Review of 24 Hour RPGs 2005 (The last 9)

Review Summary
Affiliated Capsule Review
Written Review

July 11, 2005


by: Evan


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

The Grand Act is upon us! Join in on the fun! Here are the last nine games submitted up till now reviewed, take a look at the neatness!

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 RPG 2005 (batch no.2).

This review has been read 5984 times.

 
Product Summary
Name: 24 Hour RPGs 2005 (The last 9)
Publisher: 24 hour RPG.com
Author: Various
Category: RPG (virtual)



Review of 24 Hour RPGs 2005 (The last 9)

Last reviews of 24 hour games before the grand act! (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.) I hope this makes it in in time before the weekend… may end up appearing between the two.

 

There was one game that missed out on being reviewed this time around because I can’t download it. The writer has attempted to make an audio file game… pity, Fabula Altisonis sounded very interesting. (Get it? Ow.)

 

This is a review of the last 9 submissions of games received this year in the lead up to the grand act. 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. I committed to reviewing all the games submitted in the lead up, and now I have fulfilled that commitment. Yay!

 

And a vast variety again this time around. In reverse order: Card / miniatures supers game; Dungeoneering for kiddies; a Generic Universal Descriptor based RPG system; Martial Arts; Monsters created by Mad Science (or magic); Robots trying to save the last human in deep space; a high school for Wandering Monsters; Orcs going through the rite of initiation on the first level of a dungeon; and Dead People with Outstanding Issues hanging about to fix stuff the hard way. Neat-O!

 

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.

 

As usual, most of these categories are subjective, so take my grading with a bucket of salt. I have tried to divide the scoring so that roughly 1/3 of the score is flash, 1/3 is serious, and 1/3 is bias. ;)

 

Shinigami Chronicles

Megan Marie McKnight

 

Flavour/Concept: You are dead, but you have issues. A bit like Dead Like Me or the Crow… or something somewhere in the middle. Nice Genre choice and well handled. High 4/5

Formatting:  Table of Contents, only a short framing concept, and dives into descriptions of game concepts. Format good and easy to grasp. Good 3/5.

Appearance: Nice font choice, clean appearance with nice spacing. Not too flash, but effective. Good 3/5

Professionalism: There are several colloquial moments, and some grammatical issues, but overall solid work. Average 2/5

Completeness: Lots of goodies in this one. Includes character sheet and several sample characters. I did want to see some examples of play and maybe a table of abilities. I also see some holes in the challenge rating system in that a GM has only got implied guidelines for what numbers to set each type of challenge to under some circumstances, and I think this is a serious oversight. Still otherwise high, taken down a notch to Good. 3/5

Mechanics: Fairly mundane target number mechanic that is extremely functional, but not innovative. Average, except that there are nice character generation notes and I admire the functionality… Good 3/5

 

Totals: 18/30 B-

 

First Level

Theodore Ehara

 

Flavour/Concept: A rules lite version of DnD where you play 1st level orcs resisting intruders on the first level of a dungeon. Not tight enough in the rules to be satisfying, and I don’t think it has enough grunt to be a successful mini-game as it is (unlike Roguelike, for example). There is an interesting feel of transience in the game in the limits of the characters and situation. It has some crunchiness that I will give a point for, and I like the concept of playing the other side of the dungeon crawl for another point, so Average 2/5

Formatting: No Table of Contents, splits a story into a side text box but then jumps around with including an NPC write up part the way through… Really badly needs overview. Poor 1/5

Appearance: Simple document conversion, with a couple of nice maps and several large blank bits. Average. 2/5

Professionalism: Not bad writing, gets the game ideas across appropriately. Story is cool, overall OK. Average 2/5

Completeness: Certainly enough to play here, covers all the needed material, though it skips the needed detail on things like attacks of opportunity that take so much brainpower in 3rd ed.  4/5.

Mechanics: Basically this is d20 lite, with some variance. It is quite solid work, but there is not too much more to say than that. Average. 2/5

 

Totals: 13/30 C-

 

Wandering Monster High School

Kynn Bartlett

 

Flavour/Concept: You are going to Wandering Monster High School. LMAO. Utterly Brilliant. Excellent 5/5

Formatting: Nice title page, ToC, then players section, GM section and character sheet. All clear and to the point. Excellent. 5/5.

