Review of Sorcerer

Review Summary
Playtest Review
Jeffrey Straszheim
June 2, 2003

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

A sorcerer is arrogant. He bargains away his very humanity, transgresses the most fundamental laws, and for what? Wealth? Fame? Power? Even for Love? Can he control what he has unleashed? Can he be redeemed?

Jeffrey Straszheim has written 1 reviews, with average style of 5.00 and average substance of 5.00.

This review has been read 5822 times.

 
Product Summary
Name: Sorcerer
Publisher: Adept Press
Line: Sorcerer
Author: Ron Edwards
Category: RPG

Cost: $20.00
Pages: 141
Year: 2001

ISBN: 0 97091 760 0


REVIEW OF Sorcerer


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I shall be blunt. Sorcerer is the finest roleplaying game I've yet purchased. The system is superb. The prose is terse, full of energy, and really pumps you up to play. The How to GM section is a bold, nuanced set of ideas. I simply cannot recommend this game enough.

Demon Tales

Before I read it, I expected Sorcerer to be like a World of Darkness game, with a carefully plotted backstory, a detailed setting with pre-established political conflicts, and a fairly straightforward theme. It had none of that. Instead, here was a game without the fluff, bare, stripped clean, but with one utterly provocative idea.

There is a type of story I shall call the Demon Tale. You're familiar with it. A person -- call him a sorcerer -- dabbles with knowledge and powers beyond his control, and makes a bargain with some transgressive otherness -- call that a demon. This costs him his life, his humanity, his soul.Doctor Faustus is the classic example. Clive Barker's The Hellbound Heart (a.k.a. Hellraiser) is another. However, these are just the start.

A Demon Tale need not end tragically. In Bloodstone, by Karl Edward Wagner, the hero manages to destroy the monstrous entity with whom he had allied. In Lilo and Stitch, the demon (an alien) is himself redeemed when he acquires a family. (And yes, Lilo and Stitch is a Demon Tale.)

"Demons" need not be, properly speaking, demonic. A "demon" may be one's superpowers, one's muse, one's profound technological invention, or even one's invisible friend. Indeed, even Harvey is a Demon Tale, albeit one turned on its head. The difference in each case is what the "demon" is, and what it costs the sorcerer.

This, my dear reader, is what Sorcerer is about: the Demon Tale, in all its variation.

Sorcerer doesn't have a setting or any particular backstory. Demon Tales, you see, can happen any place or time. It cannot have a specific theme, although its themes all arise from a general template. Play groups must customize these things. The first and most important dial to turn is Humanity.

Oh the Humanity

Humanity is a numeric trait possessed by each character. It varies up and down during play according to the character's actions, in particular going down when the character dabbles in sorcery. As long as Humanity is a positive number, the character is fine and no limits are placed on her actions. But if it ever reaches zero, the character is removed from play. She is either dead, damned, insane, or otherwise. If not completely gone from the scene, she remains as an NPC.

So exactly what does Humanity measure, and what sorts of acts (other than sorcery) cause it to go up and down? This you must decide before play, and it is the most important decision in a Sorcerer game.

The answer comes from exploring three questions. First, just what are demons? Second, how is dealing with them transgressive? And third, what does the sorcerer risk? I shall give some examples.

Say we want a story in the Doctor Faustus mold. Demons are the bad guys from Down There. There is a single, lawgiving God against whom they have rebelled. Why is dealing with demons wrong? Because it is profoundly sinful. What does the sorcerer risk? His eternal soul. Here humanity measures the state of the character's soul. When positive he has at least a chance of salvation. If it hits zero, he is irretrievably damned. A chasm opens beneath him. He falls. The sorcerer risks losing humanity from any deeply sinful act. He can gain it by acts of faith and obedience. This will probably not be a happy story.

Ok, change of pace. We want to do something like Lilo and Stitch. There is just one demon here, a genetic horrorshow from outer space. But forget about that for now. What is this story about? What is at risk?

Lilo and Stitch is about family, which is Ohana in Hawaiian. Humanity measures Ohana. It goes up when Lilo acts to keep her family together. It falls when she does otherwise (like getting her sister fired). And if it hits zero? She's placed in foster care.

I could go on, but you get the idea. Humanity can measure just about anything: sanity, virtue, soul, innocence, and so on. What you choose determines the key issues that the story will be about.

