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Review of Passages


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Introduction

The name’s Davenport. I review games.

And while I meet more than my fair share of strangers in this gig – stranger than most, come to that – some guys you’d just recognize anywhere.

Like the guy who came to my door the other day wearin’ a greatcoat and a deerstalker hat, puffin’ on a calabash pipe.

“Hey, Holmes,” I says.

“A good afternoon to you, sir,” he says. “I have deduced that you make it your business to share your observations on the worth of various improvisational phantasmagorical enactments.”

“If you mean ‘I review games,’ yeah… That’s what it said on the door, last time I checked.”

“I have further deduced your interest in such enactments set during the reign of Her Majesty, Queen Victoria, as well as those involving improbable confluences of literary genres.”

I glanced over at my bookshelf and the Victorian games sittin’ on it, right alongside a whole herd of genre-benders. “True enough,” I says.

“Then I conclude that you may well enjoy Passages: a game of travel through the settings of literary giants.”

“Sounds good enough,” I says, flippin’ through the book he hands over. “But what about the system? Looks like some kinda d20 job to me. That’s never really been my thing.”

“Based on the numerous deviations from the standard variant of the system of which you speak, I deduce that you shall appreciate this game regardless.”

(Turns out he was right, but I’m not gonna let’im get a big head about it.)

“And now, I must be off!” he says. “The game is afoot!”

Which just goes to show that Mr. Know-It-All don’t know everything.

Any chump could see the game is a book.



Substance
Because the setting flits in and out of the system – and because the chapters lack titles, making them useless as subheads – I’m going to go with my Setting/System breakdown for this review.

Setting
The core of the Passages setting is our Earth’s Victorian era, with no real alternate history aspect and no blatant steampunk or magical trappings. The book offers a decent timeline of the era, and little insights into the period appear here and there throughout, covering everything from Victorian home life to the code language involving a lady’s fan.

The obligatory twist? The great works of fiction written during the Victorian era and earlier were, in fact, travelogues – the writings of individuals who learned the secret to traveling through a multiverse with our world at its core and increasingly bizarre alternate realities radiating outward. The London of Sherlock Holmes, the France of the Three Musketeers, and the West Indies of Long John Silver are all out there somewhere, alongside more fanciful locales like Oz, Camelot, Wonderland, a Mars populated by would-be invaders, a vampire-haunted Transylvania, and a dinosaur-filled Centre of the Earth.

The means of travel are portals resembling wizards’ summoning circles, and for good reason – they were originally used for exactly that. A witch in 1621 discovered how to use the portals to travel to the other worlds from which beings had previously only been summoned, and a Victorian occultist learned that magic lanterns could be used to project these circles on walls, allowing for the easy adjustment of the mystic “address” of the desired world and the equally-easy deactivation of the portal to prevent unwanted intruders. In the parlance of those in the know, each world is a “page,” a portal is a “passage,” a person using a passage is a “passenger,” and the multiverse – the sum total of all “pages” – is the “Book Without End.”

Naturally, this ability had led to the creation of assorted secret societies, some trying to harness the power of the Book for selfish, esoteric, practical, or noble reasons, others trying to prevent its use at all. This provides room for “real world” adventures, as does the possibility of visitors to Earth from other worlds.

As another reviewer observed, what you have here, then, is a sort of magical Victorian Stargate setting overflowing with possibilities, limited only by the system (and the GM’s willingness to tweak it) and the Victorian time limit (and the GM’s willingness to ignore it). For example, the worlds of Edgar Rice Burroughs might seem ripe for the plucking, but having been written after the Victorian era, they’re technically “out of bounds.” While I suppose a page of the Book’s existence doesn’t depend on it having already been “discovered” (i.e., written about), following that logic would make any book fair game – including those from the modern era – thereby potentially destroying the game’s Victorian flavor.


Personalities of Note

The book provides full write-ups for a number of literary heroes and villains:

  • Aladdin
  • Sexton Blake
  • Captain Ahab
  • Doctor Quartz
  • Don Quixote
  • Phileas Fogg
  • Hawkeye (a.k.a. Natty Bumppo)
  • Edward Hyde
  • Professor James Moriarty
  • The Scarlet Pimpernel
  • The Tin Woodman
  • White Fang

It’s not a bad selection, although I think the book could have dispensed with some of the lesser-known entries in favor of iconic figures like Sherlock Holmes, Captain Nemo, and Fu Manchu.


