Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Oriental. Show all posts
Showing posts with label Oriental. Show all posts

Friday, 10 October 2014

Honour within the Moment

Posted on 05:12 by Anthony Carold
Most games about Japan focus upon that most familiar aspect of its history—the samurai. From FGU’s Bushido and AEG’s Legend of the Five Rings to Avalon Hill’s Samurai and dV Giochi’s Samurai Sword, the focus is upon the role and position of the military nobility that dominated Japan for eight centuries. Although the samurai have a role in the latest RPG to be set in historical Japan, they are not its focus. That RPG is World of Dew: A Blood & Honor Sequel, a Samurai Noir role-playing game in which the samurai and the samurai clans are in decline. It is set during the Tokugawa shogunate—a time of great change despite the order imposed by the new regime. Into their stead come vivacious geisha, ill-mannered gaijin, honourable yet-crooked yakuza, nosy police detectives, great sumo, greedy merchants, unfortunate ronin, and more. Inspired by the great Chambara movies like Seven Samurai  and Laura Joh Rowland’s Sano Ichiro novels, it is their stories—stories of corruption, greed, betrayal, lust, murder, cynicism, love, loss, and more—that will be told in the rain-soaked great cities of Japan in A World of Dew.

Launched via Kickstarter and published by Woerner’s Wunderwerks, as its subtitle suggests, a World of Dew is a sequel to John Wick’s Blood and Honor, the RPG that dealt specifically with tragedy and failure of the great clans during their height. It is a storytelling RPG in which the players take the roles of characters other than the samurai seen in Chambara movies—though it is possible to play samurai in the game. They will not only create their characters, but the city itself, populating it with places, people, and threats, before playing out mysteries and intrigues from one season to the next.

Although set during the Tokugawa shogunate, there is some flexibility as to when a game can be set. Suggestions include the period following the defeat of its clan enemies when Dutch and English Protestants feud against the Spanish and Portuguese Catholics for economic and spiritual influence; during the heights of the Shogunate’s power when Japan was completely closed; and at its nadir, when the West has forced it to open up to its merchants and its innovative technologies, bringing with it social conflict between ancient traditions and radical reform. Although there are no mechanical differences in terms of storytelling between these time periods, they nevertheless determine some of the outré character options available as well as the technology.

Each character is defined by his Giri, his Virtues and Aspects, and an Advantage, plus his Glory, Honour Points, and Ninjo Points. The Giri is his occupation or duty, which can be Artist, Doctor, Gambler, Geisha, Holy Person, Merchant, Police Inspector, Ronin, Servant, Soldier, Sumo Wrestler, or Yakuza, and which grants a character bonus dice, an ability, and a benefit. For example, Yakuza gains bonus dice equal to his Giri Rank when undertaking a criminal action condoned by his gang; the ability to gain Honour Points when protecting his gang and the locals of your district; and the benefit of help from his fellow gang members when given tasks by his oyabun. He has a reputation attached to his Glory Rank, such as “Fair Man” or “Skilled swordsman”.

His core attributes are his six Virtues—Beauty, Courage, Cunning, Prowess, Strength, and Wisdom. One of these is set Rank 4, two are set at Rank 3, two at Rank 2, while the last is a Weakness. He also has three Aspects, though he may have more depending on his age. There are only a few of these and they work as they do in Evil Hat Productions’ FATE Core rules. For example, a character has the Aspect, “Do not stand in the Melon Field” because he believes that face and honour are important. When a player ‘invokes’ it as “Do not stand in the Melon Field… under the Plum Tree”, he gains three dice in a difficult social situation to maintain his face and honour. When it is compelled, he tends towards over analysis and inaction. Lastly, he has an Advantage—it might be that he is a Prodigy at a sword or sumo school or he has gaijin gear or that he holds a Social Position. It is possible to take further Advantages, but at a cost of a Virtue Flaw for each one.

Our sample character is Sagara Kiosho. A former samurai, the dispossession of his clan and the death of his parents left him on the streets. Initially he had a little money, but this did not last long and within a few weeks he was penniless and alone. Worse, the weather turned and a chill turned worse.  The young boy was found and taken in by an Oyabun, Noboru, but by then it was too late—Kiosho was suffering from tuberculosis. He recovered, but has been weakened ever since, some days not having the strength to serve his adopted father. Kiosho tries to bring the honour upheld by the samurai despite the tasks that his adopted father assigns him. He wishes to know the circumstances that brought about the dispossession of his clan and has a dislike of authority of the shogunate. 

