Forward
I am writing this review from two perspectives, both biased in some respect or another. First off I am an avid gamer and I love this system. I like it, I play it and I find it a good fit. Second, I am a partner in a yet-to-be published new gaming company, in an already saturated industry (that bears an all too striking resemblance to Hollywood sometimes) and I am an Action! System publisher at that. I chose it as the OGL system to publish our RPGs with. Some could argue these things make me a good person to review this game. Others may argue that my loyalty and affiliation will cloud my judgment. I will strive to portray the insight of the avid gamer with experience playing the system while avoiding the pitfalls of the loyal affiliated publisher.
One more thing. I will not “sell you my script”. I promise. Just talking about the game here. You’re the gamer. Need the info. Read on.
First Things First
This review is not going to have any true numerical references or a perfect breakdown of the various parts of “the book” as it were. This is a review of “the system”. That eclectic collection of rules, structures, and elements that find their way to the character sheet, having a profound and lasting effect on our in-game outcomes. The system is free after all and available online. In this form it is really designed as an OGL shell, not a complete “book” or supplement.
Style and substance are tough factors to measure a system review on. I am primarily focused on system elements and presentation not the quality of artwork or layout. The RTF file and the formatted PDF available at the time of this writing are simple functional affairs with no artwork and minimal formatting. For reading and perusal I recommend the PDF. With page numbers, two columns, and bookmarks this format is easier to digest. The RTF is really provided as a means to copy the OGL material into a game or supplement. Both are free to download on the A!S web site. There is an original version 1.0 in print and in PDF that includes formatting and artwork, but that is a previous version. I am reviewing the Action! System OGL version 1.1 (abbreviated A!S for ease of typing from here on out).
The A!S is probably one of the most overlooked little gems out there in game systems (pathetically obvious opinion, I know I know…). At first glance you see many similarities between it and many other point-based generic systems until you dig down into the details. Some of the concepts like Traits and Life Points are done in an intelligent and refreshing manner while retaining a certain familiarity. I will mention that familiarity thing a few times throughout the review. I believe that this is a strength of the system while others may argue that another system in this presentation was not necessary. I think the A!S brings a cohesive, fresh and well designed approach to these familiar elements and presents them in a simple straight forward manner. Ultimately I feel this supports smooth game play without burdensome reference of the rules or a situation where the discussion of the rules dominates game play.
A!S has been released under the terms of the Open Gaming License (OGL). There are a plethora of “plug-ins” for it called Extensions and Variants on the A!S web site. Gold Rush Games (GRG) also offers an Action! System Trademark License (ASTL) available for those who want to identify a product as compatible with A!S stuff. It governs the use of the trademarks, logos, and game terms to help foster compatibility and consistency. This is a fun, simple, easy way to create your games and share them with the world at large. Both the forums and the email group are extraordinary places for info, help, advice, and collaboration. Yes those last couple statements are very opinionated again. This is however shared from experience. At least I’m admitting it.
In a (big) Nutshell…
It begins with the tried and true old standard of “this thing plus that thing, take into account some stuff, roll some dice and make it over a target number”. The dice method is the smooth happy bell curve of a 3d6 roll. There are options available for 2d10 and 1d20 if you are so inclined (with adjusted tables for Target Numbers to boot). You attempt to roll over a Target Number (TN) and the remainder over the TN is called the Effect Number (EN) and can help you determine the nature or level of a success. Another very familiar system element in gaming.
Characters are made up of four main categories of characteristics called Attributes, Derived Attributes, Traits, and Skills. This is a point based system. Maximum scores and point totals can be limited by the “campaign Level” of your game in three different flavors of power; Realistic, Cinematic, and Extreme. You have separate pools for Attribute Points and Character Points (I like this for control) or you can have a combined pool if you wish.
Attributes are broken up into two nice categories, the Body Group and the Mind Group. Each group contains three scores representing the power, aptitude, and resistance of the perspective group. For the Body group we have Strength (power), Reflexes (aptitude), and Health (resistance). For the Mind Group we have Presence (power), Intellect (aptitude), and Will (resistance). This has some inherent useful features. That resistance Attribute makes a “saving throw” type resolution a breeze (called an Attribute Roll in A!S) and it is easy to pick out where Attributes are logically involved in other calculations. Rules are included for creating new Attribute Groups and Attributes.
Derived Attributes are the innate characteristics that come into play often like Life Points and Defense (Ala Fuzion, Hero, and genetic engineering) and are calculated from Attributes (usually in combinations of attributes with a multiplier). These are nice for the inclusion of characteristics that don’t fit the Attribute profile. You also factor in useful numbers ahead of time before game play. More of that fast and familiar stuff. Rules are included for creating new Derived Attributes.