The Rank and File/The Animal Kingdom

In addition to the aforementioned literary characters, the book includes a small assortment of stat blocks for both mundane humans and animals. I use the term “mundane” loosely here, as the human section includes a wizard and the animal section includes a gremlin and a troll.

These characters have only two attributes: “Brawn,” covering Strength, Dexterity, and Constitution, and “Brains,” covering Intelligence, Wisdom, and Charisma. I’m never a fan of holistic physical stats that combine physical strength and agility, but I suppose I can give it a pass when used for “mooks.”

And mooks these characters certainly are, since they have fewer hit points than their attributes would indicate and have a cap on the amount of damage they can do in a single blow. I’m just fine with that – as we’ll see below, combat in this game can be very unforgiving, yet the setting seems to call for a bit of derring-do on the part of the PCs.


Unique Items

In addition to unique individuals, the book includes a handful of unique substances and items: the super-speed potion Accelerator, the cursed Norse ring Andvarinaut, the anti-gravity element Cavorite, King Arthur’s blade Excalibur, Dorothy’s silver slippers, and the skin of the Nemean Lion. There’s no system for creating such treasures, nor does the equipment section feature non-unique but unearthly items like Martian heat rays. Still, these examples give an idea of how to stat up iconic items in the game.



System

At its core, Passages is a d20 game. I’ll write this review with the presumption of at least a general knowledge of that system.

In practice, Passages merrily slaughters some of the sacred cows of d20, resulting in a d20-based game that I’d happily play without reservation but that might end up turning off hardcore d20 fans.

Some of the changes have been seen before, such as the removal of classes, races, and levels, although the combination of all three does make the game stand out from the pack. Some of the more radical changes are ones I’ve been begging to see for years, such as making combat an actual skill rather than a level-based creature of its own, not to mention making Dexterity rather than Strength the governing attribute of that skill.

The system uniformly relies on a roll of a d20 + skill bonus + sub-skill bonus + attribute modifier + other modifiers. Target numbers (called “Difficulty Class,” or “DC”) determine task difficulty, and the difference between the total for the task check and the DC serves as the “spread” – the degree of success or failure. I’m almost always in favor of such mechanics for the drama they add, particularly in a game that includes any degree of swashbuckling. As a game that includes the likes of the Scarlet Pimpernel, I’d say this one qualifies.


Character Creation

Culture and Caste

As I said, Passages doesn’t use classes or races (in the fantasy species sense); however, players do assign their characters a culture (Arab, Asian, Easterner, Frontiersman, Native, or Westerner) and a social caste (Slave, Serf/Servant, Freeman, Bourgeois, Noble, or Royal). By default, these only affect the characters’ outlooks on life and the way they interact with the world, although the GM optionally may grant small culture- and/or caste-appropriate skill bonuses.

Attributes

All of the standard d20 attributes are here: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA), on a human scale of 1-20. Also as in standard d20, each level has an associated modifier, starting at 0 for attributes of 10-11 and going up or down by 1 for every 2 attribute levels above or below that range (i.e., an attribute of 16 has a bonus of +3). Unlike standard d20, Passages exclusively uses point allocation rather than random generation. Scores start at 3, and players get 60 points to adjust them. This means that an even expenditure across the board will yield a uniformly above-average character (13/+1) and that a character can have a couple of attributes at 20 for the price of a single slightly below-average score (20/20/10/10/10/8). In short, you’re looking at fairly capable heroes, but Batman/Captain America/Doc Savage-types will require optional higher starting point scores.

Hit Points

Speaking of capability, characters get starting Hit Points equal to 10 + double their CON bonus. Note that I said “bonus” – CON penalties don’t count. On the other hand, Hit Points don’t increase automatically; instead, this requires the purchase of the appropriate Advantage (see below). This makes combat fairly deadly, which may not be to every player’s taste. The game does offer help for high mortality rates, however – more on that in just a moment.

