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Blue Planet: Player's Guide (2nd Edition)

Welcome to the world Blue Planet – one of the smartest games you’ll ever come across.

Review Originally Published in the February 2001 issue of Games Unplugged
Republished on RPGNet May 22nd, 2001

The year is 2199. Natural and manmade disasters have torn Earth apart. Incorporated city-states dominate the political scene. Civilization has barely survived a post-modern dark age. But there is hope: A wormhole at the edge of the solar system leads to a blue, oceanic world… Poseidon.

Welcome to the world Blue Planet.

With the Player’s Guide (being reviewed here), and its companion volume (the Moderator’s Guide), the Blue Planet game is moving into its second edition, with these two core rulebooks covering the same material which the first edition rulebook and Archipelago supplement did. Although the Player’s Guide contains a solid set of introductory setting material, in general the contents of the two books can be broken down very simply: The Player’s Guide contains all the rules. The Moderator’s Guide contains the world.

From the first moment you encounter the world of Blue Planet (in a first person narrative introduction which not only introduces you to the planet Poseidon, but also gives you a firm grasp of what the life of your character is like) you begin to appreciate the impressive creativity and thought which have gone into it.

For starters, this is a smart game: The science and technology which provides the foundation for Blue Planet’s science fiction is not only well researched, but acts as a powerful element in the logical historical extrapolation which gives rise to the future history presented in the game.

Unsatisfied with merely giving the grognards a rich supply of technical detail, the designers of Blue Planet have given you a setting rich with themes and elements from across the scope of the science fiction field: High adventure, cyberpunk, post-cyberpunk, hard SF, and space opera all find their place here. You can choose what you want to emphasize in your own campaign, or take the rich synthesis of the entire gestalt to heart. This multi-layered approach – which adds depth, believability, and utility to the setting – also gives rise to a number of small touches which are packed full of dynamic possibility: For example, the handling of non-humanoid intelligence (and the allowance given in playing non-humanoid PCs) is refreshing and well done.

As a natural result of all this, the Blue Planet setting gives rise to a number of different campaign structures: GEO Marshals, Incorporate agents, illegal poachers, native activists, treasure hunters, and dozens of other possibilities lie nascent within this world.

Easily overlooked in this second edition is the brand new Synergy System, which replaces the rule system of the first edition. A limited dice pool system, with a standard combat extension, and a simple, realistic wound system that gets the job done. But where the system really shines is character creation – which is accessible, yet dynamic. Accessible because the process is kept open and simple through the use of varying power levels, character packages, and other shortcuts. Dynamic because underneath this simple exterior is a system capable of handling a wide variety of needs and wants. Perhaps the most interesting part of this entire system is the unique Attribute/Aptitude/Skill dynamic – in which characters not only have the traditional split between their natural talents (Attributes) and learned abilities (Skills), but also have a representation of what areas their character tends to excel in (Aptitudes). Aptitudes serve to focus a character’s role in a campaign in a very realistic and flexible fashion. There all sorts of elements throughout the character creation system which can be described in the same manner: They aid, but they do not restrict.

Grade: A-

Title: Blue Planet: Player’s Guide
Writers: Jeffrey Barber, Greg Benage, Allan Grohe, John Snead, Jason Werner
Publisher: Biohazard Games (Fantasy Flight Games)
Price: $27.95
Page Count: 255
ISBN: 1-887911-40-7
Product Code: BP02

Blue Planet is another of my great white whales. I fell in love with this setting when I read the first edition, but I’ve never been able to run a game there. I haven’t sailed those cerulean seas for many years, but for a decade or more I frequently revisited them and dreamed. (One idea I had was as Blue Planet/Transhuman Space mashup.) I was even hired to write a supplement for FFG’s edition of the game, but that, too, never came to pass.

FASA released a revised version of the 2nd Edition, which I don’t own but have been given to understand is basically just a cleaned up version of the edition reviewed here. A third edition of the game, Blue Planet: Recontact, was crowdfunded in 2021, missed its intended 2022 release date, but appears to be on the verge of finally becoming reality. Perhaps the third time will be the charm for me!

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

This review originally appeared in the October 2000 issue of Games Unplugged.

Enchanted Worlds Starter Kit - New World GamingWhere’s the beef?

I hate to sound so flip, but that’s the question that was bouncing back and forth through my brain as I finished reading through my copy of the Enchanted Worlds: Starter Kit boxed set.

What you get: A slim booklet containing rules and setting information, a half-size booklet with an introductory adventure, a reference sheet, two eight-sided dice, a handful of character sheets, and a full color map.