Bang! You've Got Characters

Sorcerer characters have few stats: Stamina measures all things physical; Will is presence of mind, strength in social situations, and so forth; Lore measures the rituals of sorcery; Cover is essentially the skills surrounding the character's day job; and Humanity is as mentioned above. Each player divides points up among the first three, and the rest are derived from those.

Next, Stamina, Will, and Lore each receive a description, chosen from a list. Some examples: (for Stamina) Clean Living, Military Training, (for Will) Belief System, Manipulative, (for Lore) Coven Member, Solitary Adept. The descriptions have no formal mechanical effect; their purpose is pure characterization.

There are few other odds and ends. Each character has a Price, which is some flaw or otherwise, and a Telltale, which marks the character as a sorcerer to those in the know. Then there is the Kicker. It is the important part.

The Kicker is some event or situation that has just happened to the character. Its purpose is to thrust her into the action, force her to make decisions, in short, to do something.

Here is a Kicker:

Elda has lived outside the village for years. The villagers have always trusted her, and been grateful for the assistance she's given. They didn't love her; they feared those things she whispered to, but there was peace. But now that priest has come to town, using strange words like Heretic and Inquisition. He's got the villagers scared, and they now fear for their own souls. Together they're marching to her house with torches shouting, "Burn that witch!" Elda awakes, hearing them through the trees.

There are some specific rules on what makes a Kicker. First, it may not be a casual event that the character might ignore. Second, it must provide a range of possible actions. Third, and most important, the player creates it. The GM can give advice, and the players can coordinate. But ultimately each player gets to provide the first piece of his character's story, and thus, as you'll see below, the player gets to create his character's first Bang.

The Demons

Did I mention that each character starts with one bound demon? I left that out? Silly me! Each character starts with one bound demon.

Sorcerers, it turns out, have no particular powers of their own, other than the ability to summon, bind, banish, and otherwise deal with demons. The demons, in turn, cannot enter or stay in this world without the help of a sorcerer. The two groups, then, are intensely interested in each other.

Binding is the core relationship with a demon. Once bound, the sorcerer must provide for her pet's specific needs, which may be straightforward (food) to bizarre (lick four different cat's eye marbles a day). In exchange, the demon provides its powers to the sorcerer. But no contract is perfect. The demon has its own desire and will. (Even if demons are supposed to be technological devices or whatnot, you still treat them as if they had their own motives, needs, and desires.) And whatever motivates a demon, surely it will not be kind to Humanity. The sorcerer is always in a balancing act, between conflicts with her demons, and conflicts with the larger world.

Demons are created much like human characters, except they lack Humanity (obviously). In its place they have the analogous stat Power. The demon's powers are constructed from a simple effects based system. Just about any notion of "demon" can be sustained by the rules, from slithering pit fiends to alien, self-aware spaceships. It only requires a little creative interpretation. Of course, the details should be guided by genre and mood.

Demons come in five basic flavors.

The player gets to make up his sorcerer's first demon. He can make it as powerful as he wants. There are no limits. But the more powerful it is, the harder it will be to control.

Now, here's the fun part. Demons are always played as NPC's. And any GM who does not lick her lips in perverse delight at this prospect should not bother with Sorcerer.

Bang! You've Got Stories

A Sorcerer story is composed of Bangs. What are Bangs, you ask? A Bang is an event or circumstance that the character must respond to. Moreover, the choice she makes should matter in some interesting and emotionally compelling way. I mentioned before that the Kicker is the first Bang, and so it is. But after that the GM must come up with the Bangs, and he must keep them coming. Pacing is, in Sorcerer, simply the act of getting to the next Bang.

Bangs are about conflict and choices, and these add up to stories. This is the formula of Sorcerer. The GM can't railroad, since the choices to be meaningful must be real. And the choice must be the player's, lest they become mere passive participants. And all the while the GM must be evaluating the choices as to how they affect Humanity.

Ok, some examples. This isn't a Bang:

The character finds himself in the pit. There are two doors, one to the east and one to the west. Written on the wall is this, "One door is freedom; the other certain death; which is which?"

If that happened to my character in a game I think I'd leave. Sure, I have a choice: let the character sit there and rot, or take even odds on dying. Oh Fun!

