Review of Ex Machina

Review Summary
Playtest Review
arcady
November 15, 2004

Style: 5 (Excellent!)
Substance: 4 (Meaty)

This is the cyberpunk genre as we see it in today's science fiction, and not trapped in the 80s like so many competitor RPGs. If Cyberpunk as a genre appeals to you, if only even Science Fiction appeals to you, buy this game. Ex Machina deserves notice.

arcady has written 13 reviews, with average style of 4.00 and average substance of 3.92. The reviewer's previous review was of Arcane Adversaries.

This review has been read 12041 times.

 
Product Summary
Name: Ex Machina
Publisher: Guardians of Order
Line: Tri-Stat dX
Author: Bruce Baugh, R. Sean Borgstrom, Christian Gossett, Bradley Kayl, Michelle Lyons
Category: RPG

Cost: $39.95US ($51.95CAN)
Pages: 352
Year: 2004

SKU: 18-002
ISBN: 1-894938-01-1


REVIEW OF Ex Machina


Goto [ Index ]
Note: This is a review of the tri-stat version of Ex Machina and not the upcoming d20 version. If using it to consider the d20 version, pay attention to my analysis of the genre section, the GMing the genre section, and the four settings. The rules part of this review, once again, only applies to the tri-stat version. For that you will need to consider a different review – if I get it, perhaps one written by me.

Ex Machina Review: Ever look at Cyberpunk games and think, “Oh ma Gosh! Like, gag me with a spoon, like, this is so like yesterday.” Let's face it, the genre is so Big Hair, Culture Club, Japan Inc, Duran Duran, Ramones, and leg warmer'd out it's just sad. I look at Cyberpunk and I think; “why is there an image of Richard Simmons sweating to the Replicants in my mind?”

So why am I looking at a new Cyberpunk game, when I have this bias that the genre is, in essence, a deader horse than the Japanese economy? Largely because this game seems to agree – this is the cyberpunk genre, and you will recognize it fairly quickly upon opening the book, but it is the genre as we see it in today's science fiction, and not trapped in the 80s like older competing games and some of the other new rivals. Nor is it, thankfully, like another current competitor has been described to me; so obscure that you just can't wrap your head around what's going on and how to play it.

The book is split into sections for the genre history, the game rules, running and playing the genre, and finally – four complete and separate settings with entirely different themes. Most of the past Cyberpunk RPGs gave you a single predetermined setting around which the entire game revolved, so this itself is something of a notable step in a new direction.

There may be sixteen chapters to Ex Machina, but I'm going to cover it by the major sections.

The Genre Section: In the genre section we get a ten page introduction into the history and themes of the Cyberpunk genre, starting in its pre-roots of the seventies, moving into the labeling of the genre around the time of Gibson's Neuromancer, and eventually wrapping up with the modern 'post-Cyberpunk' genre.

There is some coverage of how the genre has been forced to change with times – after all much of what 80s Cyberpunk considered radical is part of the mundane reality of today's world – Wireless, Hand held Computers, Sprawl, the Net, Genetically modified foods, Globalized Mega Corporations, lessoning of nations and nationality – or are experimental but real such as Cloning, optical computers, synthetic but real diamonds, single molecule machines, and Neural interfaces. Modern Cyberpunk still looks to the dark side of tomorrow, but the tomorrow of today is not the tomorrow of yesterday.

From there we get a bit on the dX game engine Guardians of Order uses as one of its two house systems, the usual 'what is roleplaying' commentary, and a brief intro on each of the four settings. These intros wet your taste for what is to come, although the IOSHI entry is so vague as to leave at least me completely confused yet throughly intrigued – seeming to talk about skill chips and split patents rather than the society thus resulting.

Tri-Stat rules for the Cyberpunk genre: Tri-Stat has managed to solidly establish itself as -the- dominant cinematic rules light RPG. All past Cyberpunk games have been neither of these two factors, which brings us to a natural point of suspicion about this new RPG - are we looking at a bag of apples trying to be oranges?

I'm going to try and show that while it may be the ideal game of apples, it has managed to conquer the realm of oranges as well - that this has ended up as the the best take on a Cyberpunk rules set I've seen to date despite some problems I did end up having with it. As for my ability to compare, I had R. Tal's Cyberpunk 2013 within days of its release, I had a similar jump on for Cyber Hero, Shadowrun, GURPS Cyberpunk, and even ICE's Cyberspace. I went through the 80s, and for Science fictions fans, the Cyberpunk genre was our pet rock and I admit I was there with everyone else.