Traits are a neat feature of A!S and represent the special qualities and abilities of a character. Traits are broken up into Advantages and Disadvantages each offering three levels of effect at a static point cost per level. Their inclusion is similar to other point based systems, yet the implementation is an interesting collage drawn from some of the best aspects from it’s predecessors. Instead of memorizing a varying point level for each different Trait or only having one static option for a Trait, you get three consistent levels with descriptors (Convenience, Edge, and Gift or Inconvenience, Hardship, and Peril). Rules are included for creating new Traits.
Finally we have skills. There are plenty here for the choosing. Variant skill lists are also available, providing a customized skill list for use in particular genres. Again, skills are purchased with Character Points. At the top level you have Skill Groups comprised of between five and eight similar skills. You can then take a rating in the whole group or take individual skills within a group. Some individual skills require you to designate a “type” or category as they cover a wider range of knowledge and/or ability. Finally, you can take Specializations that focus on specific aspects of a skill. Skills are represented numerically in “levels”. Actions can take a variable amount of time determined by the GM and there is a nifty time chart that you “move up and down” to accomplish things faster (taking a penalty) or taking more time (getting a bonus).
The basic roll then is this: One applicable Attribute + any one applicable Trait + applicable Skill (Group or Individual) + Specialty over a TN. A 3 automatically fails and an 18 automatically succeeds. Pretty straight forward.
Yeah, But What Does it Do?
The A!S is a fast and simple roleplaying game system. The nature of the characteristics represent not only numerical system factors but descriptive elements to help represent the character in game play. It is really easy to determine what they mean and what they do. After creating a character you really have a great idea of how to portray it in the context of the characteristics listed on the page.
Characters can be rewarded for the general success of the adventure, dramatic and heroic deeds, and player involvement in background and plot contribution. This is a great reward system for games focused on story, dramatic interaction, and character development. The A!S includes another great combination system element and reward called the Action! Point. This is very much like a luck point you can spend to improve your odds or increase/reduce damage. However, you earn more by performing dramatic actions, giving the GM plot hooks or creating a memorable game moment. This really is a great feature for rewarding players to be involved. It connects the system element to an in-game reward system based on dramatic action and interaction. I really like this feature and my players enjoy pulling that trump card here and there to gain more control of important outcomes. It allows them to take chances once in a while of a truly cinematic flare without leaving the whole thing to fate. Great stories in the making.
The combat system is the standard “choose your action, roll initiative, make an attack against a static defense number, roll damage, start over again” affair. You are allowed one action per turn and a turn lasts for approximately three seconds. You can move while you act at a penalty. Again, simple and familiar. Some will point out this is not revolutionary and I would whole-heartedly agree. I still think this is a feature not a bug. I really like how weapons have modifiers that affect initiative, accuracy, and have minimum strength requirements. This gives them a realistic aspect without bogging them down with complexity. Damage is in straight d6s without many pluses. I would much rather roll another die than start complicating things with stages involving half dies and/or pluses. The randomness of the die is enough variance in my opinion. There are optional Hit Location rules that allow targeting of locations and damage fractions/multipliers based on location. You have a sufficient list of actions described including modifiers based on the action performed. There are some intelligent rules for ranged attacks, auto-fire, and explosions. You normally have a static Defense number but there are optional rules for opposed combat rolls if that is to your liking.
One of the elegant parts of this system is the rules for damage. A character has Life Points (bearing some resemblance to Hit Points from a system we all know) that are reduced by damage. If you go into the negatives you fall unconscious and are dying. If you reach -10 you are dead. Pretty standard stuff. Here is where it gets fun. Some systems get really complicated with separate rules for different types of damage and/or where you have to keep track of multiple pools of points. A!S utilizes the one pool for different types of damage and these types are intelligently defined. Damage is divided into three types (blunt, penetrating, and special) and three forms (stunning, lethal, and special). Special damage affects other aspects of the character besides Life Points. Blunt damage is the blunt trauma aspect of damage while penetrating is the cutting, piercing aspect of it. Stunning damage represents fatigue and temporary damage while lethal damage represents damage that kills. Stunning damage returns at a faster rate while lethal damage takes time to heal. You even go as far as marking them differently on the character sheet in boxes. This little trick saves time recording and referencing damage and is a quick way to determine the effects of wounds. The most important distinction for damage type is a character’s Toughness (a derived attribute) reduces Blunt damage, while armor reduces both blunt and penetrating. I like systems that have armor reducing damage and making movement harder and the A!S is one of them. Wounds are broken up into levels of severity based on the amount of damage inflicted compared to the Health Attribute of the character. The more damage the more penalties are assessed until the character falls unconscious and/or later dies. This includes bleeding and movement impairment. There are rules for being stunned by very damaging blows. I like the new presentation and functionality of this damage system. It facilitates a nice feel and dramatic expression and keeps things moving in the game while providing a core familiarity many players can identify with.
