Review of Macross II Deck Plans Volume 3

Macross II Deck Plans Volume 3 Review Summary

Capsule Review
June 26, 1999
Edited: August 28, 2017


by: Colin Marshall


Style: 3 (Average)
Substance: 5 (Excellent!)



Colin Marshall has written 9 reviews, with average style of 3.56 and average substance of 3.89 The reviewer's previous review was of Acute Paranoia.The reviewer's next review is of Knights of the Dinner Table / FAANS Crossover Special.

This review has been read 773 times.

 

Macross II Deck Plans Volume 3 Product Summary

Name: Macross II Deck Plans Volume 3
Publisher: Palladium Books
System: Macross (1e)
Setting: Macross
Author: Erick Wujcik
Category: RPG

Cost: $15
Pages: 168
Year: 1994

SKU: 594
ISBN: 0916211-75-4


Review of Macross II Deck Plans Volume 3


Goto [ Index ]
Oh, Palladium, masters of quality variation, what have you done this time? Your attribute resolution system is, as yet, shrouded in mystery, yet I buy your games still.

Ninjas and Superspies deftly combines all of the action/adventure (i.e. "guy") movie qualities you've come to know and love (such as highly trained martial artists punching out cybernetically enhanced spies while helicopters explode) into one product. That's a good thing for RPGs, as White Wolf is bogging the dice-ridden action down nowadays. We need this, man!

There are 41 styles of martial arts listed in the book, ranging from the well-known (Taekwondo and Sumo) to the rather obscure (Sankukai Karate and Kuo-Ch'uan Dog Boxing). Don't want 'em? Then you can just endlessly modify yourself into an armed-to-the-teeth (nice selection of modern doohickeys in this book) near-cyborg! It's wide open, I tells ya.

Still, it's a Role Playing Game, and you've got to Play a Role, don't you? Palladium's OCC system rises again for this one, and this is what you get...

Dedicated Martial Artist. The type that has the time to stand under rockfalls, do katas in the middle of the sea and learn three matrial arts. They're none too social, as you might expect.
Worldy Martial Artist. A cocky, Teenage Mutant Ninja Turtle/Bloodsport type. You only get to pick one martial art, though.
Espionage Agent. Yes! Bond!
Free Agent. Yes! Mercenary!
Gizmoteer. Yes! You're able to create guns out of eaten tin cans!
Wired Agent. Yes! With sufficient funds, you can become a robot!

Parley skills needn't be unsheathed for gameplay. Hack-and-slashers will be glad to know that this gameplay is purely thrill-a-minute (after the briefing, of course) and any resolution comes from fist, sword, gun and bomb. Heck, you even get rules for car, aircraft and boat combat! You could theoretically recreate any episode of Miami Vice or Martial Law into a game session which lasts just about as long. Speaking of which, please tell Kenzer & Company (kenzerco@aol.com) that they must print my article on media-to-adventure adaption. It's quite corking, but I can't give you an excerpt or it would send their profits down the drain.

As stated, don't try to talk your way out of tense situations; you can't. (at least, not with my GMing) Most of the rulebook is used for combat and that alone. The fighting rules are fun, wild and fast enough to keep you on the edge of your seat. Strike, armor, parry, damage, next turn. Just like in the movies! Speaking of which, please tell Kenzer & Company (kenzerco@aol.com) that they must print my article on running a cinematic RPG. It's quite corking, but I can't give you an excerpt or it would send their profits down the drain. The time the players use to fight can also be used simultaneously by the GM to work up the next step of the quest, or to make up a plot twist. A nice one is to disguise tough fighters as policemen and watch the confusion and brutal, brutal beatings.

Is Ninjas & Superspies worth it? You shouldn't have to ask. Fast. Cinematic. Loaded with information about Martial Arts (a personal favorite). When you get it, tell me. I want to play in your campaign, too!

+ Super-fast gameplay, martial arts, lots of combat rules for any occasion, much weapons data.

- Half the illustrations are irrelevant. (Still not sure what a fat old mop-lady has to do with high- tech combat)

As a super-special bonus, I've decided to include one of my favorite custom-made weapons. It's handy for the police.

"A Sack Filled with Doorknobs" Weight. 40 lbs. Damage. 1d4 Cost. $5 for the sack, steal your own doorknobs. You need about twenty.

Style: 3 (Average)
Substance: 5 (Excellent!)

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