex the PCs, this really isn’t much to go on.


Character Creation

There isn’t any.

No, seriously. There is no character creation system. PCs must be selected from among the sixteen pre-generated members of the Boomtown Planet’s staff: one editor, one managing editor, four lead reporters, four columnists, two inside sources (a P.I. and a Syndicate thug), two photographers, and two junior reporters. All of these are completely “grab and go,” although that may be small consolation to players who can’t find any PCs that suit them.

It’s also worth noting that only five of these characters have any sort of combat ability. Considering the fairly unforgiving nature of the system, then, character selection will have an enormous impact on the sorts of adventures the GM in question will be able to run without presiding over a slaughter.

Playtest: This resulted in some grumbling on the part of my players, and a least one outright decision not to play. On the other hand, as could be expected, the pregens got play started more quickly, avoided having players attempting to min-max reporters with unlikely skills, and (thanks to the personality descriptions) provided built-in relationships between the PCs.



Style

The game effectively describes its people and places in the tone of a wry, jaded film noir reporter, adding to the feel of the setting without growing annoying or overshadowing the topics. The generally high-quality artwork likewise contributes to the pulp/noir atmosphere without getting in the way, with the in-setting ads providing a nice touch of verisimilitude. And where the game falls down on providing antagonist stats, it does, at least, describe them with aplomb. I’m particularly fond of the hillbilly moonshiner werewolves living in the woods near the ominously-named town of Arkham’s Rest…

The four-column layout proves surprisingly easy on the eyes, although the organization and typesetting gets a little confusing in places – the cramped Tricks of the Trade listing for the pre-gen characters being a prime example, organized by department and counter-intuitively separated from the character descriptions and attribute scores.

In terms of outright errors, however, the biggest blunder I found was a listing of firearm ranges without firearm damage ratings. While it may not be common practice for reporters to go around packing heat anyway, it’s not exactly common practice for reporters to investigate werewolves and bug-men, either.



Conclusion

For obvious reasons, I really wanted to like this game. A lot. Even were “I” not in it, I adore the concept. And I really do love the setting details.

And yet, I found there to be just a few too many holes to fill in before I could use that setting: no NPC stats, extremely limited power descriptions, shaky or missing rules, and no real guidance as to how to run a game in which the object is to break stories – rather than heads – wide-open.

The end result feels something like a house that’s a gorgeous mansion on the outside but a “fixer-upper” on the inside, best suited to do-it-yourselfers. (Indeed, the author informed me that most of the people who play it have no problem at all creating antagonists and any related “weirdness” from scratch.) As such, I can’t really recommend it at the print price, and even the non-sale PDF price seems a little steep.

If you’re really after a great detailed urban pulp/noir setting to use as an idea mine, this is worth a look. If you want a game ready to go right out of the “box,” however, I’d give it a pass. This game has enormous potential, and I’d really love to see the author take another crack at it – this time lavishing as much love and attention on mechanics and stats as he did on the setting.

Oh, and with lots more me.


SUBSTANCE:

  • Setting
    • Quality = 4.0
    • Quantity = 4.0

  • Rules
    • Quality = 2.5
    • Quantity = 2.0

STYLE:

  • Artwork = 4.0

  • Layout/Readability = 3.0

  • Organization = 2.5

  • Writing = 4.5

  • Proofreading Penalty = <1.0>

PDF Store: Buy This Item from DriveThruRPG

Help support RPGnet by purchasing this item through DriveThruRPG.

Recent Forum Posts
Post TitleAuthorDate
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Richard ParkinsonSeptember 8, 2006 [ 06:20 pm ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Wyvern76September 8, 2006 [ 02:45 pm ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Dan DavenportSeptember 6, 2006 [ 03:37 pm ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Wyvern76September 6, 2006 [ 01:29 pm ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)flyingmiceSeptember 6, 2006 [ 06:06 am ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Richard ParkinsonSeptember 5, 2006 [ 08:10 am ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)flyingmiceSeptember 5, 2006 [ 06:51 am ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)The Hooded RoninSeptember 4, 2006 [ 06:50 pm ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Richard ParkinsonSeptember 4, 2006 [ 02:42 pm ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Dan DavenportSeptember 4, 2006 [ 09:34 am ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Dan DavenportSeptember 4, 2006 [ 09:33 am ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)C.W.RichesonSeptember 4, 2006 [ 07:30 am ]
Re: [RPG]: Boomtown Planet, reviewed by Dan Davenport (3/2)Richard ParkinsonSeptember 4, 2006 [ 07:08 am ]

Copyright © 1996-2013 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2013 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.