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Comped Capsule Review
April 6, 2015 by: Tim Bannock
Tim Bannock has written 11 reviews, with average style of 4.00 and average substance of 4.55 The reviewer's next review is of Cloaks, Courts, & Gonnes RPG. This review has been read 3891 times. |
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Every page has a repeated image in one corner: odd pages depict an Arbiter (the type of character the players will be playing in the game) and even pages a demonic, beast-like humanoid known as an Adabhuta, which are one (of many) antagonists in the setting. Additional artwork is sporadic, but is usually tied to the text that each image is positioned near in order to illustrate a character, monster, or locale. The alien world of Sasara has a very specific look, and the artists capture this well. For instance, the primary setting of the game notes that the horizon line slopes up, and while it does so gradually and extends away to great distances, this effect is captured in much of the artwork of landscapes and cities.
In point of fact, much of the game consists of the moral issues the Arbiters will face, and therefore corruption, willful or not, is central to the gameplay mechanics and world building.
All of that said, there are additional rules (provided at the end of the book) to play non-Arbiters, and little is lost in doing so, or in playing a mixed group of characters (Arbiters and non-Arbiters).
As an aside, every major section of the rulebook -- whether it's about setting details or gameplay mechanics -- ends with a "Recap" summary. It sums up each section in a handful (sometimes more, sometimes less) of 1-2 sentence bullet points. The succinct nature of these recaps, and the clear call-out text box formatting of them throughout the book make them excellent fodder not just as reminders as to what the game is really about it, but also as potential handout information to players to bring them up to speed on the setting or gameplay. This is incredibly important for a game presenting an alien fantasy world such as Sasara, and it is a powerful tool not only for the reader, but for the gamers sitting at the table and playing it.
Thus, we are left with broadstrokes yet highly "gameable" information, with a sample Enclave (city) detailed fairly loosely. The subject matter of the setting touches on everything you'd use in a campaign -- thus "gameable" -- including a broad description of the world (a man-made one, wilderness of ancient ruins and violent weather dotted with Enclaves and bandit settlements), technology, food, everyday life, society, etc. More detail is given the Order of Fasann, religions that are related to or opposed to it, corrupted members, governments, syndicates, slavers, and more. Though it is an alien world, and the artifacts of its original inhabitants (the Forebears) litter it, enough real-world explanation makes it easy to picture this fantasy world...and as mentioned earlier, the art goes a long way in helping this.
Because of the nature of Arbiter characters -- and the world of Sasara in general -- ample space is given to discussion about what type of game is being played, in terms of tone, character types, antagonists, and general maturity level. This serves as excellent advice in general, but reinforces the fact that this is a focused roleplaying game, as opposed to a "generic" or all-encompassing genre game. The Tenets of Honor reinforce this, and are described simply and succinctly in order to help establish what the game does. The Tenets of Honor are Compassion, Commitment, Purity, Righteousness, and Understanding.
Ultimately, we arrive at the Rules section, which state the basic mechanical aspects of gameplay. Simply put, players roll all the dice -- never more than 10 six-siders at a time -- and the GM interprets the results bassed on the enemies or tasks the characters face. Every roll has at least 1 die (the Base Die), and a pool of other dice can be added to it...but these dice aren't always available, some don't regenerate once spent in an encounter, and some can be gained or lost depending on how the actions the character is taking relate to the Tenets of Honor.
Players accrue a pool of Honor Dice that can be spent throughout an encounter (called a Scene), but don't regenerate until the encounter is over. Honor dice are gained or lost based on the moral and ethical implications of an Arbiter's actions.
Advantage Dice come from equipment, environment, and other situational modifiers.
The dice in a pool, once rolled, are compared to an appopriate Skill to see if they count as successes. If the number of successes matches or exceeds the Difficulty of the roll -- which might be a trait of an enemy or the complexity of a task in an unopposed situation -- then it's all good. If not, bummer.
Among these permutations are how to handle Scenes and complex tasks in the same manner as monsters/adversaries to determine Difficulty ratings, how injury and Consequences work on failed rolls (Consequences are a lot like Complications in Cortex Plus games, which in turn are similar to Fate games and others of that ilk, providing narrative and mechanical heft to every failed task), how the Tenets affect dice rolling (and how acting against a Tenet gains Stain, as well as Dishonor Bonuses. Yep, you read that right: it pays to act against the Tenets...but do it too much, and you'll be advertising via Stains. Combat itself takes up only about 8 or 9 pages of this.
The Game Mastering section goes over how to build campaigns, short adventures, and encounters, and discusses in detail the ebb and flow of Honor Dice rewards (and penalties), setting Difficulty, creating adversaries and settlements that directly drive action and intrigue (for example, each settlement receives a Dishonor stating what needs "healing" by Arbiters that visit the settlement, as well as a Source of this Dishonor that they have to deal with).
Factions round out the main rules text, describing organizations in game terms that provide motivations, actions, and "scale" rules for factions of different sizes (such as a bandit fort against an Enclave's military) acting against one another.
It's a strong game, greatly focused, and backed up by evocative artwork. The simplistic layout and the lack of even more art are the only things I can hold against the game, and that ain't saying much. Consider Vow of Honor highly recommended!
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