Saturday, April 28, 2018

Post Apocalyptic RPG Review Guide

After having done a few reviews of various Post Apocalyptic Role Playing Games (PARPGs), I figured I keep repeating the same basic likes and dislikes about the games. I thought I should probably codify my basic list of features that I'm looking for in order to save having to rephrase the same things over and over again. I've also been debating including a rating system (probably a 1-20 scale so I can use an illustration of D20 with the rating number) for the games, based on how many like points vs dislike points the game accrues. I'm iffy on this because these reviews are mostly about what I like or dislike about the games, so it would really be a subjective rating.

BASIC POINTS

Artwork
    For me, the artwork, good or bad, has to support the setting and spark the imagination. A good cover is a great reason for me to even look at them game, whereas a minimalist cover is off-setting. I'm not going to hold it against an indie game that has to use cheap or no artwork because $, but no real bonus points either. Excessive artwork that starts to intrude on the page layout (or jack up the price of the product) is worse than no artwork. I don't mind big illustrations, even full page spreads, but fancy border art, background images, and other flourishes that detract from usage are a no-go.

Basic Setting
    This boils down to what kind of post apocalyptic game the setting is. I prefer a more Fallout/Mad Max/After the Bomb approach than the fantasy after an apocalypse, with technological items instead of magic items approach.

Classes
    Not Race-as-Class, but completely independent classes/occupations. Background systems are good options instead, but make a better bonus to the class options.

Currency System
    I prefer a good, post apocalyptic variant system of currency in my games. Fallout's Bottlecaps, Rad-Hack's Slugs, or Umerica's currency system are all good in my opinion. From there we get to a graded system of  currencies that I prefer: Abstract < Barter < Credits < Gold/Silver Coinage < Made Up Currencies (Darwin World's Corium Pieces, Gamma World's Domars, etc.) < PA Currency

Equipment
    Got to have equipment tables with a decent amount of options (and prices). Random Starting Equipment tables are a bonus on top of that. For real bonus points there are two things: Improvised scavenged weapons, armor, and equipment, and equipment breakdown rules.

Monsters
    These could be enemies, encounters, adversaries, etc. I want two things, a good post-apocalyptic feel (poorly done fantasy rip-offs need not apply), and there has to be a decent selection. 100 monsters is a fair offering, 200 is a good offering, more than 500 might be a bit too much. On including basic animals, I have to admit that I'm on the fence. As a base for mutated versions, they should probably be included. For basic monsters, I'd rather see that post-apocalyptic feel. I also like a good selection (more than half a dozen; 20-100 would be best) of robot enemies and plant enemies. There are also certain basic post apocalyptic monsters that I like to see, things like morlocks, unusually sized rodents, jackalopes, spidergoats, radioactive scorpions, mutant (or robotic) riding beasts, psychic masterminds, and even techno-undead (think the Y-17 Trauma Harness or Ghouls from Fallout).

Mutations/Powers
    Not all powers have to be mutations; psychic powers, cyborg implants, robot features, etc. However, I like to have a good selection of what is offered. 20-30 or so offerings is really low end for these. 100 mutations is much better. 100 or more of each type of power is bonus points.

Races
    I like a nice spread on what I call the HAVM Option. Human, Animal, Vegetable, and Mechanical. A good PARPG should have pure humans, mutant humans, mutant animals, mutant plants, and robots/androids/cyborgs. There are some additional bonus point races that I would consider, such as clones, holograms, "ghost" mutants (creatures with hidden mutations...usually psychic powers), mutants that pass as pure humans (or try to), trans-humans, and possibly aliens.

Random Junk Tables
    At least 100 entries is cool. Multiple tables, especially if they're broken down in some useful way (i.e. by location or by equipment type) is bonus points.

Skill System
    I like having skill systems in my games.

Survival Mechanics
    Starvation, Dehydration, Radiation Poisoning (or mutating), Fatigue, Encumbrance, Healing, Poison, and Disease are pretty much my minimal requirements for survival rules. Sleep, Suffocation/Drowning, Heat & Cold, Insanity, and Environmental Effects add bonus points. Technically, I should include drugs/chems and intoxication rules, but I generally leave those in with the equipment/treasure section of the game.


