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Comped Playtest Review Thomas Bagwell May 2, 2008 (Average) Dread: The First Book of Pandemonium is an excellent pick for a demon-hunting blast ‘em up game -- simple mechanics, graphic but effective magic, and highly original and evocative demons to track down in a modern setting. It is hurt somewhat by organizational issues. Thomas Bagwell has written 1 reviews, with average style of 3.00 and average substance of 4.00. This review has been read 2805 times. |
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Due to various reasons, the previous “Screaming Face” cover usually shown with these reviews has been changed. I’ve included the new cover above. It’s very nice, and I definitely prefer it. The interior artwork is generally much improved from the first edition of the game. A mixture of black and white photography and artwork are well done and selected. There are some poor pieces, but these are in the minority. The artwork related to demons is well done, ranging from stylized to graphically realistic.
The book has a very thorough Table of Contents, and a more abbreviated Index. You occasionally have to look a bit to find a particular detail, which was sometimes frustrating.
There are two supplements planned for Dread. The first is called “Pent” and is scheduled to be released in the very near future. It will cover the Angels of the Dread universe, and in many ways the Angels are scarier than the Demons. The next is called “Spite” and should be released in mid-2008.
The guts of the rules are generally well written, although tighter organization could have helped. I’ve decided to discuss the game as you would see it while looking through the book, covering the various mechanics as they come up.
So, on to the chapters:
This change occurred on the night of Sunday May 13 in Haywood, Oklahoma. They went to bed that night. The next morning the entire population was dead. Slaughtered or suicide. Some of the deaths were extremely gruesome. Suspicion began with some type of gas attack by terrorists, but no evidence could be found to support this. It was inconceivable…until it happened again. At various locations around the world, the scene repeated itself. Since then, unexplained disappearances and phenomena have increased, as has seemingly pointless violence.
Characters have suffered tragedy before the game begins. Through circumstances beyond their control (or not beyond their control), they have reached the nadir of their lives. Things couldn’t be much worse, until something not of this world tried to kill them, or something unexplainable happened, and someone was there to save them. To take them in and bring them back. A Mentor to train them and give them purpose again. The Mentor made them part of a group with other Disciples like themselves, called a Cabal. The Mentor also explained the truth of May 13; that on that night the barriers between Earth and Hell dropped briefly. The same occurred later in other locations, releasing an unknown number of Demons into the world. As a Cabal, they form a team of Disciples specializing in fighting the Demons now threatening the world.
Attributes are broad: Strength, Sense and Soul. Two of them will be on scale with normal people, one will be superhuman. This will reflect how your character ‘adapted’ to his initial recruitment and training to become a Disciple. This attribute will also determine which Discipline your character follows: Combat (for Strength), Lore (for Sense) or Sorcery (for Soul.)
Skills are also broad and intended to cover a variety of individual abilities. Example skills include: Computer Use, Crime, Hunting, Medicine, etc. You can also include a personalized Profession skill. These skills are individualized through context with your character. A former police officer with the Crime skill will be operating under different assumptions than a former carjacker. I have to say that this approach to skills worked very well for our group, and this falls into a good zone for me in terms of how skills should work in games. There is still a wide variety, but they are customizable without adding a lot of special rules and caveats or modifiers.
Disciplines are the core of your character. Combat characters are effective killing machines, and can mow through normal opponents (normal opponents do not include demons.) They are not unstoppable, though, as we have had players discover. Lore characters tend to have high skill scores. They are sources of information, identifying targets, researching background and they tend to be highly skilled. Sorcery characters are the non-physical powerhouses. They will have more magic than the others, and are the only ones who can actually Exorcise demons without killing the host. While these are strong and well-defined niches, even within them there is room for customization and individuality. Our group had two Combat Disciples, but with very different approaches and specialties. One was oriented toward stealth and surprise, while the other was a former Green Beret type of character. Both proved very useful in their own ways, and there seemed to be no problems with “niche protection”.
Magic is available to all characters. Non-Sorcery characters will have a more limited number of spells, but there are an incredibly useful variety of spells for any type of character. See the Magic section (next) for more details on how Magic operates.
There are two mechanics present that were added for the second addition. “Rage” and “Retirement.” Every PC has 12 points of “Rage” at the beginning of each scenario. These points will tend to come and go. They are used in combat for moves to give you an edge. ‘Second Chance’ allows you to reroll. ‘Middle Wayne’ (a reference to the tendency of serial killers to have the middle name of Wayne), gives you two extra dice for damage if you describe a particularly merciless combat maneuver worthy of the name. If the GM agrees, then you roll with your two extra dice and the GM also rolls. Regardless of who rolls the highest, the damage is inflicted on your opponent. There are others.
