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REVIEW OF Weapons of the Gods


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Introduction

I’m going to be doing something a bit different in this review, and I want to be very clear about that going in so that it will be read in the proper context.

This is a playtest review in the most literal sense possible. That is, I only have been a player in this game, and I have read only enough of it to be a player. I have not read the entire book (although I’ve skimmed it extensively), nor have I used it as a GM. (However, my GM, RPGnet’s own RandomNerd, was kind enough to fact-check the review, for which I’m very grateful.)

Why am I doing this? Two reasons.

First, I thought this might offer a different perspective on the game from those presented in the previous excellent RPGnet reviews of this product.

But more importantly, I found myself in the unusual position of having participated in an ongoing game of Weapons of the Gods before having actually read it. I discussed this situation with the author and offered to do the sort of review I’ve described with his blessing, which he gave.

So, while I’d never suggest that any of my reviews are the last word on a game, I want to make doubly sure that readers of this review treat it as just one source of information and avail themselves of some of the other excellent reviews of this product posted here and elsewhere in order to make an informed purchasing decision.

So! With that out of the way… Weapons of the Gods is a game of high-flying Wuxia action, based upon the Chinese comic book of the same name. Players take the roles of kung fu warriors, courtiers, and scholars in Shen Zou, a fantasy China full of mystical and political conflict. I spent about half a year exploring the mysteries of Shen Zou as a PC, and this is my report.



Substance

The Setting

Weapons of the Gods takes place in Shen Zhou, an idealized, fantasy Confucian China rife with subtle magic, Byzantine clan politics, and devastating mystic kung fu. The Lore Sheets (see below) help convey the richness of this setting, starting with the poetic tale of the world’s creation via an epic kung fu battle against literally nothing.

While the supernatural plays a major role in the world, demons and other monsters seem to stay very much on the rare side – none are detailed in the book, in fact. I’m given to understand that monsters were originally supposed to appear in the Weapon of the Gods Companion but that that was later abandoned. Never having read the comic, I can’t say how much of a blow that is to running the game true to the source material, however. Just be aware that conflict is going to be very much human-vs.-human and clan-vs.-clan, even if said humans in said clans can leap over walls or punch straight through them.



Character Creation
Sometimes character creation can be a heavily frontloaded process due to the complexity of the setting. Sometimes it can be that way due to the intricacies of the rules. In Weapons of the Gods, it’s both.

This is not to say that the mechanics of character creation are all that complicated in and of themselves, mind you. Allow me to explain…

Players select one of three fairly loose archetypes for their characters: Warriors, who have access to secret, powerful kung fu techniques; Courtiers, who can master the Secret Arts of manipulation; and Scholars, who can tap into the powers of Daoist sorcery. All three can and should have kung fu powers – Warriors just get to choose those special techniques due to their martial focus. This has the benefit of allowing characters to specialize while still letting everyone kick ass together as situations warrant.

Players start out with 15 points to divide between five attributes, each associated with a particular element and “color” of chi:

  • Might (wood, Jade Chi)
  • Speed (fire, Crimson Chi)
  • Presence (earth, Gold Chi)
  • Genius (metal, White Chi)
  • Wu Wei (water, Silver Chi)

“Wu Wei,” by the way, is “a measure of awareness, sense acuity, and harmony with the world”.

Players then have 30 points to spend on skills and 50 points to apply anywhere they like, from boosting attributes and/or skills to purchasing affiliations, advantages, kung fu, and Secret Arts (see below).

The way Disadvantages function puts me in mind of the original version of Deadlands: rather than receiving extra points from taking disadvantages (and hence encouraging min-maxing), disadvantages earn characters Destiny (XP) points when they complicate the characters’ lives. I’ve always been fond of this method – not so much for the reduction of min-maxing as for the incentive for players to actually get their PCs’ flaws into the game rather than jotting them down for points and forgetting about them.

I’m never big on attributes disconnected from skills. WotG attributes do relate to skills, but in a couple of unorthodox ways – one annoying, one clever.

The annoying part’s the fact that while this isn’t an attribute + skill system, characters do get a +1 to their skill if the attribute is at least equal to the related skill. That makes for some natural min-maxing.

The cool part is that each attribute governs a different color of chi, which in turn serve as the “power tanks” for the various kung fu powers. The particularly cool part is that kung fu isn’t all a matter of acrobatics or brute force, since all attributes fuel specific fu powers. As a result, while traditional fast, strong characters do well in conventional combat, even academic or social types get their chance to go Shaolin Showdown.