This is a Bang:

Georgy (our hero) charges into the chapel just as the witch priest is starting the ceremony. At the alter is his rival, the blood sorcerer Flavius. And next to him, Georgy's beloved Alya in a bright red gown! The wedding party turns to look at Georgy, Flavius with a sneer, the priest with shock and fear, and Alya? Just what is her expression? Is that pity? Then from the shadows comes an insectoid chittering sound. Flavius' dark allies are eager to strike.

I don't know what Georgy will do, but if we care about him at all, as well as Alya, then his decision will be interesting.

Currency Reform

Sorcerer has a central dice mechanic that covers all conflicts in the game. It is a dice pool rolled versus another dice pool, usually rolling dice equal to one of your stats (say Stamina or Lore). Determining victories is somewhat novel. Look at your single highest die. If that is larger than the largest opposing die then you win. Ties are resolved by looking at the next highest die. Degree of victory is then determined by counting the number of dice that exceed the largest opposing die. So, if you roll 8, 8, 7, 2 and he rolls 6, 3, 3 you win three victories from your two 8's and your 7, each greater than his 6.

You may earn bonus dice for giving a cool description of your action, or if your action forwards the plot. You receive penalties for the opposite behavior. These bonuses can add up, and getting victories in tough situations depends on earning them.

There are specific rules covering topics likely to arise often: the various rituals of sorcery (summoning, binding, banishing, etc.); combat; Humanity gain and loss (which is always rolled for). However, in all cases there is a single underlying theory, and understanding this is critical in adapting the rules to novel situations.

The idea is this. Everything is measured in dice, and the value of a die is the same in every case. It's terribly abstract, I know, so bear with me. First off, any stat can be rolled against any other stat. They are all measured on the same scale. So you can roll your Humanity against an opponent's Will (perhaps trying to overcome his greed with your goodness, maybe). Or you might roll your Lore versus a demon's Power (you'll do this a lot, actually). Combat has rolling your Stamina versus his. You get the idea.

But there's more! The victory dice won have the same measure, and can be used in various ways on further rolls. For instance, in Combat the number of victories from your Stamina vs. Stamina roll directly determines the number of damage dice the target receives. These then deduct from further rolls. Similarly, the victory dice from your binding roll adds to, or subtracts from (yikes), all further rolls to influence or control your demon. In general, the GM looks for cases when victory (or failure) on one roll should directly influence the next roll. If so, the victory dice are added to (or subtracted from, for failure) the next dice pool.

Now, dice pools can get pretty big this way, and success at a difficult task can involve many rounds of building up the pool by intermediate tasks. The rules don't dictate the exact how's and why's of this process, so a big dose of creativity and judgment is required from the players. But in the end it is a flexible and fun system.

The End

Ok, so where is all this going? The player's are rolling with the Bangs. The drama is flowing along. You feel a climax nearing. So how is your Demon Tale going to end?

The Sorcerer text identifies four possible outcomes:

  • Retribution. The hero fails totally, losing control of the methods and accomplishing nothing but disaster for all concerned.

  • Remorse. The hero achieves the goal, but it is an empty victory for the methods have blighted the results beyond recognition.

  • The Outlaw Prevails. The hero achieves the goal, but the methods were kept under control and not permitted to spoil the vision;

  • Redemption. The hero achieves the goal only by putting aside the methods and trying another way entirely.

Now, here's the key. There is no right ending. Sorcerer presumes a certain goal, namely creating a dramatic, interesting story. And clearly any of the "Big Four" outcomes (as they're called) will do. Authors often talk about characters getting a life of their own, and players should hope that their character does as well. The big payoff moment, then, is that point where the character "decides" something quite unexpected and sets off, unswervingly, to a final account. That is the stuff of drama.

The Artifact

The book measures 6 1/2 by 10 inches. It is 141 pages, hardcover, black and white, and with a color slipcover. It has an index. The interior art is of various quality; the cover quite good. The paper is of a decent stock. In fact, the whole thing is a tactile delight. The layout is unpretentious; it looks like a book, not a webpage. There are none of those hideous icons and boxes that litter so many texts. There are a few more editing errors than I would have liked, but then I would have like there to be none.

Rituals of Contact

Sorcerer is published by Adept Press. Here are some other which are useful:

This reviewer lives and plays in Lighthouse Point, Florida. I can be reached at stimuli1@earthlink.net with any comments, or if you are in the area and want a demo of the game.

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