Sagara Kiosho
Rank 1 Ronin

VIRTUES
Beauty—Rank 2
Courage—Rank 4
Cunning—Rank 4
Prowess—Rank 3
Strength—Weakness
Wisdom—Rank 2

Glory Rank 1—“A fair man”
Honour Points 2, Ninjo Points 1
Desire: To discover how his clan was dispossessed

ASPECTS—“ Do Not Stand in the Melon Field”, “Luck Exists”, “Entering the Tiger’s Cave”
ADVANTAGE—“Prodigy”, “Blessed”
FLAW—Courage “Fear of Dishonour”
SWORD SCHOOL—Wind (2)

At the end of character creation, the players agree how their characters know each other and then dive into city creation. The GM may research a real city, but he should discuss with players what themes they want to explore, perhaps foreign trade, religious strife, smugglings, and so on. A city also begins with several locations, a stronghold and then a location for each of the player characters’ Giri—a gambling den for a Yakuza, a surgery for a Doctor, a sumo school for a Sumo Wrestler, for example. The players, now armed with five free City Points, work with the GM to add locations, threats, organisations, faces (NPCs), and other elements, each costing a City Point. When adding these elements, a player also assigns three True Things about each. Each of the locations not only forms the landscape for the adventures, but also places where Season actions can be spent. Further, each location provides a bonus. For example, bonus Beauty wagers and Rumours can be gained at the Geisha House.