Unfortunately, the cool part, too, leads to a bit o’ metagaming as a matter of survival. Focusing on powers using just one attribute is a really bad idea, since you’ll run out of juice very quickly. I don’t like having to adjust my character concept to make him more survivable.

To whit: my character had a Might of 6, giving him six points of Jade chi to spend on kung fu powers. That’s not a lot, given that my PC’s most powerful fu power costs three points. Now, one point of chi of each color returns at the end of each round, but in a typical combat, I found that I’d only have time to get in a couple of seriously bad-assed fu-powered blows before the dust settled. Hence, the GM strongly recommended that I take a fu power based upon Crimson Chi, fueled by Speed, my second-highest attribute at 5. Personally, I’d have preferred to have some way of focusing on more Might/Jade-based fu powers to stick with my character’s theme.

Still, these steps proved fairly straightforward. So what’s the problem?

It had to do with my choice to play a Warrior, which gave me access to those special kung fu powers I mentioned. Those powers require membership in specific clans, and choosing a specific clan required a good bit of knowledge about the setting as a whole in order to make an educated choice.

Furthermore – and this would be an issue for characters of all three archetypes – the real impact of the kung fu powers, secret or otherwise, wasn’t always clear until they saw actual use. As a result, I felt very much adrift when trying to create my character.



The System
The die mechanic packs an enormous scale with a phenomenal degree of transparency into a remarkably small number of dice. Players roll a pool of d10s, with the highest number of matching die rolled serving as the 10s digit and the actual digit on the dice giving the singles digit; e.g., a roll of 1, 3, 3, 7, 9 would yield a 23 (two matching dice reading “3”).

A clever little rule called the “River” allows players to “float” some or all of a set of matching dice from a given roll, setting them aside for later use to create higher matching sets. Starting players have a River of two dice. Theoretically, I’m told this helps combats simulate the buildup to a big crescendo, the participants slowly building higher Rivers. In practice, not so much: I found that I needed to use my dice immediately and could only spare dice from extra matching sets, which didn’t come up all that often. Instead, I found myself having to rely on joss.

“Joss” means “luck,” and comes in two varieties: Xia Joss and Corrupt Joss. Players earn the former by succeeding with sets of tens and by player-determined awards at the end of a game session, when each player can elect to give one point of joss to another PC. Corrupt Joss comes from failed rolls in which the best set consists of tens. Xia Joss can be spent to earn extra dice on a roll, and Corrupt Joss can be used to subtract dice from an opponent’s roll.

Getting back to my original point: I discovered that to get the badass effects I really wanted, I had to spend Xia Joss, which made creating a badass warrior seem pointless.

Compounding this problem was the nature of kung fu powers. While the game does embrace truly insane stunts, it does so by relying very, very heavily on kung fu powers rather than on artful description alone. In retrospect, it reminded me of trying to hit the right combination of buttons on a controller in order to make the best “special move” in a fighting video game – something that I never really enjoyed doing. For example, the game’s “mook rules” allowed me to use a powerful kung fu technique to slaughter ten hapless goons in a single round… but that, apparently, was a very specific circumstance, since I was unable to duplicate the same feat for the remainder of my time playing the game. In fact, I found that as often as not, my character, who looked like a badass on paper, ended up looking like a chump in practice – so much so that it became a running joke.

My GM observed that combat has a very heavy tactical minigame aspect to it, strongly rewarding players with extensive knowledge of the mechanics and skill with their application and just as strongly penalizing players with only passing knowledge of them. Furthermore, he observed that the game seems to expect a higher degree of player rules familiarity than do most of the other games he’s played. This, he said, likely explains my PC’s problems.

On the bright side, I love the way weapon stats work in play. Weapons have Speed, Strike, and Damage scores. That alone isn’t particularly revolutionary; however, it’s the way these stats function in two-weapon fighting that really appeals to me. Basically, rather than allowing for two attacks per round or the like, characters simply take the best aspects of the two weapons. Only one weapon’s actually doing the hitting, mind you – the combined score is just a way to represent the extra advantage the additional weapon provides: the speed of a dagger in the off-hand, the extra defense from a shield, etc. The one problem I have with this otherwise very clever mechanic is the fact that it doesn’t address what happens if, in classic gamer style, your character chooses to wield two of the exact same weapon.

Now, two major aspects of the system and setting never came up as they related to my character, but they bear mentioning nonetheless.

