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Review of Megabuster version 2.5

"a roleplaying game inspired in the fictional worlds of the so-called "blockbuster" movies."

MetalMan's Review of "Megabuster v2.5" by Ricardo Nakamura

The Premise:
Megabuster is a game system developed to emulate the megadollar movie extravaganzas that seem to come our way every summer or holiday. As such, it really doesn't have a setting per se, but a "setting" book, called "The Action Setting", is available for download that provides additional rules for simulating the action/adventure film with the larger-than-life heroes.

What Ya Get:
Both the main rules as well as the action setting are available in both HTML and PDF formats. As I prefer the Adobe Acrobat format, I'll be using it for this review. Printed, the main rules weigh in at twenty-five pages. The action setting comes out to a total of seven. You will need the Adobe Acrobat reader software (or a similiar third-party program) to view the game in PDF. The game files are zip-compressed so you will need WinZip or a similiar program to uncompress them for viewing.

Cost:
Nothing. Nada. Zip. Zilch. Gratis. Free.

Appearance:
Megabuster's appearance is minimal. Text is not arranged in columns. The only graphical elements used is the dynamite logo on the title page. Several tables are included when necessary, however. What this does allow for, however, is ease of reading. I typically prefer the two-column layout for games, however, its far easier to read a mechanics-only system in the layout presented with Megabuster. Its also a very quick printout due to being able to keep the filesizes down by not relying on glitz to boost the appearance of it.

The Game:
Characters are composed of seven attributes ranging from one to six in value: Body, Brains, Charisma, Muscles, Power, Reactions and Skill. A player gets twenty-five points to assign to these attributes. There are also two auxiliary traits that are derived from attributes called Vitality and Power Points. Once done, you then recieve fifteen points to assign to Abilities (aka Skills). This completes chargen.

Experience points are awarded to characters that can be used to boost attributes, abilities or vitality and power points. Everyone gets one point for simply surviving but others can get more points by gaining awards such as "best roleplaying", "most creative thinking", etc. I like this method of awarding experience as it helps balance out different playing styles so that the more verbal characters don't have a unnecessary advantage over quietier players who like to plot and plan.

Task resolution as well as combat is handled by the use of a "Performance Test." A Performance Number is generated by adding the relevant attribute, ability and a roll on 2d6. This is compared against a target number for unopposed tests. Opposed tests use the highest total generated off of the PN to determine the victor. Power points may be spent to effect task resolution. A point can be spent to automatically win a unopposed check. They can also be spent to provide a bonus to opposed checks.

In combat, damage is handled by what type of combat is used. There are three types: unarmed, melee and projectile. Damage from both unarmed and melee combat can be contested through a opposed action using your Body attribute versus the Muscle attribute of the attacker. Damage can be reduced this way. Spending Power Points can also reduce or negate damage. Projectile damage cannot be reduced normally. Damage is applied immediately although spending Power Points can be used to negate or reduce damage suffered this way. The rules wrap up with mechanics for handling falling damage and damage caused from burning and continued exposure to heat. I was a little suprised to not see a rule provided for drowning or suffocation. Another noticable rule missing was explosion damage from either grenade-like weapons or environmental hazards.

The Action Setting:
The Action Setting rules provides additonal rules to the basic rules to emulate the high-action movies such as those with Ah-nold. New rules are given for car chases and combat, jumping across openings with long drops (such as rooftops) and staring contests. Although no mention is given to it, "car combat" Iooks like it would work equally as well for boats and other naval vehicles. I don't think that system would work however for aerial combat. The example car manuevers are also lacking some of the more exciting stunts done in movies such as bootleg turns.

The big addition to the action setting, however, is the addition of Gifts. Gifts are that "something extra" that makes the hero larger than life. Heroes in the Action Setting recieve two gift points that can be used to buy either two one point gifts or a single two point one. Some of these seem out of place however. For example, "Law Representative" is a one point gift. No mention is made about what makes this character better than making a police officer or government agent with the basic rules other than they recieve a bonus on social rolls. A simple bonus of one on a dice roll doesn't seem very impressive. I think some of the Gifts could use a rewording or clarification on their uniqueness.

Guidelines are also provided for generating villains for the game. These are extremely useful in that they provide a good basis for how powerful each villain type will be in relation to a group of characters. Also nice is the inclusion of unique Gifts for villains to confound the heroes with.

Overall Impression:
The Megabuster mechanics are solid and well thought out. With the amount of other game mechanics out there, I don't know what kind of milage you would get out of the Megabuster rules. Still, if you're looking for possible mechanics for your own modern setting or just like to experiment, Megabuster should be worth your time to peruse it. Some of the problems with the Action Setting that I noted is easily fixed or added but, in its current incarnation, it seems rushed and a tad incomplete at only seven pages.


MetalMan signing off.


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RPGnet Reviews2001-11-02 MetalMan's Summary: Emulating the "blockbusters" - a meaningless distinction ...

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