Review of Mars & Venus At War
Every so often I get sent a product to review that really grabs my attention. A scenario that just screams to be played. The Collectors, Terror at Camp Waka' Naka, Barbie's Beachouse Murder Thriller...
Okay, so that last one doesn't exist - yet - but needless to say that I find that there are rare cases where pregenerated scenarios manage to grab my attention. After all I tend to be very demanding when it comes to pre-written adventures.
This? Well this isn't one of them.
Gaming by the Book
Now don't get me wrong, Mars & Venus at War is a good one-off adventure. Basically it has everything you need to run the game in one sitting - except of course the QAGS rulebook. But it just didn't grab me. This is very much a scenario-by-the-numbers game. You probably know the kind.Scene one: The set-up; Scene Two: Something is revealed; Scene Three: Complications; Scene Four: Finale.
Now admittedly Terror at Camp Waka' Naka also had this structure - but managed to use the structure in a novel and flexible manner. Conversely Mars & Venus at War runs happily along a linear storyline, splitting into two possible courses near the middle and then meeting at a tidy ending.What's It About?
Basically the set-up is 1939. The PCs work for a private detective agency and have been sent to invesigate an unusual murder at a local radio station. This eventually leads to a b-grade style science fiction tale through a series of explosions and predictable plot developments. While the cover lays the claim of being a noir style adventure, there is very little noir involved. This is strictly b-grade science fiction fare. Not that it's a bad thing, but it isn't very inspiring b-gradeProblems with Execution
Essentially I don't have many complaints about the game except the rather uninspiring storyline - it feels too contrived and lacks any real oomph. The story is supposed to be a play on the battle of the sexes, but never actually gets there. But the one thing I really didn't like was the reliance on the pre-generated PCs. Now while pre-gens are great, especially if you want to play a game on the spot, the adventure relies heavily on the use of the Pregen PCs. A lot of the necessary plot devices will only work if certain characters are present - and even then, some of these connections do stretch credulity. My advice to the writers is that for future games they avoid pregens until they have written the entire scenario.