Dice are rolled whenever a risk is involved and whenever the outcome of the action will influence the plot or characters. The aim of any roll is to gain narrative rights—if the player fails the roll, then either an opposing character gains the rights or the GM does. If appropriate, a player gains six-sided dice from one of his Virtues, an Aspect, his Giri, and even his name. Other dice might come from tags that can be attached to places and the character. The player never has to roll more than ten on the dice, no matter how many dice he has to roll. This is enough to gain him the privilege of narration rights, but if he wants more than that, he can set dice aside as wagers. If he rolls more than ten, then for each of his wagered dice, he can add another detail.
Kiosho has been sent by Oyabun to speak to Sugu, a fellow gang member who Noboru suspects is not paying the full amount of the tribute he is due. Kiosho arrives at Sugu’s hangout to find it on fire! From inside the building Kiosho can hear cries of pain. Being brave and foolish, Kiosho dives into the burning building to rescue whomever is inside… So Kiosho’s player grabs up four dice for his Courage Virtue; a die for his name—though not for family name as that would not impress Sugu; and lastly, he invokes his “Entering the Tiger’s Cave” Aspect for another three dice. That gives him a total of eight dice to roll. Kiosho’s player believes that four are enough and sets aside the other four as wagers. The results of the four dice are 2, 3, 3, and 6 for a result of 14—enough for Kiosho to gain privilege.
For his privilege, Kiosho’s player narrates that he rushes into the burning building and manages to find Sugu. He takes two of the wager dice and narrates the following…
As he hefts Sugu over his shoulder, Kiosho hears the cry of a woman coming from another room…
…and when he goes to the rescue of the woman, he discovers that she is holding a piece of a kimono in her hand. The mon on the kimono matches his own…
Of the other two wager dice, Kiosho’s player converts them into Glory and gains “Brave before fire” as a Rank 1 Reputation.
Combat in a World of Dew uses the same mechanics—the number of dice to be rolled are determined and then any wagers are set aside in secret. Whomever rolls highest gains privilege and his wagers to add narration. The defeated opponent loses half his wagers, but can still use the remainder to add narration. With just one dice roll to determine the outcome, combat itself is very fast. It gets slightly more complex depending on the nature of the fight, whether it is a Strike—a surprise attack in which a player yells “Strike!” to attack first in a brilliantly elegant mechanic, a Duel, or Mass Murder. It also gets increasingly deadly, especially when katanas or firearms are involved. Injuries themselves are ranked from 1 to 5, with Rank 1 injuries healing in a day, Rank 2 injuries taking a week to heal down to Rank 1 injuries, and so on up to Rank 5 injuries that take a whole year to go down to Rank 4! In the meantime, others can tag your injuries for bonus dice! The aid of a doctor in a World of Dew is almost mandatory if a character is to survive, but even then this is not a game in which you should rush into combat unless you are sure of the outcome.
For example, Kiosho has managed to get the girl out of the burning building and then gone back into get Sugu. At this point the GM intercedes with a Story Point and inflicts a Rank 2 injury on Kiosho due to weak Strength Virtue. Kiosho has a nasty burn on his leg, but he does get Sugu and the GM does reward him with an Honour Point. When he gets outside, Kiosho finds Junzō and Norio—Sugu’s lieutenants—ready to remonstrate with him. Norio is holding the girl, but Kioshio is wary of Junzō who looks like he might attack. Before the gangster can draw his sword, Kiosho’s player shouts “Strike!”
As he shouted “Strike!”, Kiosho gets two bonus dice. He also gets a die from his Giri because he is involved in violence; three dice come from his Prowess, a die for his name; another two dice come from his sword school training and as a Rank 1 Ronin he adds +2 to the final roll. This gives him a total of nine dice to roll. Kiosho’s player secretly sets aside five of these dice as wagers.
The GM rolls for Junzō and Norio together. They are relatively lowly Yakuza so only have Prowess 2 each—which the GM combines to give four dice. They also tag Kiosho’s Rank 2 injury for two more dice, which gets him the reward of a Ninjo Point. The GM knows that Kiosho will be a better opponent, but Junzō and Norio are loyal to Sugu and are desperate to stop the ronin. So he only sets aside two dice as wagers.
Kiosho rolls 2, 3, 6, and 6. Together with is Giri bonus, he has a total of 19. Junzō and Norio together roll 2, 3, 5, and 5 for a total of 15. Kiosho has Privilege and three wagers to spend whilst Junzō and Norio, successful in their attack, have to discard half of their wagers, leaving them with only one. Kiosho begins the narration…
…Kiosho unburdens Sugu directly at Junzō who is sent sprawling and suffers a Rank 1 injury.
…Then draws his katana and leaps to attack Norio. (His player expends another two wagers to raise the Rank 1 injury to a Rank 3 injury). Norio suffers a savage slash across the face and falls backwards dropping the girl in the process. (At this point, Kiosho’s player lets the GM spend his only wager).
…Struggling from under his boss’ body, Junzō discovers Sugu’s pistol which had hidden in his kimono. He draws and cocks it, and sitting up, fires it at Kiosho. The ronin is hit in the back with a shot that will kill him. (Firearms are that deadly and inflict a Rank 6 injury! Kiosho will need to expend an Honour Point to lower this to a survivable Rank 5 injury, but not yet. Kiosho’s injuries will not take effect just yet. He still has wagers to spend).
…Kisoho drags himself across to Junzō to land one last blow before he collapses. This and raising the attack to a Rank 2 injury uses up his last two wagers.
Mass Murder is even deadlier because all sides keep their wagers if they roll successfully. World of Dew is arguably one of the deadliest systems available! It is also possible to spend wagers to establish true facts about the game. In contested rolls, both players get to spend wagers—all of them by the winner of the contested roll, but half of his wagers by the defeated player.

At the heart of the game there is an economy involving Honour Points, Ninjo Points, and Story Points. Drawn from a communal pool, Honour Points are spent to gain bonus dice in a risk, to add details to the story, create a Scene Tag that everyone can activate, or to benefit from a Location effect. A character can add to the Honour Point pool by undertaking a risk that is honourable or to the benefit of others. If Honour Points represent a character acting in the interests of society rather than himself, then Ninjo Points represent his desire. They only grant two bonus dice and they can only be used to help the character—not others—and only towards his Desire. Whilst Ninjo Points can be used to add details and create tags just as Honour Points can, only the character who created them can see them. 

Whenever a character spends an Honour Point or a Ninjo Point, it goes into the Story Pool as a Story Point. These can be drawn by the GM to actually to add to, or change, the plot. Further this can actually contravene a truth already established in the game—the only way that this can be done once a truth has been established. Essentially this is a means to add uncertainty to the game, even down to the author suggesting that the GM almost threaten to draw from the Story Pool!

t should be noted that this economy is only one way. Spent Honour Points and Ninjo Points go into the Story Pool, but spent Story Points do not go back into the Honour Pool. The only way to gain more Honour Points is earning them.