If your character falls below zero life points, he “Retires.” He rubs dirt on the wound, slaps a bandage on it, and returns to the fight. He’s living on borrowed time and he knows it. He immediately gains full Life and double Fury points, and gets to pick exactly how he’s going to go out.
Two final parts of character creation are “Drive” and “Contacts”. You look over your character and decide what drives him. What nearly destroyed his life, and what he lives to fight for or against. Whenever his drive applies to a particular action, he gets an extra die. You also get to start off with contacts. The book doesn’t say how many, but from the sample characters it looks like you start off with two contacts.
Advancement is very simple. At the bottom of the character sheet are thirteen circles. After every session, you put an ‘X’ in one. Once all thirteen circles are full, you can add a new spell or skill, or add a point to an existing skill. If you don’t play as often, you can adjust this (perhaps allowing two ‘X’s per session.) This seems slow, but Disciples start off extremely capable in the first place.
The chapter then goes on to describe in detail forty-one different demons. Each demon is described using stats and often an appropriate picture. These pictures vary from realistic to stylized. There are then sections describing the appearance of the demon, its pattern of behavior, and ways it can be fought. Most demons get a full page of description, while a few get more.
This chapter is the heart of Dread, and what really lets it stand out. Even if you don’t intend to run Dread, the book is worth purchasing just for this chapter. You can easily take these demons and work them into just about any other game (well, any other game that uses demons.) This was my favorite section in the first edition, and I was very please to see it expanded even further.
The full scenarios are detailed and have all the information you need. They’re not railroads, and allow for a number of solutions and degrees of success. This is a good thing, because I screwed up the one I was running, and it was flexible enough to allow me some type of recovery.
In the first session we made characters and got underway. We only had one book, and although character creation itself went quickly (even for players who had not played my first edition game a few years back), spell selection took quite awhile. There are about 82 spells, and each player needed to go through them and decide on the ones that best fit their character. A summary listing of spells and effects would be helpful as a handout to speed things up. Apart from this, everything else was very straightforward, and it took little time for everyone to complete their characters. We began play with two combat specialists. One was an ex-merc—big, tough and with an impressive arsenal. The other was more an assassin-type, agile and stealthy. We had one scholar, something of a hacker-type and one mage.
There were a few occasions where we had to stop and look up the rule to handle a specific situation. Now, normally I tend to handwave my way through these situations, but I was deliberately giving the rules a workout. There were a few items I had trouble finding and decided that they were simply not addressed. Afterward, I went back to verify these and did find where they were covered. Obviously, this might have been my fault, but I suspect the organization could be somewhat improved. A more thorough index might also address this issue. This organizational issue was the primary complaint voiced by my group.
Combat itself went quickly and easily, apart from a speedbump caused by getting a handle on the armor rules. Players used Rage to gain advantage, and were creative in their combat tactics. The scholar’s magic was primarily defensive, so he usually turtled and called out advice. The mage made creative use of his spells. The game did seem to encourage finding imaginative ways to approach tasks. My players in this game were much less…confrontational…than in the first game I ran. I think this game definitely benefits from a “kick in the door” approach, rather than being hesitant and trying too hard to be subtle.
The demon in this scenario was a Defiler, specializing in manipulation. Remembering the previous, more combat-oriented demon, I misjudged its reactions and allowed a physical confrontation that the demon should have worked to avoid. This lead to what should have the climactic battle with the demon occurring at about halfway through the planned scenario. Luckily, although they killed the demon, its machinations were still underway.
The real climax occurred as they stormed the compound of a paramilitary group, and they got to see how they performed against vastly superior odds. They also learned that they weren’t invincible. One PC didn’t take a shotgun seriously and paid for it, giving us a chance to see how “Retirement” worked. He wrapped duct tape around his chest, got a clean shirt, and headed out for his final showdown.
Overall, the players enjoyed the game. One felt that the rules were actually too simple, and preferred more complexity. I feel that the only other real complaints stemmed from my problems. I didn’t thoroughly familiarize myself with the rule changes, and misjudged character creation time due to the spell selection issue. I think a second game would go much more smoothly.
I would rate it a ‘3’ in presentation. There’s a lot of material and it’s sometimes difficult to find what you need. There are a few instances of “See page 110” when it should have been “See page 114”. The index could be more complete. I wish I could have rated it a ‘4’ as well, but there is room for improvement. Similarly to above, if the scale were finer I would rate it higher than the same '3' I gave the first edition. Although the artwork is much improved, the organizational problems weigh against it to an extent. This is a much more ambitious book than the first edition, so the bar was also set somewhat higher.
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