Skills

Players get 10 + their characters’ Intelligence bonus in points to apply to skills; again, an attribute penalty doesn’t affect this total. The game offers 19 broad skills with three sub-skills each (the exception being Knowledge, which has any number of sub-skills). For example, Survival is a Wisdom-based skill that covers the sub-skills of Navigate, Track, and Wilderness Training. A one-point expenditure yields 1 skill point or 2 sub-skill points, giving a nice balance between generalizing and specializing.

Advantages/Disadvantages

Characters start with 20 “creative energy points” to spend on advantages and can pick up a few more by taking disadvantages. Some of these are pretty bland but useful, such as extra hit points or skill points.

A great many define combat ability, from weapon proficiency to specific combat maneuvers. Some of these I really like – especially those that let characters shift around the attributes used to attack or determine damage – but the specificity of others make me wish for more specific combat skills. For example, making a sniper involves a lot more than making the character a better shot – that would just be an increase in the Combat skill or the Attack sub-skill, which would make the character better at attacking across the board. No, the character would need Weapon Proficiency to use a firearm effectively, Ranged Far Shot to reduce range penalties, Combat Specialization to do more damage with a firearm, Combat Sneak Attack to do more damage from surprise, Combat Precision to reduce the value of a target’s concealment, and so on. That’s a lot of page-flipping in the advantages section just to keep track of how good a shot the character is.

A sizable minority of advantages include supernatural abilities for passengers or unearthly characters, like wings, invisibility, and superhuman attribute levels. On the odd side are several advantages that boost the character’s abilities while in a different world from their own – a nice option for otherwise “mundane” passengers who want to be able to kick some ass off-world, in the tradition of John Carter of Mars.

While the section offers plenty of magical abilities, readers may be dismayed to find a complete lack of a magic system for spellcasting. The authors have stated on several occasions that such powers are not the focus of the game, but I suspect that such literary notables as Merlin and the Wicked Witch of the West might contest that assertion. (Yes, I did say the book includes sample stats for a wizard, but the character simply has an arbitrarily-created spell attack.)

Plot Points

Finally, characters start with one plot point that they may spend to alter the circumstances of one scene to their benefit. Given the lethality of combat, that’s going to be a failsafe device to prevent character death more often than not; however, characters can purchase more plot points with the Additional Plot Point advantage, and GMs can award plot points for good roleplaying as well. For GMs and players who prefer a less narrative variant of this mechanic, the system offers the option of spending plot points to retroactively alter the outcome of any roll (by the character or not) by +20 or -20. I’m all for using either option or both, although I’d be tempted to start characters off with a few more plot points just to be on the safe side. (What can I say? I like over-the-top action. And also, I’m a big softy.)

Archetypes

For those in a hurry to get started – or for GMs in need of a quick NPC – the book provides a very nice sampling of ready-made archetypal characters:

  • Abbas Ibn Abdullah, Persian Prince
  • Colonel Reginald Hobgottom, Retired War Hero
  • Dash Campbell, Freelance Adventurer
  • Jadyn, Fortune-Telling Gypsy
  • Mama Ducatte, Island Mystic
  • Jeannine Marceau, Lady of High Society
  • Professor Helmut von Hervangund, Eccentric Scientist
  • Shung Wei, Philosopher-Poet
  • Zhilandlo, African Chieftan


Combat

Complications from advantages aside, combat in the game is a simple enough matter. After determining whether the sides are aware of each other, the GM calls for Combat (Initiative) rolls. Barring the required advantage, characters normally get only one attack per round, which can take the form of a Combat (Attack) roll or a Grapple (Grab) roll, contested by a Combat (Defend) roll or a Grapple (Escape) roll, respectively. Thankfully, the system leaves some special moves outside of the context of the advantage system, such as full defenses, charges, trips, and knockout blows.