Also included are tables for distance modifiers, movement modifiers, and extended Strength tables. There is some good useful information in here that helps facilitate game play without clogging the whole works with ceaseless referencing of tables.
Overall the A!S provides enough system to feel it’s presence without totally dominating the playing experience.
Why This One?
Here is the real question. Why should I use the A!S over the other myriad generic point based systems out there?
First off, it is elegantly designed and extrapolated from those very systems. It is fast, easy to learn, and allows your gaming group to focus on what is important while still providing the familiar framework of a roleplaying game system. I think this is the type of game players have come to expect. It pushes new innovations quietly within the structure of familiar elements, while trying to alleviate some of the shortcomings of it’s predecessors. It fosters story based and setting based involvement of the characters and rewards player involvement in the game. You do not need a physics degree to play the A!S.
Secondly, it is an OGL point based system YOU can develop your games with. Even if you want to release something free on the web, the terms of the OGL and the ASTL are fairly straight forward. The email lists and forums for the A!S have plenty of people who can help someone understand how to comply or use them. This system is very compatible with the current popular systems out there and adapting that material to it requires very little effort.
There are some who complain about system elements not being available or how particular things work or don’t. Under most circumstances having unauthorized fixes, changes, or content for a published game system can be problematic or illegal. The A!S lends well to you actually designing or re-working any system elements you desire and then sharing them with other A!S fans. In essence this is the big bang of the A!S. It is evolving and growing as people contribute, shape, and mold it into the system the community desires it to be.
Lastly, it is truly a neutral system that lends well to adapting various genres (or soon will be – please see below). It really does help foster smooth game play and description while still providing some structure and resolution. It is well balanced not just within itself but more importantly between being a system and facilitating a fun game play.
Why Not This One?
My first big beef - there are no rules for semi-automatic fire even though a rate-of-fire is included for firearms. There are no rules for multiple actions either. You have to infer a rule on your own, either adapting the auto-fire rules or making something up. This is a major oversight in my opinion, especially for those more interested in playing versus designing.
My only other big beef - the lack of any magic or powers system in the Core Rules. A couple of adaptations of OGL material and a supplement called SPACR (Supernatural Powers and Abilities Creation Rules for the creation of magic, powers, and even vehicles or monsters) are due out very soon. Currently as of this writing none of these have been released. This makes utilizing the game for many genres like fantasy or super-heroes difficult or nearly impossible. I imagine that this is being addressed as quickly as possible and the release of SPACR was announced for summer of 2004 (there is information of this release on the A!S web site).
If you are patient you can simply wait for one of these supplements to come out. You can also adapt material temporarily from other sources or design your own magic system and share it with the A!S community. Regardless, not having this missing stuff may frustrate you and is something you should consider upfront.
The ideas and methods of this game design are not to everyone’s taste, especially those accustomed to leveled play with controlled character creation and advancement. Not everyone appreciates all the choices and flexibility a point based system can offer or how it potentially affects the makeup of a group. Some people like to begin under a more structured premise or have clearer defined roles. Point based games can complicate the character creation process by allowing players to choose high scores in a few desired skills and then leave a character terribly unbalanced in other areas. Systems like the A!S require good collaboration between the GM and the players and some adherence to a concept or plan. Often you hear people complain all over various forums of the abuses players will attempt when utilizing a flexible character creation system like this one. The A!S requires the involvement of the GM and players during the creation of characters to focus on the goal of the game to avoid unbalanced or mismatched parties. You can do whatever you want but this misleads people into thinking it is OK to do that instead of collaborating on the game.
Rewards can be given for things like slaying monsters and acquiring treasure, but the examples listed for awarding experience don’t really mention these things. It is easy to add them, but really the rewards focus on the length of the adventure, overall goal accomplishment, and dramatic contribution. If you want a game where every combat or logical accomplishment nets you a reward, the A!S may not be for you.
Those looking for exacting realistic simulation are not going to be pleased with some of the lightness of the A!S rules. It is not trying to be the perfect mirror of reality but a means of solid conflict resolution, character development, and story creation. This is not an error but a feature in my opinion. However this may not be too everyone’s taste.
Summary
The A!S really establishes itself as a generic neutral shell system. It’s strength lies in it’s simplicity, point balanced structure, and potential for customization and development. You have straight forward and familiar system design, important inclusion of necessary information, and some basis for balance and logic across the system. It is a fast and fun system, focusing on story and character development, and facilitating smooth game play.
Gold Rush Games has a couple A!S games and supplements released and there are several 3rd party releases as well. All this can be found on the web sites listed under resources below.
I hope this review was helpful to those exploring the A!S.
Thanks for reading,
-Trentin C Bergeron
Resources:
The Action! System Web Site
The Forums
GRG Web Site
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