Appearance: Plain text conversion, some blank spaces, nice font choices, and excellent character sheet report card. Good 3/5

Professionalism: Very well written indeed. Very impressed. A joy to read: excellent light humour and good tone throughout the work. Excellent 5/5

Completeness: Very complete offering, with spells, classes (as in, actual classes you go to), grades, teacher lists, extra curricular activities and special needs management. I would like to see some fiction, but this is a request, not a requirement. Maybe more magic items. Me stop talking now. Excellent 5/5

Mechanics: A very cute system of dice based on grades. Excellent light rules that are simple and easy to understand without sacrificing usability. It has innovation in the dice usage and character sheet, and solid mechanics from a playability perspective. I will shave a point for the lack of management of rolling the same number in opposed challenges, as this is a likely regular occurrence given that all results are from 1-12 only. High. 4/5

 

Totals: 27/30 A+

 

Frankengame

Christopher Taylor

 

Flavour/Concept: Play hideous monster creations patched together in some bizarre experiment gone mad. Kewl. Designed very much as a one-shot mini-game, with lots of gm suggestions and some neat ideas. I would play this. High 4/5

Formatting: ToC, notes, Intro, what is role playing then into the chargen. All laid out in easy to find fashion, except for the blank bits where new chapters start part the way down a page (you can fix this in word with section breaks… email me if you need help with this).  Good 3/5

Appearance: Very nice titles, colours and font choice. Mentioned the large blank spaces. A good character sheet, overall Good 3/5

Professionalism: Good writing style. Some equivocation can be seen here and there in the writing, which is a bit of a failing in a system piece. There are occasional moments that need a little more clarity or revision (e.g. critical error in character creation says you can only add 2 to any one stat, then shows in examples you can add more). Still Good 3/5

Completeness: Solid playability, with as much info as needed, and more in terms of suggestions for GMs and so on. Even though this is a short game, because it limits itself to this scope rather well, High 4/5

Mechanics: A very solid number of successes mechanic is the backbone of this work, with some rather nice random character trait generation notes at the beginning. I like the writing of traits and the pulling them out of a hat, cute. The complexity and subtlety of how to manage contests is remarkably high for such a simple system but nevertheless relatively easy to grasp. I would say that the complexity of figuring out successes in opposed contests is still a notch in the armour though. High 4/5

 

Totals: 21/30 B

 

The Last Human

Nathan Russell

 

Flavour/Concept: You are robots on a colony ship that failed. The androids went all Hal / Cyberdyne and killed all the humans, then left to explore the universe. But, the left over reject droids have found one last living human child in the vats... Excellent 5/5. 

Formatting: Good title page, framing story, Table of Contents, and simple run through of the system in logical fashion. Some system elements are out of place in the read through, and there are moments when the otherwise excellent formatting spill over or leave some gaps. High 4/5

Appearance: Very pretty indeed, in spite of no art. Includes an excellent use of colour, font and the header and footer throughout the work. Very pretty character sheet. Occasional gaps and bad spacing are the main concerns. High 4/5.

Professionalism: Far too easy going for a system text on a number of occasions, but still well written. It goes for entertaining rather than informative. Occasional problems with checking things are evident, like making sure a text box has all the text visible (page 5) or using the word ‘skill’ when the concept has been defined as ‘programs’. Often repetitive of some of the base concepts, but all of this is forgivable. Good 3/5.

Completeness: Very good for pick up and play. Misses out on top marks for not having notes about equipment (kind of needed in a sci-fi game I think) and experience. Still an excellent amount of material, and both of the key omissions have justification in the character style and genre, and so much GM notes! High 4/5

Mechanics: A nice inversion of the normal challenge rating system by simply adding more dice the harder that a challenge is, to try to roll the addition of these dice under stat+skill. Clever. There are some definitional problems in character generation that are probably nothing more than things to be corrected with a read-through. Excellent simplicity of challenges, and well suited to the style of game. 5/5

 

Totals: 25/30 A

 

The Ten Thousand Stances

Daniel Marble

 

Flavour/Concept: Martial Artists fighting game. Not enough to inspire me, though the card concept has some possibilities that are not really developed to its full potential. In theory could eventuate into a M:tG style game with a bucket (nay, a dump truck) load more work. Average 2/5

Formatting: No ToC, leaps into system, and doesn’t explain the items in a logical format. Poor 1/5

Appearance: Plain document conversion. Some OK bits at the end with the cards for maneuvers. Average 2/5.

Professionalism: There is a lot of unprofessional language here, and the quality of the writing in the examples in particular is a hard read, and often unclear. Poor 1/5.

Completeness: Not a bad amount of work here. Suffers from failure of scope because it sets up to design a system able to manifest vast numbers of martial arts but only demonstrates one example. Still playable as is, with some difficulties, so Average 2/5

Mechanics: Uses a standard deck of cards as the randomizer, and pits martial artists against each other. The system is not explained very well, but I think I have absorbed the intent of most of it. There are some neat tactical elements to the concepts, and some good counter-plays between possible tactics of style that could be manifest if more work were done. As it stands, it is Average 2/5

 

Totals: 10/30 D

 

Bloodworks

Jacob X

 

Flavour/Concept: Generic Descriptor / Oppositional game system designed for quick action and any genre. The system is solid and has a lot of good ideas built in. The writing detracts from this one a little. As with most descriptor systems, there is heavy onus placed on GM to make judgment calls on what is a good descriptor and how balanced they are from player to player. I do like the oppositional nature of character abilities and the neat management of damage and combat in general. High 4/5

Formatting: No ToC, leaps into system. Begins badly, (assumed knowledge, no ‘hook’, leaps into not-great system descriptions) which is a terrible mistake for a system document to make. I didn’t want to read further than the first page. Now I am very glad I did. Mostly explains the items in a logical method, but sometimes skips around. Much in need of overview and revision. Poor 1/5

Appearance: Plain document conversion, appropriate use of sectioning. OK character sheet. Average 2/5.