BONUS POINTS

Cool Character Sheet
    There are a lot of great designs for character sheets out there. Then there are some that don't quite hit the mark.

Domain Level Play
    Maybe this is just settlement survival/improvement, or maybe it's actual rules for controlling territory, but rules for this stuff is serious bonus points. Sure a good PARPG should start at the survival level, but from there it should move into exploration and domain level play.

Factions (Cryptic Alliances)
    Probably the best thing from Gamma World was the inclusion of different factions with different goals, membership, and features. This helps cement the setting and makes for more play-ability. I also like wacky post apocalyptic cults and strange religions.

GM Tools
    These can be anything from random tables to useful advice, but more is better.

Hirelings & Henchmen
    While I've never really used these in my games, I'm trying to include them more.

Languages and Setting Terminology
    Having a list (even a small one) of different languages for the game is another thing that helps cement the setting. Setting jargon or slang does even more to help this along (though I'd suggest limiting the list of terms to two pages max in order not to bog down play-ability).

Leveling System and Experience Points
    I like good leveling systems that make the characters seem better able to survive the post apocalyptic world as they increase their abilities.

Map and Setting Information
    I love maps. The old idiom about a picture being worth a thousand words is multiplied ten-fold for maps. As far as setting goes, I may or may not use the game's setting, but it's nice to have a least a little idea of what the game designers' are trying to get you to play.

Monster Creation Rules
    Another area of bonus points, *IF* included on top of a decent bestiary.

Mutant Animal and Mutant Plant Basics
    I like having a lot of options, so having a huge selection of different basic animals and plants to mutate from is a good bonus.

Optional Rules
    Rules that you can use or discard as you desire means I have more options for game play. Yeah, yeah, yeah, you can always use or discard whatever rules you want, but some games have a ton of rules for every conceivable thing (like FGU's Aftermath) to the point where you might get bogged down in knowing how things work, and other games are so rules light as to be almost unplayable. Having designated optional rules makes it easier to pick and choose what you want to do.

Random Ruin Generation
    Hearkening back to Dungeons & Dragons, random dungeon creation material is always a bonus.

Settlement Rules and/or Random Generation
    Any tools in this department help out the prospective game master.

Vehicles & Vehicle Combat Rules
    Go all Mad Max. Though I have to admit to having difficulty picking a vehicle combat system that I really like. I kind of envision a system that's a cross between Mille Bornes (the classic racing game) and Twisted Metal combat. Of course you also have to have vehicle modifications.


NEUTRAL BY PREFERENCE

Magic
    I can take it or leave it. But I would give bonus points for representing some sort of technological magic system.


TECHNICAL ISSUES

Extras
    Player handouts, character sheets, hex/graph paper you can copy, paper dice forms, and other goodies that are included with the game are awesome (even if you may not use them). Having to shell out extra bucks for card expansions, special dice, splat books (because the core book is missing a bunch of things needed to play it), etc. are lame. I don't mind if there's a miniatures line or you want to bust out the diecast cars (and modify them) to help aid play, but I don't want to need some basic thing to play the game that I have to pay extra for.

Game Mechanics
    I know a lot of people have different preferences for their game mechanics so I don't tend to focus on a game's mechanics unless it is either a simple, elegantly awesome way to handle something (or a good optional rule) or if I find it to be profanity-inducing stupid.

Page Layout
    This is surprisingly a fairly big deal for me. Sure good information and/or artwork is a good thing. Wasted page space leading to page count bloat is a very bad thing. I also have to admit I prefer a two-column text layout to other layouts (even if it's a main text column and a sidebar column). I do give a pass to tables and lists that break away from the two column layout, sometimes you just need a full page for the table, or four columns for a list of things; I recommend breaking your table or lists down into sub-categories if more than one page of coverage is needed though.

Table of Contents
    Chapter/Section Listings are NOT a good TOC. Show me the major sections of each chapter as well. I also want to see the full list of monsters in the TOC.

Saturday, April 21, 2018

The Review Hack

Here are some quick reviews of rules light Post Apocalyptic Role Playing Games, primarily based on The Black Hack ruleset.