The characters’ adventures, or rather stories, take place across Seasons during which the characters have actions that they can undertake in addition to their stories. Usually these are built around the locations developed during the act of creating the city, so might include time spent studying at a swordsmanship school, crafting a beautiful piece of poetry, or rooting out corruption at the Magistrate’s Court. Locations may also generate trouble during a Season and this may lead to new stories.

Another area where a World of Dew differs from the more traditional Japan-set RPG is in its treatment of the outre. Simply, there is none and the game does not provide rules for the inclusion of the supernatural. This is not to say that it could not exist within A World of Dew—and the example of city creation suggests that it could—but the GM would be on his own if he wanted to add it. Magic could also exist in a World of Dew, but the guidelines given draw very much of the beliefs of the characters rather than on a codified set of rules. This applies no matter what the faith—Buddhism, Christianity, or Shintoism.

As a game of Samurai Noir, World of Dew is fundamentally different to the Noir genre as we know it in the West. In traditional Noir, the hero—of which Sam Spade and Philip Marlowe are the perfect imperfect examples—goes out to solve a mystery or problem through pure self-determination and individualism, which is anathema to the Eastern hero. He instead subsumes his self-determination and individualism into the greater good, adhering to his duty rather than his desires in pursuit of a mystery or problem. Thus a World of Dew presents a roleplaying challenge—one of course seen in other Japan-set RPGs—that is further exacerbated by the social upheaval that Japan is undergoing throughout the period described in the game. A social upheaval that seems to favour desire over honour...

The primary way in which a World of Dew enforces its genre is by asking the player to have his character do one radical thing—fail. The player in a World of Dew has a great deal of control over the narrative. He can spend Honour Points to add to the game and he can narrate events and add true facts using his wagers. When he does so, he creates truths—truths that unless the GM spends a Story Point cannot be undone. So it would be easy for the player to simply narrate his success, but that would not be in keeping with the genre. Instead a World of Dew asks the player to ‘fail forward’, that is to drive the plot forward with his character’s failure. Not just ‘yes’, but ‘yes and..’ as well as ‘yes, but…’ It is asking a lot of the players, but in playing the game they should buying into it anyway. This is in addition of course, to the players having their characters conduct themselves honourably in support of the greater good order to gain Honour Points. Not only is this very in-keeping with the Japan-set RPG, it also fuels the Honour-Story Point economy.

Physically, a World of Dew is tidily presented with some beautifully vibrant art. Its main weakness is the lack of an index, but otherwise the book decently written with solid advice for player and GM alike. Some players though, may balk at being penalised with an Honour Point for causing a distraction!

As an RPG design, World of Dew is a very contemporary design, with mechanics that encourage a certain style of play, but still with the need for a narrator or GM. It is a storytelling game that takes its cue from a haiku, A World of Dew, and is about the struggle within a moment, one at a point of change, all caught within the dewdrop. World of Dew is beautifully immersive, drawing in the GM and player alike with the chance to tell stories in a fascinating period of history, one at a point of change. 

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Posted in Alderac Entertainment Group, Historical, John Wick, John Wick Presents, Kickstarter, Legends of the Five Rings, Oriental, RPG | No comments

Saturday, 22 March 2014

Playing Fireworks Blind

Posted on 13:51 by Anthony Carold
Most co-operative board games have the players working against the clock or the game itself, sometimes with a traitor amongst the players trying to thwart their efforts. Battlestar Galactica, published by Fantasy Flight Games, and Grosso Modo Éditions’ more recent Nosferatu are typical of cooperative games with a traitor mechanic, whilst Z-Man Games’ Pandemic and Indie Cards and Games’ Flash Point: Fire Rescue are typical of co-operative board games without a traitor mechanic. These games have made the co-operative style of play popular and accepted, the board game Pandemic having made the breakthrough in 2008. Most co-operative games revolve around the players attempting to cope with limited information that they all share. In Hanabi, the players must share information about what each other has on their cards, but they will never know exactly what they have on their own cards.