Professionalism: Begins badly but gets into the flow of describing the system after a few pages. Neglects a couple of important elements (e.g. how many Titles, Arenas and Minor Gifts / Bane opposites do people get at each power level… have to extrapolate from characters listed). I will knock it up a notch for some of the maturity of the concepts in the middle parts. Average 2/5.

Completeness: For something that comes in a medium length document, this one has excellent playability. Hits all bases from equipment to experience and superpowers, crossing all genres. Excellent 5/5

Mechanics: Uses opposed d20 + descriptor bonuses to resolve actions. Love the Face/Bane concepts. There is a very neat way of managing how damage and success levels work in here, and I like the simplicity. I think d20 might be too random for the implications of the bonuses listed: A Title is a fundamental character shifting ability that might shape an entire life path, and gets +6 on a d20 roll. I would say this one needs a smaller dice and maybe a bell curve to base the randomizer on. This is tuning, however. Manages any genre and a variety of game styles with ease. High 4/5

 

Totals: 18/30 B-

 

Dungeon Squad

Jason Morningstar

 

Flavour/Concept: Simple play fantasy adventure rules designed for introducing real life munchkins to munchkinism. Well written, excellent simplicity of rules and abilities, good job. High 4/5

Formatting: No ToC or sectional referencing, but is only 5 pages long and logical in its structure. Small size works in its favour here. Good 3/5

Appearance: Plain document conversion, with an excellent use of clip art dice and simple & effective character sheet. Good 3/5.

Professionalism:.  Has a bit of indecision in the writing style in that it occasionally tries to speak to the player in a simplified way, and at other times speaks to the adult game master. Aside from this style concern, the work is well written, clear and easy to grasp. Good 3/5.

Completeness: Given how short this is, I think the writer would have had time to do a ‘player’s handout’ rather than just a GMs system walkthrough. But it is an excellent piece of playable game in every other way, well scoped and well written, and tight. High 4/5

Mechanics: Excellent character generation by allocating a prime area of ability to a dice type. Has a very good simplicity in the mechanic with a  ‘roll over’ target on dice as the resolution method. Excellent matching of system design to style of game. Intuitive, and very, very appropriate. Excellent 5/5

 

Totals: 22/30 B+

 

Sky Ace

Jeff Moore

 

Flavour/Concept: A supers card/miniatures game designed around the standard 52 card deck. Includes tactical play rules as one-off mini game and RPG rules for those that want to take it into the next level. Conceptually very clever indeed; it works well as is and I see plenty of potential for more work to fill it out into a complete RPG. High 4/5

Formatting: Excellent job in organizing the material into short play rules then RPG rules. Good intro. Good use of ToC and credits. Well designed call-out boxes to highlight important rules. Excellent work here. 5/5

Appearance: Well structured page by page to fill in space and make appealing. Excellent use of art (all from Devil’s Workshop Image Portfolio Anthology, which has been paid for, so technically is not valid within the scope of the 24 hour game. As such I will pretend the art was blank spaces in my grade). Good, because of the excellent clean style, great card pictures, and well done character sheet. 3/5 (And +2 if you don’t have foibles about using paid art in this challenge (which I do)).

Professionalism: Manages to do the “what is RolePlaying” thing in a really clever way by introducing the ideas via the short tactical play rules. Writing is occasionally a little in need of proofing for style and clarity, but overall very good. Good 3/5.

Completeness: The tactical play rules are spot on. The Role Play rules peter out toward the end as energy levels of the writer fade, so it starts to get the odd gaps (skills for example). Still includes most of what is needed for the RPG, so well done. For the scope failure will take it down a couple of notches, then will up it one for having excellent playable tactical card game rules. High 4/5

Mechanics: Some very clever manipulation of cards in the rules here. The method of how the tactics of the game manifest by suit are really neat and I can immediately see some associations that might get drawn (hearts in building are strong, easily defensible structures, spades have all kinds of things that can get picked up and used in combat, Diamonds are buildings with lots of glass that allow clarity of vision for far attacks, and Clubs are ones with lots of bridges or access ways to other buildings…). Unfortunately, the cards are counted in different ways depending on whether they are used in challenges or on the deck as the map, and this level of complexity seems unnecessary. I will take it down a notch from Excellent because some clarity is missing about running out of cards and other similar concerns. High 4/5

 

Totals: 23/30 A-

 

That’s it. Thanks for reading. Join in, the event is on!

Warm regards,

Evan

 

 

 

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