The system is a standard Attribute + Skill deal, rolled against on 2d8. Character creation involves picking a race and then distribution roughly 250 points across your attributes and skills. Combat is handled using the standard resolution system (contested actions are handled by subtracting the defender’s skill from the attacker’s roll), with damage determined by weapon type and severity (the latter is determined randomly). Magic also relies on the standard resolution mechanic. It’s a simple, clean system – but nothing you haven’t seen a dozen times before. That’s not necessarily a bad thing, but those other systems you’ve seen probably came with more extensive equipment, spell, and skill lists (in other words, more depth and breadth).

The World of Unlond is a standard Tolkienesque fantasy – you’ve got your Dwarves (Earth and Stone), your Elves (Dawn, Twilight, Sun, and Moon), and your humanoids (Goblins and Hobgoblins). You’ve also two or three paragraph descriptions of the various geographical locations of the world (for example, the Eastern Marshes or the Thengold Empire). The “official backdrop” for the game is the Andarian Baronies – for which you are given a column of historical info, two columns of info on the government and society, and a three page overview of the Town of Greenway. The main book wraps itself up with a six page Bestiary (with all your standard fantasy fare – Giant Rats to Goblin Warriors).

The other major component of the boxed set is “Autumn Harvest”, a short introductory adventure. The adventure consists of a farmer asking the PCs for help because a terrible monster (a Giant Spider) has infested his farmhouse and hurt his little girl. Although the cover of the adventure seems to promise some political intrigue (“On the borders of Darkon Andar, a little girl is attacked. Now, you must find out why she was hurt and who or what is protecting the secrets of the past.”), in truth it is just a simplistic and mundane dungeon crawl: You go to the farmhouse, kill some monsters, find a hidden underground complex (consisting of six rooms), and kill some more monsters.

The color map and reference card are both well done – certainly within expectations.

So I ask again: Where’s the beef?

The material found here would make a really good pitch for a fantasy RPG: “We’ve got this good idea for an RPG… here are some rough ideas of the direction we’re thinking of taking.” But it’s not enough. Simply put, there’s no motivation for me to pick up this package.

I live in a world where I can pick up a Hogshead New Style game (and get a comparable number of pages, although of much higher quality and content) for six bucks. I also live in a world where I can pick up the two hundred page Player’s Handbook for D&D (and get a far more complete and well supported fantasy RPG) for twenty bucks. So why am I going to pick up a generic fantasy game which gives me neither a thorough set of rules nor a well-developed background for $14.95?

And I’m afraid the answer is: I’m not.

Grade: D

Writers: Matthew Rodgers and Daniel Price
Publisher: New Worlds Gaming
Price: $14.95
Page Count: 40
Product Code: EWRSK1

After the initial appearance of a review, Games Unplugged would run a short recap of the review in subsequent issues.

Recap: Where’s the beef? I hate to sound so flip, but that’s the question that was bouncing back and forth through my brain as I finished reading my copy of the Enchanted Worlds boxed set. You get a fairly standard system (which doesn’t really go very far beyond the most basic requirements) and an under-developed Tolkienesque fantasy setting.

I live in a world where I can pick up a Hogshead New Style game (and get a comparable number of pages, although of much higher quality and content) for six bucks. I also live in a world where I can pick up the two hundred page Player’s Handbook for D&D (and get a far more complete and well supported fantasy RPG) for twenty bucks. So why am I going to pick up a generic fantasy game which gives me neither a thorough set of rules nor a well-developed background for $14.95?

And I’m afraid the answer is: I’m not.

As I mentioned last week, after unexpectedly receiving review copies of this game I ended up writing two different reviews of it: The one for Games Unplugged that you just read and another for Gaming Outpost, which you can find over here.

Tony Lee, the editor of Games Unplugged, was not happy with the review. He didn’t want to publish a review which was as negative as this one and he asked me to rewrite it. I declined: It was a mediocre game sold in a dress shirt box with an inkjet-printed 8.5 x 11 cover taped on top. I gave it the shitty grade that it deserved. (And to give you some idea of how doomed this game was: The 3rd Edition D&D Player’s Handbook was reviewed in the exact same issue of Games Unplugged.)

The version of the review that was published in the magazine was heavily edited, although my letter grade remained intact.

 

Tagline: Edgy humor, industry news, and high-gloss production values. The new kid on the magazine block, Games Unplugged shows a lot of potential.