The spread between the rolls determines the base damage, which may be increased or decreased by weapon and armor modifiers. (Yes, armor reduces damage rather than making the character harder to hit.) Perhaps in deference to the low number of hit points involved, the majority of melee weapons have negative damage modifiers – an unarmed attack is -7 on the low end, while a great swords sits on the high end at +2. (This is before any Strength modifiers, of course.) On the other hand, guns are pretty brutal. Unsurprisingly, the Derringer is the baby of the bunch with a -2 damage, but a decent rifle will dish out a whopping +8.

The system makes some additional allowances for the low hit point levels as well. For example, it distinguishes between lethal and non-lethal damage – the latter is tracked against the character’s CON rather than his hit points, and when the non-lethal damage exceeds the CON score, the character must make a CON roll against the total non-lethal damage done. On a success, he’s dazed for a round; on a failure, he’s out for a number of rounds equal to the spread. Also, while NPCs suffer from damage penalties applied at the GM’s discretion and drop dead at 0 hit points, PCs suffer no damage penalties at all and are only dying at 0 hit points or below, allowing time for stabilization. And a particularly generous optional rule treats traveling in the Book Without End something like astral travel or jacking into a cybernet, with characters leaving their real bodies back on Earth and having a chance to return to them unharmed in the event of off-world death. I think that last one reduces some of the sense of “actual” exploration involved in the default setting, but it’s a nice option.

Style
The book’s attractive cover, featuring a Victorian hunting expedition posed with some rather well-known Wonderland natives over the beheaded corpse of the Jabberwocky, sets the quality tone for the black-and-white interior art – some original, some period, all very nice and restrained.

And speaking of period, the text exclusively uses Victorian-era fonts. That’s a nice idea, but the schoolhouse primer font used for the main text seems to have some awfully awkward spacing at times – not enough to affect legibility, but enough to be annoying.

Far more annoying is the book’s organization. I like the images of Sherlock Holmes and Professor Moriarty used to set off important aspects of the rules and ways to tweak them, respectively; however, the layout otherwise struck me as visually haphazard. This is especially true in the case of the skills section, where the headers frequently required a second glance to keep track of where one skill ends and another begins. More troublesome are the short essays on Victorian life scattered throughout the book, which ought to have been set off as sidebars and instead appear to be non sequiturs.

On the bright side, the appendices feature a glossary of game terms, a lexicon of low-class London, a list of inspirations from assorted media, and two character sheets – one blank, and one filled out for Oliver Twist. The handy Master Table lists DCs in five-point increments from 0 to 40, examples of challenges at each level, and the percentage chance of a given bonus beating that DC. Finally, the game includes a small but handy index.



Conclusion

I was beginning to think I’d never see a d20 variant that I’d be eager to play and/or run based on the system rather than in spite of it. Well, here it is. With a few minor quibbles, I adore the changes Passages makes to the system across the board. And as for the setting? How can I not love a game that lets you cross swords with pirates, fight off Martian invaders, match wits with Professor Moriarty, and sip tea with the Mad Hatter?

Of course, hardcore d20 fans may hate the system for the very reasons I love it, and even those enamored of the setting may be turned off by the omission of a magic system or their favorite literary character. And for those gamers for whom “Victorian” has come to mean “steampunk,” this game is right out.

But for anyone eager to dive into the realms of great literature with a familiar but streamlined system, I can’t recommend Passages highly enough.


SUBSTANCE:

  • Setting
    • Quality = 5.0
    • Quantity = 4.0

  • Rules
    • Quality = 5.0
    • Quantity = 4.0

STYLE:

  • Artwork = 4.0

  • Layout/Readability = 3.0

  • Organization = 3.0

  • Writing = 3.0

  • Proofreading Penalty = 0.0

Recent Forum Posts
Post TitleAuthorDate
Re: [RPG]: Passages, reviewed by Dan Davenport (3/5)Dan DavenportMarch 23, 2009 [ 06:43 am ]
Re: [RPG]: Passages, reviewed by Dan Davenport (3/5)Blue SeraphMarch 22, 2009 [ 04:25 pm ]
Re: [RPG]: Passages, reviewed by Dan Davenport (3/5)Dan DavenportMarch 21, 2009 [ 09:42 am ]
Re: [RPG]: Passages, reviewed by Dan Davenport (3/5)DaviesMarch 20, 2009 [ 08:52 am ]

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