Review of 24 hour RPG 2005 (batch no.2)

Review Summary
Affiliated Capsule Review
Written Review

June 20, 2005


by: Evan


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

The next 6 of this years 24 hour rpgs reviewed! They have upped the bar a bit on this lot and no mistake. Take a look!

Evan has written 8 reviews, with average style of 5.00 and average substance of 5.00. The reviewer's previous review was of 24 hour RPGs 2005 (Batch no.1).

This review has been read 5995 times.

 
Product Summary
Name: 24 hour RPG 2005 (batch no.2)
Publisher: 24 hour rpg.com
Author: Various
Category: RPG



Review of 24 hour RPG 2005 (batch no.2)

Having been a bit distracted by the game chef competition (www.game-chef.com for those that missed it) it has taken me a bit longer to get through the next batch of six 24hour games. Unless something weird happens, this should be the next to last set of reviews before the next big event.

This time around we have stories of Honour, Discord, Lost worlds, Uprisings, Fallen Angels and Historical Intrigue… Each in turn has been particularly interesting for this reviewer, because they are created with rather different agendas and a great deal of innovative thought. This lot has a nice high average mark (19 and a bit!).

This is a review of the next 6 submissions of games received this year. If you are curious about my last reviews, you will find them by searching for the name Evan or the number 24 in the reviews section.

At the time of this writing the coming Grand Act is less than a month away (the weekend is July 9th-10th, with the Sister Weekend of the 16th and 17th for those who just can't squeeze in the previous weekend.)

All the games reviewed here are available for free download from links available via the www.24hourrpg.com and http://www.1km1kt.net/24hourrpg/ websites, so check them out if you are interested.

The challenge is simply to complete an entire RPG from nothing more than ideas, your available tools and your own ability within a 24-hour period. So the work you are looking at here is likely to be short, sharp and interesting, with a varying degree of polish.

A few notes on my marking system: 1=Below Average, 2=Average, 3 =Good, 4= High, 5= Excellent. I have on occasion indulged myself and added a 0 and a 6. You can figure what those might mean.

Flavour/Concept: Outline of the game concept. The score is pretty subjective. I put my personal opinion of the ideas here.

Formatting: A bit more objective, this lists the style, structure and overall set up of the piece.

Appearance: Again subjective, but with a bit more back up, points are scored for art, maps, and neat tricks with fonts or colours.

Professionalism: Spelling, Grammar, Writing maturity, and tone of the work. I have a bad eye for detail, so scores will not vary much in this one unless the game does exceptionally well or exceptionally badly.

Completeness: How easy is the game to pick up and play from what is presented, how finished does the work feel. Note that "pick up and play" is subjective. Most RPGs are built with a setting in mind, and what I am judging here is how easy it is to pick up the info here and run the game as intended. For universal type games, there needs to be enough info to allow a GM to pick it up and use it with the info at hand only in any appropriate genre.

Mechanics: How appropriate the mechanics of the game are to the game style, how innovative and clever they are and how easy to use and understand. All mechanics are judged without play testing, just from a read through.

Totals: 5/30 F, 10/30 D, 15/30 C, 20/30 B, and 25/30 A.

Note that most of these categories are subjective, so take my grading with a pinch or hand full of salt. I have tried to divide the scoring so that roughly 1/3 of the score is polish, 1/3 is factually relevant and 1/3 is pure opinion. ;)

Here we go again!


Ronin Story

Tony Irwin

Flavour/Concept: You are playing an honour bound secret ridden Samurai. The game is a mish mash of rules from several other innovative systems, and I don’t think it meshes together as a coherent whole. It has a lot of style, and I really want to like it but the inconsistencies and lack of overview really bug me. I fear I have marked this one somewhat brutally, in spite of some very good concepts, because it falls down badly in the detail I think it needs. For flavour and concept High 4/5

Formatting: No Table of Contents, no framing story or concept, just leaps straight into descriptions of game concepts, then ends with a dozen pages of schools and abilities. Begins a new page with each topic, but some ideas seem out of order or poorly explained so makes this a hard slog. Poor 1/5.

Appearance: Simple document conversion, nothing to write home or complain about. Average 2/5

Professionalism: Writer makes many leaps of assumptions of knowledge, and definitions of things (e.g. much assumed knowledge from Legend of the Five Rings) are seriously lacking. Writing style is good in examples and otherwise, so won’t penalize too much. Average 2/5

Completeness: Though the length of the work makes it to 24 pages, there are far too many holes in the definitions, the overview, the lack of character sheet, and indeed examples of play for the more complex sections (relationships in particular) for me to give more than Average…. Plus one for the comprehensive 12 page list of powers at the end. Good. 3/5