Games Unplugged #1I’ve been looking at the cover of the first issue of Games Unplugged for several months now (it’s been posted on their website). It’s a picture of a Scotsman, in his kilt, wielding a two-handed sword. It’s fairly well executed (although the guy is not particularly convincing as a threat – he’s terribly unbalanced), but it instilled in me great reservations concerning a magazine I was otherwise fairly excited about laying my hands on.

I know, I know. One shouldn’t judge a book by its cover, but this image was so ineffective as a cover it raised some serious reservations about just how much effort and capital was being invested in making this magazine a success.

And that’s all the bad news you’re going to get in this review, because any lingering fears or paranoia I may have had were more than unjustified. Games Unplugged is well worth your time.

The magazine has three primary focuses, and all of them are delivered upon en force: Industry News, Reviews, and Insight. All of these, of course, feed into the core of GU’s primary goal: Serving as an industry newsletter, by hyping not only products but people.

INDUSTRY NEWS: Perhaps the most surprising thing about GU’s industry news features (including “Da Buzzzzzzz” and “Gameorandum”, along with feature-length articles), is the fact they have actually managed to report on things with which I was not previously familiar in the industry. For example: The second edition of Blue Planet. The return of Cosmic Encounter (woo-hoo!). The second edition of Big Eyes, Small Mouth (the fact I missed this one is particularly noteworthy). The Sovereign Stone revised hardcover (high hopes here). I consider myself to be fairly well plugged in to various industry channels, so the fact that GU is trumping me not only proves the magazine’s worth – but also demonstrates that they’re really on top of their ball where this is concerned.

REVIEWS: I love reviews. I write ‘em. I read ‘em. I love ‘em. And Games Unplugged is chock full of them. This issue had over twenty pages of them (ranging from full page, in-depth pieces to snippet previews), covering dozens of products. (There’s a negative side to this, of course: My “To Buy” list swelled prodigiously as I read through them.)

INSIGHT: Here’s where the magazine really shines for me, though: Not only do GU’s staffers discuss various facets of the creative personalities behind the products we all know and love, Games Unplugged is also providing a forum for those creators to speak out in their own right. This first issue, for example, has Robin D. Laws discussing the design principles of Hero Wars, Shane Hensley describing the development process of Lost Colony, and Gary Gygax talking about the early days of TSR (in a recurring feature which will discuss the earliest days of the major game companies).

Beyond all of this (which has already, in my opinion, justified the $4 cover charge), is there any other reason you should pick up Games Unplugged?

Wellllll…. How about all new SnarfQuest strips? That’s right. Elmore is back, and although I wasn’t terribly impressed with the inaugural strip (too much recapping for new audience members, leading to some poor pacing throughout the piece) I have high hopes.

I also enjoyed the “Local Retailer Order Form” – basically a list of products which were mentioned in this issue of Games Unplugged, letting you easily check off what you’re interested in. Then you give the form to your local retailer, as an easy way of letting them know of products you’d like to see on the shelves (or are willing to special order). In a market where too many local retailers aren’t carrying products, it’s nice to see this encouraging feature.

CONCLUSION

At the end of the day, do I think you should get a subscription? Absolutely! Do I think you should at least give it a look? Positively! If nothing else, should you at least look at their webzine? Why the heck wouldn’t you?

[ Note: This is a review of a PDF version of the magazine provided by Dynasty Presentations specifically for preview purposes. Potential Sources for Bias: I intend to write reviews for Games Unplugged in the future. Plus, they give a really nice review of Dream Pod 9’s Jovian Planet Sourcebook for their Jovian Chronicles, a book which I helped write. ]

Style: 4
Substance: 5

Author: Various
Company/Publisher: Dynasty Presentations, Inc.
Cost: $3.00
Page Count: 64
ISBN: n/a

Originally Posted: 2000/05/09

One thing I’ve learned is that this industry is intensely hostile to disclaimers of potential bias from reviewers. Particularly the revelation that a review copy was provided. Stuff that is just bog standard procedure for reviewers in every other industry is viewed by a certain segment of the gamer community as some sort of dark heresy. There were at least a half dozen people who were outraged — outraged! — that Games Unplugged had given my book a good review in exchange for a good review of their magazine. (You’ll note that this is not what actually happened.)

In any case, at this point in my life I was a huge grog-head for reviews and RPG industry news: Games Unplugged was basically a magazine designed specifically for me. Of course, it’s totally unsurprising that it was out of business less than two years later. It was exactly the type of magazine that the internet rendered totally obsolete and it was premiering at exactly the wrong moment in history.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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