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Playtest Review Lukas Myhan March 7, 2008 (Average) In A Wicked Age is a quick-playing, situation-driven sword & sorcery game good for both short and long-term play. Lukas Myhan has written 2 reviews, with average style of 4.00 and average substance of 4.50. The reviewer's previous review was of Beast Hunters. This review has been read 7464 times. |
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...A trainer of apes, bereft, mourning the death of his dearest performer.
...The father of a child possessed by a voracious spirit.
...A new village built on the ruins of a forgotten people.
...The bloodthirsty ghosts of those drowned in an accursed water.
In A Wicked Age is a sword and sorcery role playing game. In it, the Game Master and players use random situation-generation to create characters and front-load conflicts among the characters to create stories.
1. Invitation
2. The first time
3. A chapter
4. Dice, action & consequences
5. From one chapter to the next
6. Names
7. The Four Oracles
8. Notes & thanks
All characters on the list that are not chosen by players, as well as any other characters who turn up through play, are controlled by the Game Master. Non-player characters have only three Forms: Action, Maneuvering, and Self-Protection, and they may have Particular Strengths.
The players and GM each assign two Best Interests to their characters. These are motivations for the characters' actions, and every Best Interest should be at cross-purposes with at least one character, whether a PC or NPC.
Characters can, but are not guaranteed to, reappear from chapter to chapter. Most players will find themselves playing two, three, or more characters throughout the course of a full game.
This is an area where In A Wicked Age diverges strongly from many other games. In the game's fiction, the only outcome of a conflict is what the players agree to in negotiations. If your action is to steal my gold, and we have a conflict, you do not steal my gold unless we agree to it, even if you win the conflict. Conflict winners have tools to encourage the losers to accept actions, mainly in the form of being able to reduce the other players' dice, but they cannot force anyone to accept story outcomes that they do not want. Once characters have had two or more of their Form dice reduced to 0, however, that character is out of the game and can no longer oppose the other characters' actions. This works very well once everyone involves understands it, but I found it to be slightly under-explained in the book, with some of the example players often conceding fictional elements at the end of a conflict before negotiations were done, making it appear that they had no choice but to do so.
Players are also rewarded for sending their characters into conflicts where they are outmatched. When a character makes it through at least one round of conflict against a character rolling bigger dice, the character's name goes on a document called the "We Owe" list. The "We Owe" list determines which characters can re-appear in future chapters of the game, and it can also be used to grant an extra Advantage die in some conflicts, making it a very valuable tool.
The dice mechanics are presented entirely through example, with a brief summary at the end; while most games present the rules framework first and then back it up by showing examples of how that framework functions, In A Wicked Age simply walks the reader through a series of sample conflicts, explaining as it goes what the example players are doing and why. This causes some problems. While it was easy for me to follow on my first read-through, it did make it a bit difficult to go back to the text to answer questions when they arose. While having to re-read a full section of the book is not a deal-breaker because of its small size, it does make searching for information in the middle of a game a bit trickier than it might otherwise be.
In A Wicked Age also seems to have been written with role players as its target audience, as a number of its basic terms are not defined (for instance, what the abbreviation "d8" means). In addition, some the game's unique elements are not fully defined either; while most games would take at least a sentence or two to explain what each of the Forms means and how it is used, In A Wicked Age trusts that they are self-explanatory and offers no such definitions. While these things may not be issues for the majority of the people who read the game, it does raise the barrier to entry slightly.
Character creation is fast and simple. Players who have never played the game before and have never read the book are usually able to choose and make complete characters in 5 - 10 minutes without any problems. The two most involved elements are choosing particular strengths and best interests.
In every game I've played, the first conflict has gone slowly, with players getting the feel for a system that is very different from many other role playing games, but with the second or third conflict, the pace picks up considerably. Because a given conflict can last a maximum of three rounds, altercations resolve quickly once the rules are firmly understood.
In A Wicked Age makes a very good pick-up game, because character creation is quick and easy and the GM does not have to do any prep work. However, the game is at its best when played for multiple chapters using the We Owe list. As characters recur, a sort of "short story anthology" emerges, with protagonists and antagonists that are often surprising. In fact, playing the game was surprisingly satisfying for me. Reading the book made it seem interesting, but the game in play turns out to be much more than the sum of its parts.
High Points - Quick and easy to play. Great for pick-up play as well as long-term campaigns. Low price point.
Low Points - Sub-optimal presentation of the game in its text.
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