Named for the Japanese word for fireworks, Cocktail Games’ Hanabi was the 2013 Spiel des Jahres Game of the Year Winner. The players are apprentices who are attempting to put on a firework display for the emperor, but have managed to mix up the powders, fuses and rockets. To succeed, they must launch the fireworks in the correct sequence, and if they do, they please not only the emperor, but their master too.

Designed for two to five players, aged eight and up, Hanabi consists of five sets of coloured cards—red, blue, green, white, and white, plus three red tokens and eight blue tokens. Each set consists of ten cards, each containing three cards numbered one, two numbered two, two numbered two, two numbered two, and a single card numbered five. The red tokens are failure tokens, indicating a poorly displayed firework; the blue tokens are clue tokens, used to impart information to another player about the cards in his hands.

A complete firework consists of a single colour that contains cards played in order, from one up through two, three, four, and finally, five. Completing a firework gains the players a blue token; playing a card out of sequence onto a firework, for example, playing a white-4 card onto a white-2 card, would earn the players a red token. If they gain all three red tokens, the game is over.
At game’s start, each player receives a hand of cards, either four or five, depending on the number of players. A player cannot look at his hand, but instead holds them face out so that the other players can seem them. Thus each player can see everyone else’s cards, but not his own.

On his turn, a player can undertake a single action. He can discard card to gain a blue token; he can play a card, either to an ongoing firework or to start one if there is not yet one of that colour; or he can expend a blue token to give a clue; giving clues lies at the heart of Hanabi. To give a clue, a player points to another player’s hand and imparts certain information about that hand. This can be about the cards of a single colour in a player’s hand, such as “You have a green card here” or “You have two white cards here and here”; or about the cards of single number in the player’s hand, such as “You have a three here” or “You have a four here and here”. The clues given must be complete—so if a player has two four cards, the informing player must indicate both of them. If a player discarded a card or played one onto a firework, then he draws a new card.

Play continues until either the players have acquired all three red tokens and thus lost the game; or all five fireworks have been completed in the correct order and the players have scored maximum points, or the deck has been exhausted. In the case of the latter, points are awarded based on the fireworks completed, the top card on each firework adding to the final score. A maximum of twenty-five points can be scored, with scores of between sixteen and twenty-four at least being memorable.

Hanabi is as simple as that. During play, a player is free to arrange his cards how he likes and to an extent can talk about his hand in general terms—only the other players can be specific about his hand and only after having expended a blue token. For a game as simple as Hanabi, it requires a great deal of thought and no little care, because it is a game about memory and deduction, that is remembering where your cards are in your hand and deducing which card to play next from the clues previously given. Essentially though, it is a game about communication and understanding that communication, and about remembering that communication. Get the communication wrong and potential points are lost as the wrong cards are discarded or played onto a firework.

Hanabi is also a filler game, play being expected to last no longer than twenty minutes or so. Unlike more recent filler games, for example, Coup or Love Letter, this one is not combative. Indeed, in comparison to many other co-operative games, Hanabi is benign, the players are not really playing against a game that is set up for them to fail, as in Pandemic or Battlestar Galactica. Even its subject matter is benign, but despite that and its benign mechanics, it is actually more challenging than your average filler game because it is asking the players to think and communicate. Also, where another co-operative bears repeat play by increasing the difficulty level of the game the players have to beat; Hanabi bears repeated play if a group wants to improve its score.

Despite its simplicity, Hanabi is clever because it gives us a new playing experience. One that emphasises communication and deduction to support its co-operative play.
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Posted in Card Game, Co-Operative Game, Cocktail Games, Family Game, Filler Game, Oriental, Spiel des Jahres winner | No comments

Friday, 14 February 2014

Courtly Missives

Posted on 12:31 by Anthony Carold
Turn the clock back thirty years and the ‘Microgame’ was a small board game packaged complete in a small box. Typically they were a type of wargame printed on paper stock and heavily themed. The first was Ogre*, published in 1977 by Metagaming Concepts, but over the course of the next decade, it would be joined by titles from notable publishers such as Steve Jackson Games, Task Force Games, and TSR, Inc. In modern gaming parlance, a Microgame is a little game, a game that can be played in fifteen minutes or less. The other change to the Microgame concept is that they are no longer wargames, but are instead mini-euro style games that emphasise competition rather than combat.