Mechanics: There are some good ways to combine different concepts here, but the thread is lost along the way. Will coins are meshed with glory coins toward the end without clear distinction. The lack of clarity and the reason for some of the rules and indeed explaining the strategy is seriously lacking. (Why have the limit of the glass of glory at all? What kind of tokens are put in by the GM under each circumstance? The reason for the rings to have different values seems arbitrary, and how do you handle situations where actions make them the same through addition and subtraction? And so on…). I think there is some neat thinking going on to mesh these ideas together, but I don’t think it had the time it needed to manifest the thinking, so I am going to give a Poor, with the intent of saying “please spend more time on this, I think it is worth it.” Needs more time than the 24 hours, so is a failure of scope. 1/5

Totals: 13/30 C-


Discord

Chris Andrews

Flavour/Concept: Modern magic, almost thematically identical to Mage: the Ascension or Kult in basic premise. There is only a little flavour text here, but a huge swathe of quite interesting system. I think there is an attempt at limiting the scope but the core concepts need more work because the body of this offering is overflowing with system elements and it is easy for the reader to get lost in it all. Plus it is in serious need of play test (see mechanics below). Still I like the matching of system to concept, and it is Good work IMHO. 3/5

Formatting: Cover page, Table of contents, intro story then into the system for 20 pages or so. There is a lot of material here and it is in a logical order. Some issues with finding rules, as they are not highlighted or are not explicitly referenced by the section titles (e.g. the rules about events are in the first magic section, but there are multiple magic sections). Would have been at least good with some overview and changing the section names or re-dividing the sections up again. Average 2/5

Appearance: Nice cover page but cheated and got a friend to do it, so no bonus points there. Good title font, nice landscape format, a little untidy in places with several large blank bits. Nice simple character sheet… Cut down to Good. 3/5

Professionalism: Overall good writing. None of it is too hard to understand, and it takes the time to explain concepts quite well. Occasionally the writing is a little colloquial, but it is forgivable. The biggest problem is mentioned in Formatting above, so won’t penalize here. Good. 3/5

Completeness: A lot of work has been done here, but suffers a little from failure of scope as mentioned above. Ready to pick up and play, but not much is done to explore the game premise and what the characters would do, so I will shave a point. High 4/5.

Mechanics: Action is Magic. Magic is manipulating the universe in any way, roll dice for number of successes (‘effects’) and need to hit the right number exactly to get the maximum modifiers out of the situation. Then take these modifiers and apply effects to the situation. This method should be simple and easy to balance but it irks me a bit. Some of the basics are not explained properly so I end up confused. After I have rolled for effects and figured out what effects I am going for, do I then roll percentile? If not what happens? If so, what happens? A lot of trouble is put into explaining how to modify a situation but not enough is put in to explain the situation itself. Plus I don’t think the effects being a +/- 10% is enough, considering that you will get at most a few effects each time. Mechanically I think this is a gem in the rough, waiting to be polished and play tested, but until then it is only an Average. 2/5

Totals: 17/30 C+


Lost in Smaragdis

Daniel R.A. Quiogue

Flavour/Concept: A Lost World scenario… literally. A whole world lost in time trapped beyond a star-gate of sorts. Adventure in the pulp action tradition. Sweet. High. 4/5

Formatting: Begins with flavour excerpts then intro then setting description. Follows up with chargen and then system. Refreshingly different to the normal fare, and because character generation is simple, works well. No table of contents, though. Still Good. 3/5.

Appearance: Text conversion but real nice font, text box and indentation to indicate sections. Will be generous here. Good. 3/5

Professionalism: Very well written indeed. Very impressed. High 4/5

Completeness: Misses out because of lack of offensive equipment list. As the need for wounds was written into the system, an offensive equipment list became necessary. I will go out on a limb and guess this was a relatively late addition to the rules. Also there is a little thing about how Hooks help you earn Story Points that is never expanded on, so no experience system. Still a lovely wealth of stuff so Good 3/5

Mechanics: Use abilities to get as many d20s as possible then roll them to get under target number. Opposed conflicts are managed by bidding for lower targets numbers. This is a simple and neat idea that definitely needs a play through, my feeling is that there is not enough benefit to winning the bid on the action target and the bidding does not exactly allow for the action / counter-action play that is suggested. This can probably be fine tuned with a play test or two. I like the simplicity of the stats, using the descriptor system, not original here but appropriate. Good. 3/5

Totals: 20/30 B


Proletariat: the Uprising

Gordon Fay

Flavour/Concept: Take on the role of revolutionaries in an attempt to bring down the bourgeois pig-dogs. Written in manifesto and application pamphlet form, much kudos for style. I like it a lot. High 4/5

Formatting: Begins with a manifesto, then a recruit section, then moves into game description and ends with a play example. Nice, but only manageable because it is so short. I would have expected several pamphlets if this was released in longer format. ;) Good 3/5

Appearance: Appears like it was typed hastily in an underground bunker. Appropriate appearance and clever use of limited resources evident here. Good 3/5

Professionalism: Style is in the entire piece. Only a couple of times does it break voice to elucidate game concepts that don’t really gel with the manifesto style, a fact that does unfortunately cut in a little into the mechanics of the piece, but I will reward for here. High 4/5