GMing the Genre: Chapter 12 of the book discusses GMing Ex Machina, and begins with the usual stuff about being interesting, making campaigns and adventures, handing out experience, and thinking of themes. There's a very activist stance taken here – the book not only suggests you cheat and make house rules, it declares that doing so is the only way to be a good GM; “If you want your players to think you are the best Game Master in the world, you only have one option: cheat, and cheat often. ... there are no rules about 'being fair'” (p. 145). Most of us know better than to say something like that – the world is full of a variety of different styles and some of them fudge the rules, some don't. Whether or not they do is not the best way to judge their success. Beyond that, the other advice is good. If you find yourself liking Ex Machina or any other RPG from Guardians of Order and this statement on rules is a little heavy handed for you this company is probably going to end up being a frustrating experience. Whenever rules are incomplete or fail in some test the usual response is to suggest ignoring them without explaining their normal application or even how best to judge when to do this. Unfortunately the same response tends to follow when the rules -are- working, but you don't understand them... It's a good rules set, and a design group with good ideas, but they have a frustrating way of presenting themselves. If you're a Dramatist GM this is perfect for you – it works great if the goal is an engaging story -above- all else. If you're a Gamist it might work for you if you have a good sense of when to change rules for gaming action / challenges, but can blow up on you if you misjudge it or are inconsistent. The Simulationist GM however, is likely to find this stance very difficult – the perspective would seem to be that modeling a system to accurately simulate the needs of the genre is the wrong approach, that Simulationist gamers are in error in their style choice.

One actual issue I do see with the game is in the advancement system. It is slow, possibly painfully so. Roughly speaking you will get about 1.1 character points every 4 sessions. It will take about a year of weekly play to go up by 1/7 of your character's original points, with that total you will be able to perhaps buy about 3 ranks of attributes assuming the average costing attribute. From a GMs point of view – you should thus make sure starting characters have enough points to completely capture the character concepts from day one, and assume points from experience only work to address how that concept changes, albeit slowly. That, or up the amount of experience you give out – a common solution chosen by GMs of other tri-stat games if the online forums for them are indicative of any real world trends. Most people online give an advancement point or two per session and not every few sessions. I think I've seen as high as five in Silver Age Sentinels threads. As play of Ex Machina spreads the online community will probably come up with a norm for this issue, and I look forward to seeing the readers of this review in those discussions when they do come about (in other words, I'm telling you to get involved).

The next 5 pages of this 12 page plus 2 page art spread chapter cover GMing the Cyberpunk genre in particular as opposed to GMing in general. How to handle a genre has always been a strong point of tri-stat games – with long and detailed essays on the topic – and this book is no exception. We begin with an essay on what it means to be marginalized, to face prejudice, to refuse the system or try to reform it, and how protagonists become empowered. A very common complaint about Cyberpunk gaming is that it captures the Cyber and the Punk, but misses everything the two words combined stand for. This essay is where Ex Machina seeks to help you run a Cyberpunk game and not a Cybered Punks game. After this we get essays on overcoming human limits, getting style down, and examining core elements of the genre. You get to look at grunge, the value of an information culture, branding, corporate power, the lack of clear evil, shifting cultures, lost data (I read a New York Times article on this just the other day in fact – a prediction that the information age will actually lose mass amounts of data from conflicting storage standards and decaying media – but the note in Ex Machina is more about the ease of digital secrets getting around when you do something as foolish as drop your keychain drive by accident – as any resident of the Silicon Valley can attest, the plot that begins with “you find a memory chip sitting left on the table in the cafe by the last guy...” is not all that absurd, in fact that chip is sitting on my desk right now), and the general ubiquitous nature of tech. A sidebar covers organized crime and the section ends in a short inspiration list.

Finally we get 3 pages on new ways to handle your gaming fix. Here the book covers setting up a website, using email, running a game in email or chat, lan-party gaming (have the players bring their laptops), convention gaming, keeping things simple, sharing Gming, and even going freeform. This is all handled with a series of short essays that more wet your tastes than give you the full tools to do what they suggest. It is still a very handy section though – and the information it imparts should lead you in the right direction for whatever fix you choose.