*The irony is of course that the most recent version of Ogre, published by Steve Jackson Games weighs close to 30 lbs. Some microgame…

Love Letter is typical of this new style of Microgame, although untypically, it is not a European game. Originally published in Japan, Love Letter has since been published in several English language editions by Alderac Entertainment Group, better known for the games Smash Up! and the Legend of the Five Rings RPG and the Collectible Card Game (CCG) it is based upon. The first is Love Letter – Tempest Edition, which is set in the City-State of Tempest and comes in a cute velvet bag; the second is Love Letter – Kanai Factory Limited Edition, which uses the art from the original Japanese version of the game; and Love Letter – Legend of the Five Rings Edition, which is set in Rokugan, the same setting as that of the RPG and the Collectible Card Game. It is this version of the game that is being reviewed today, suitably on St. Valentine’s Day.

The Imperial princess, Iweko Miaka, the youngest of Empress Iweko’s children is eligible for marriage. Her betrothal is set to be a great contest between the seven samurai clans of the Emerald Empire—for in winning her hand in marriage a samurai will bring great standing and glory to his clan. Of course, such an important marriage will be entirely political, but surely the only daughter of the Empress has her mother’s ear and so will have some say as to the man who will marry her? Thus what better way to influence the decision than by winning the heart of the princess herself? Unfortunately, Iweko Miaka is a shy young creature, one who hardly speaks at court and interacts rarely with the visiting courtiers. Thus she cannot be approached directly and another means of contacting her must be found—that of the courtly letter. Her suitors are thus trying to get a letter to the princess via one of her inner circle, from her guards and her courtiers to her hatamoto and her sensei, all the whilst fending off the suits of rival samurai.

Designed for between two and four players aged ten and up, Love Letter – Legend of the Five Rings Edition is card game that consists of just sixteen game cards, four reference cards, and thirteen Tokens of Affection as well as a tiny, thirty-two page rules booklet. The game altogether comes in an attractive velvet bag, this time green rather than the red of Love Letter – Tempest Edition. (Unlike the Love Letter – Kanai Factory Limited Edition, the Love Letter – Legend of the Five Rings Edition does not include any promotional cards). The game is played over a series of rounds in which the players attempt to press their suit. Their aim is have the card with the highest value at the end of each round—if they do, then that player is awarded a Token of Affection. Garner enough Tokens of Affection, the number depending on the number of players, then their suit has been successful and Princess Miaka’s hand has been won.

Each of the cards has a value of between one and eight, ranging from one for Seppun Tasuke, the Guard to the eight of the Princess herself, Iweko Miaka. Each card also has an ability that is triggered once it is discarded. Seppun Tasuke, the Guard, can select a player and ask him if he has that card, forcing him out of the round if he does. The Courtier, Shosuro Yamazaki, can examine another player’s cards, as can the Diplomat, Kaiu Akemi, but when the Diplomat does so, the two cards are compared and the suitor with the lower value hand must retire from the round. When discarded, the Shugenja, Isawa Tenkawa, prevents a suitor from being targeted for a whole turn while Matsu Misato, the Hatamoto, forces another player to discard his hand and draw a new hand. The Manipulator, Doji Takato, forces another player to trade hands with the suitor, while Togashi Gozato, the Sensei must be discarded if a player has either the Manipulator or the Hatamoto in his hand. Lastly, if the Princess is discarded, she has received the suitor’s letter and thrown onto the fire. That suitor—or player—is out of the round.

At the start of the game, the sixteen card deck is shuffled and one card discarded face down. This acts as a random element so that the players do not know ‘exactly’ what is in the deck. Then each player receives one card—this is his hand. On his turn, he draws another card and must discard one of the two cards he has. Each discarded card has an effect as described above, but is discarded face up so that every player can see what cards have been played. There only being fifteen cards in the deck, the players have some idea as what cards have been discarded and what still remains in play—essentially, Love Letter – Legend of the Five Rings Edition encourages the counting of cards—as do the other versions of the game! Play continues until the last card is drawn and its player discards one of his cards. Then each player reveals the single card he has in his hand and the player who has the card with the highest value has successfully pressed his suit and earns a Token of Affection from Princess Miaka.