Completeness: Very short on rules, and little explanation of the nature of the GM impinge on what is otherwise a rather cute and very playable mini-game. I will cut in here a bit because of the shortness of the descriptions and need for more work on some of the concepts: Average 2/5

Mechanics: A simple dice under two of three randomly generated stats for action success, with the payoff in three types of chits. This would play out quite neatly, except that the GM’s role is in parts assumed to be in opposition to the players and in parts set up to be supporting the story without clear definition of the role. Kind of like the Computer in Paranoia, but not clearly enough stated at which points they are trying to support the story and at which points they are trying to win. Plus the Money tokens actually have little to no value, as they cannot help the players win, and the GM can elect to not take them. Seems that the game would end in players continually bidding money, and the GM continually taking only the money bid with and Power (since that is the main limited and desirable resource. The bidding aspect of risking a token for an action seems of minimal value, since any failure of an action costs much more than one token most of the time. Needs some more balancing here I think. Again conceptually good, but needs more polish, So Average 2/5

Totals: 18/30 B-


Immaculate

Michael Walton

Flavour/Concept: Angels, Saints and Nephelim challenge the forces of darkness and contend with the complexities of morality in a modern world where god and the devil exist. In Nomine, with some variance, mustered in 24 hours. I am way impressed. Look, I love the genre and I like what Michael has done with it, even if it is inspired from or suffers from convergent evolution with In Nomine. None of it is new systemically, but the themes and concepts all hang together nicely, and the combat may be less broken than In Nomine (Sorry SJG In Nomine hit points are BrokenBrokenBroken)… This is a remarkably complete offering. Excellent 5/5. 

Formatting: Nice cover picture, table of contents, nice world overview, character generation, powers etc then system elements then GM’s section. Careful to control the concepts needed at each stage so as to survive the read-through test. Done with ease and style. Excellent 5/5

Appearance: A little plain at times, but excellent art inclusions and well designed in other ways. High 4/5.

Professionalism: Well written indeed. Easy to read, friendly, engaging. Good grammar, spelling and use of language. I will knock off a point because I find it a trifle too friendly for a system reference, and this is very much a personal taste thing I will admit. High 4/5.

Completeness: Only thing missing is a character sheet, it has everything else in abundance. I mean everything else. I am having trouble shaving the point for the lack of character sheet because of the abundance, but I will because I really want it in this style of game. OK maybe a few examples of play might have been nice… I feel like I am nitpicking. High. (4/5)

Mechanics: The system is a bit ‘meat and potatoes’ after all that. It is basically roll over target to succeed with modifiers. It integrates together quite well, however, and manages to cope with the breadth of abilities and powers remarkably well. I am going to give High for the expert manner that it is all held together, even though I have tried to reserve the Highs in this area for innovation. This is really very expertly done. High. 4/5

Totals: 26/30 A


Thou Spy Hath Embrangled Me

Jennifer Diane Reitz

Flavour/Concept: James Bond: The spy that came in from the cold… In the 16th century, with an neat gender role reversal. Unlike most other entries to date is a single pre-set scenario with very simple rules for 2 to 3 players, which could expand into an alternate history yarn with a short stretch. You have to check out the gadget list. What a rip-snorting brilliant romp! Excellent. 5/5

Formatting: No ToC, starts with a GM’s adventure overview section describing the story then ends with the one character sheet then one page of system and a game overview. Could do with a rewrite with a broad overlook in mind, but is short enough that this works. Good 3/5

Appearance: Nice use of art and font choice. It is a little simple at times, but is very effective. High 4/5.

Professionalism: Very well written. The odd moments of grammar stumbling are forgivable. Captures the language and tone of both the time it is set and the James Bond genre, which is a feat in and of itself. Includes excellent support information material and trigger ideas to make me want to research the period. Could have used a bibliography or research website list to support the history for any that might want to know more or where the info was sourced. I think this is important enough to shave a point from a semi-historical game. High 4/5.

Completeness: Rather short but hits all the main points needed and is very playable as it stands for two players. For three-player support the romantic interest should have had a character sheet in full rather than the short summary in the GMs section. One rather noteworthy failure in the system info is noted in mechanics below, and no rules are given for adding extra characters (not that it needs it for what it does, so no penalty for this.) High 4/5

Mechanics: A very simple Roll Under Stat + Skill – Mod on d20 is the main mechanic, with some resource managed bonus dice to indicate action point type use. So, while unoriginal, is quick and easy, excellent for this purpose. Unfortunately forgets to include any explanation of how to use the damage mechanic (i.e. under what circumstances does one lose luck, and how much). In such a simple offering a quick assumption can be made, but this is a serious oversight. Average 2/5

Totals: 22/30 B+


That was an excellent bunch and no mistake.

So, into the home stretch now. Only 9 more games to go (at the moment!) before the next grand act. Need… More… Coffee…

Warm regards,

Evan


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