The Four Settings: The book jumps right in, with the next four chapters each giving us one setting. Now don't think you're being shortchanged a complete setting here – this stuff starts on page 158 and the book goes out to page 343 before it finishes with the settings. At two columns and a small typeface you're getting more out of each of these than most Cyberpunk games gave in their core rules for their one single setting. Each of these settings comes from a different author and thus has a different writing style – from not only each other but the main book as well. This can at times be a good thing or a bad thing depending on which writer you find clearest or most organized to your way of thinking.

Thoughts on Ex Machina: This is a very intriguing entry into the field of Cyberpunk gaming. It is also, in some ways, only the second actual Cyberpunk RPG to ever be published, with GURPS Transhuman Space as the the first. The rest of the entries – what gamers have grown to think of as Cyberpunk, are really in my opinion just action adventure games about Cybered Punks. Ex Machina's settings all capture the mind games that make up the genre. Even in Heaven over Mountain the way a person thinks will be notably different from how a person in the modern world thinks, whereas a Shadowrun or Cyberpunk 2013/2020 character is often not much different from an action hero or villain in any other genre.

The chapters covering the genre's history and how to run it are very welcome items. When you really do sit down to do actual Cyberpunk gaming you will find yourself dealing with a thinking person's genre that can really fall into some serious traps of disassociation from what your character is experiencing. You need to learn to think like a future person, and the text here really helps you do that. It helps you in that, but not just from an intellectual perspective, it helps you understand how to game it, which is what we're all here hoping to do. That, in my opinion, is what pushes this game above its real main competitor – GURPS Transhuman. While it puts you into an alien world, it also does everything it can to help you occupy that world.

The game does come out on the cinematic end of things – which in my opinion is not where the genre lies. As I noted in looking at combat major characters can take a lot more than they can normally dish out, whereas in the genre, when it even has any action (and it often doesn't) that action is usually, to quote Hobbes “nasty, brutish, and short.” Outside of this however the ruleset's open nature really works to let you do so much more than past attempts have.

On first glance the stats seem be a bit problematic – a typical PC will need an 8 to get roughly 50/50 odds in any task and this might seem to indicate that you need an 8 in all your stats. That assumption however misses that you add in skills – including with combat rolls. A normal average person has 4 across the board in stats. Give that normal a 4 in a key skill area and they then have 50/50 odds in a stress situation. Under more mundane conditions they either do not need to roll dice, or if they do, the less stressful nature of the moment stacks difficulty modifiers in their favor – making the odds way better than 50/50. So, on that analysis, the stat benchmarks work better than they at first appear. Many of the sample characters however, were not built using the logic I have just outlined. Rather they were built with stats that do not need skill bonuses – making their stats close to superhuman according to the benchmarks, and even worse when skills are added in.

Judging the game:

Style: Ex Machina comes in a hardcover book with the kind of cover that keeps drawing you in. Cheesecake works, especially when it is genre appropriate. The interior layout is very easy to follow and uses a small enough typeface as to be able to get a lot of information in there – a lot more than is usual for its page count, which is itself rather high. The page layout and borders serve to keep you in the Cyberpunk mood, and the art is top notch throughout. It was this visual impact that made me pull this book off the shelf, and helped push me over the line in buying it. It will be this visual look that will instantly bring my mood back into Cyberpunk every time I open the pages in future. In style, they made no mistakes and I give the book a five.

Substance: In so many ways this is the best Cyberpunk entry I've seen to date. The book is very flush with information allowing you to do so much with the genre – much of it formally out of reach for gamers. If this review had been short and based on a surface read I would have given a substance rating of five. However, on a deeper analysis I did find problems, be they the timeline issue in Underground, the advancement points issue and its impact on IOSHI, the too high of point totals for characters making the game far from lethal, or other glitches here and there. Overall, these errors are minor and the game is still a very good investment and playable 'off the shelf.' They are however, imperfections that could have been looked at further, so I give the game a four in substance, but it is a high four – a nine if this was a one to ten scale.

Combined Rating: Given the above, for the combined rating system I would give the book a single five out of five. While it has some flaws, on so rough a scale it is still so far above the pack that it earns such a score easily.

Final Word: If Cyberpunk as a genre appeals to you, if only even Science Fiction appeals to you, buy this game. This deserves to be the top game of the year, it deserves to spread out rapidly in popularity. Cyberpunk as a genre however may be dead in the imagination of the many people who have not realized it has moved beyond the format of the 80s – and that the literary genre was never like the gaming genre. Ex Machina is what Cyberpunk is today, and it deserves notice.

Copyright © 1996-2009 Skotos Tech and individual authors, All Rights Reserved