The WasteLand Hack by Feral Games
A quick, basic Fallout-style Black Hack RPG coming in at 34 pages. (Note, I only have the original, non-revised edition.)

Likes:
  • Probably the lightest rules version of a table top Fallout RPG.
  • Best survival rules (radiation, starvation, dehydration, sleep) of any Black Hack PA offering.*
  • Background and Class included.
Dislikes:
  • Barter system of currency (yet it uses "new Dollars").
  • Settlement system (good that this is included, bad that it is a very Fallout 4 settlement system...YMMV).
  • Minimal equipment/gear inclusion.
*With the exception of Rad-Hack's Radiation rules.
Overall, if you want to play Fallout on the table, this is a good, inexpensive option.

The Wasted Hack by Shattered Pike Studio (Aaron Frost)
A general post apocalyptic role playing game (PARPG) based on The Black Hack that clocks in at 102 pages.

Likes:
  • An actual table of contents.
  • Well integrated rules for features, mutations, and gear.
  • Pretty dang good leveling up system.
  • Some nice quick and dirty advanced enemy options.
  • Schematic weapons.
  • Decent equipment table.
  • Interestingly designed character sheet.
  • Monster Cards for quick reference.
Dislikes:
  • Classes only, one of which is a Race-as-Class, but still pretty limited option-wise.
  • Credits as currency. Better than barter or abstract systems, but not by much in my opinion.
  • Kinda limited weapon and armor selection.
  • Somewhat limited mutation selection.
  • Luck Points. I believe luck is in the die rolls and shouldn't be a game mechanic, but that's purely a personal preference.
  • The somewhat limited and fantasy-like monsters, even though this is expanded by Waste-Land Beasts and How to Kill Them.
  • Somewhat limited artwork that is average quality.
  • Too much wasted space in the layout, which expands the page count.
Overall, this is probably the best of the Black Hack PARPG offerings for game mechanics.

Rad-Hack by Karl Stjernberg
A general PARPG based on The Black Hack covered in 36 pages.

Likes:
  • Fairly good Class selection, though I do miss plants and cyborgs as options.
  • Slugs as a currency, it may also be ammunition, but it is still a better option than barter, abstract, or credit systems. About on par with gold/silver systems.
  • The artwork, I'd say Karl Stjernberg is one of the go-to artists for post-apocalyptic gonzo artwork.
  • Random professions on top of classes.
  • Fairly decent equipment list.
  • Equipment Degradation rules.
  • Nice Radiation effects table.
  • I like the interesting Creature Reaction table.
  • Vehicles and vehicle combat.
  • Fairly good selection of post apocalyptic creatures.
  • Great maps.
Dislikes:
  • Leveling Up system is kind of weak.
  • Limited Mutation, (Robot) Modules, and Psionics lists (this sort of limitation is quite possibly by design, but I prefer a LOT of options personally).
  • Limited armor and weapon examples, however, since these are examples of types of weapons, a slightly expanded selection (for example a d6 table) would have been good.
Overall, this is the best looking Black Hack PARPG offering, with quite a bit of good stuff that could be ported into The Wasted Hack. I'd personally recommend using the classes from here, along with the currency, radiation rules, vehicle stuff, and then just throwing in the creatures, gear, mutations into The Wasted Hack.

The Wastes Lite Post-Apoclapytic Roleplaying Game by JEN Games (James T. Kato)
A rules-lite PARPG, not based on The Black Hack, that comes in at 23 pages.

Likes:
  • The majority of this book is just random tables to work with, very minimalist, yet at the same time quite inclusive.
  • A d300 wasteland junk table.
  • Waste Adversaries and Waste Encounters are great minimalist tables which give you lots of stuff to play with.
Dislikes:
  • Probably the most rules lite game in this review, while this can be advantageous to some, I find the lack of rules for things like starvation, dehydration, radiation, encumbrance, currency, and so forth somewhat lacking in utility.
  • The 'mutations' and starting equipment are combined into one table of Character Advantages. A good selection of stuff (d100 table), but I would have preferred to split it.
Overall, The Wastes Lite is a pretty good minimalist toolkit that could be used for any PARPG with some work, as a standalone RPG, it is probably a bit too lightweight.