The first is the concept of the Lore Sheet: entire swaths of knowledge about the setting PCs may purchase with Destiny points that have the added bonus of allowing further Destiny expenditures to affect upcoming plot developments. For example, a PC might have studied the creation of the world and thus be able to entwine his fate to varying degrees with the Axe Immortals, great warriors dedicated to preventing the Void from returning to destroy Creation. The prospect of using a Lore Sheet didn’t appeal to me, personally, because I didn’t feel all that invested in the setting in the first place; however, my fellow players, who were really into the setting, seemed delighted by them.

The second are the Secret Arts, which are the various manifestations of magic in the game. These aren’t flashy displays of arcane power, which fall under kung fu in this setting; rather, they involve manipulations of chi to produce “hyperactive” and “weak” chi conditions. These do not directly inflict bonuses or penalties, however. Instead, characters get a bonus for going along or not going along with hyperactive or weak chi conditions, respectively. The same basic principle applies to medicine, diplomacy, and even prognostication. Unfortunately, while the system seems very flexible, that “tactical minigame” aspect affecting combat was also at play here, making the application of the Secret Arts difficult for the players of Courtiers and Scholars in our group.




Style

If you like the comic’s style of art – similar to anime/manga, but with a distinct prevalence of vastly over-muscled figures rather than lithe bishi types – you’ll be pleased. And even if you don’t like the style, the gorgeous Asian landscapes varying by chapter in the margins may win you over.

The writing didn’t grab me so much. The elegant style evokes the setting well enough, but it was just too ornate and (especially) jargon-heavy for my tastes. That combined with the text-heavy pages and lack of an index to make quick navigation of the book next to impossible for me – even for subjects I’d need to know solely as a player. As for our GM, he reports that after running the game for over a year, he still has difficult finding what he’s looking for in the book.

On the bright side, the book seems to have been proofread quite well.




Conclusion

Once again, I have to emphasize that this review is from the perspective of a player only. I have no doubt that the game contains any number of subtle and not-so-subtle nuances only noticeable to someone reading and using the book as a GM.

With that disclaimer out of the way, I have to say that in the end, WotG didn’t really do it for me for two main reasons.

First, I just couldn’t get the hang of the combat mechanics, which, as my GM pointed out, put my character at a heavy disadvantage. I found myself wanting to cut loose with kung fu craziness, only to be stymied by the specificity of the kung fu powers and my confusion regarding how best to apply them.

And second, the adventure being run turned out to focus on political intrigue when I had created a taciturn warrior primed for over-the-top combat. While there was some of the latter, certainly, I felt for the most part as though I just didn’t have much to contribute between combats, and during combats I wasn’t able to get the hang of using my PC effectively. This part I can’t blame directly on the game itself, although the GM did mention at one point that he thought he might be subconsciously avoiding combat precisely due to the complications involved. That’s not a good thing when you’re talking about a kung fu game.

In short, I faced a tricky system to learn in order to effectively experience a setting that didn’t particularly interest me.

Nevertheless, while this cleary wasn’t the game for me, it just as clearly is the game for the rest of my group, insofar as they’re still playing and enjoying it. And that doesn’t really surprise me, because despite its flaws, this is a good game with a solid system and a lush setting. I’m not sure if it’s worth dropping the cover price just to find out if it works for you, but if you get a chance to give it a try, I’d definitely recommend taking it.


SUBSTANCE:

  • Setting
    • Quality = 4.0
    • Quantity = 4.0

  • Rules
    • Quality = 3.5
    • Quantity = 4.0

STYLE:

  • Artwork = 5.0

  • Layout/Readability = 3.5

  • Organization = 2.5

  • Writing = 3.5

  • Proofreading Penalty = n/a

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Recent Forum Posts
Post TitleAuthorDate
Re: [RPG]: Weapons of the Gods, reviewed by Dan Davenport (4/4)BethDragonSeptember 30, 2007 [ 09:29 pm ]
Re: [RPG]: Weapons of the Gods, reviewed by Dan Davenport (4/4)Mechante_AnemoneSeptember 27, 2007 [ 03:23 pm ]
Re: [RPG]: Weapons of the Gods, reviewed by Dan Davenport (4/4)Spectral KnightSeptember 23, 2007 [ 08:43 pm ]
Re: [RPG]: Weapons of the Gods, reviewed by Dan Davenport (4/4)MailankaSeptember 21, 2007 [ 12:59 pm ]
Re: [RPG]: Weapons of the Gods, reviewed by Dan Davenport (4/4)C.W.RichesonSeptember 21, 2007 [ 10:41 am ]

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