Love Letter – Legend of the Five Rings Edition is a game of deduction and risk, one in which what a player can do on his turn is limited to just one of two actions. These will often force a player to do something to his disadvantage because it is the better of his two options. For example, Louise holds Princess Miaka in her hand. It has a value of eight and if she can hold it until the end of the round, then Louise will have managed to get her letter directly into the hands of the Princess and thus won a Token of Affection. On her turn she draws the Manipulator, Doji Takato. Her choice is to discard the Princess, but this would force her out of the round, or Doji Takato, which means that she has to trade hands with another player. She opts for the latter, trading hands with Dave, gaining Seppun Tasuke, the Guard. While the Guard only has a value of eight at the end of the round, it can be used to name another card and if successful, force a player out of the round. Louise has gained valuable information—she knows what card Dave has. Dave also knows this, but likewise cannot discard the Princess. Fortunately, on his turn Dave draws the Shugenja, Isawa Tenkawa, and goes to pray with him, preventing his being targeted until his next turn. Thus Louise cannot use her Guard to name the Princess—yet!

So is Love Letter – Legend of the Five Rings Edition a fitting Legends of the Five Rings game? Thematically, it is perfect fit. Not least in the fact that the bag it comes in has the symbols for Rukogan’s five elements—air, earth, fire, water, and void—embroidered on the back, and that the art used to illustrate the game is drawn from the publisher’s extensive back catalogue used to illustrate both the CCG and the RPG. The art also specifically illustrates characters within the setting of the Emerald Empire. Further, within the Emerald Empire, the sending of letters is a courtly art. In addition, the functions of the cards have been mapped onto particular figures. For example, the most common card type in Love Letter is the Guard, but here the same function is performed by Seppun Tasuke, a member of the imperial family tasked with protecting the Empress. Similarly, the ability of the Clown in Love Letter to examine another player’s hand is adopted by the Courtier Shosuro Yamazaki from the Scorpion Clan and the ability of the General in Love Letter to trade hands with another player has been given to Doji Takato of the Crane Clan who is described as a Manipulator.

The setting of the imperial court of the Emerald Empire is supported by the rulebook. It runs to thirty-two pages, much of which is devoted to detailing the characters on the cards, which if the players want, adds depth and feel to the game. Fans of Legend of the Five Rings, whether of the CCG or the RPG will appreciate this aspect of the game. Certainly there is enough background here that knowledgeable players could bring a degree of roleplaying to the game as they play.

With a playing time of some thirty minutes, Love Letter – Legend of the Five Rings Edition is perhaps a bit too long to really qualify as a Microgame. Although it is possible to play with two suitors, it is not as enjoyable a game to play—simply it plays better with three or four players. (It is disappointing that the game does not accommodate more players, but that should not be held against Love Letter). With three or four players then, it is a solidly designed filler game, one that combines the need for careful deduction and a little guess work with a fitting theme. Managing to be both charming and quick, Love Letter – Legend of the Five Rings Edition is a lovely game that fits nicely into any games collection.
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Posted in Alderac Entertainment Group, Family Game, Historical Fantasy, Legends of the Five Rings, Microgame, Oriental, Oriental Fantasy, Romance | No comments

Friday, 13 September 2013

Heavy Metal Chanbara

Posted on 11:15 by Anthony Carold
Two decades ago the last Empress of the Bright Empire vanished, possibly spirited away by the darkness that literally spread from the coronation gift presented to her by her uncle, the Witch-King. The Empress' Honour Guard stepped forward to govern the regions of the empire in her stead, but as the darkness spread so it seemed did a madness… It warped the land of Konoyo and isolated her peoples, disrupted the social order, and drove each ruling member of the Honour Guard, now calling themselves the Lord Generals to push for their territories’ independence. New technologies, once the province of the Onji-Kaji, the craftsmen of the gods, further weakened the social order. The Witch-King had already commanded Kikai, the machines known as war-walkers in battle, but engineers developed black powder and from there, bombs and grenades, repeating pistols and rifles, placing great firepower within the ownership of the peasant and noble alike. In the Age of the Akigara, that of the Empty Throne, there is opportunity aplenty for samurai and scholar, noble and peasant, ronin and ninja, kensei and kikai driver, onmyoji and yakuza alike to make a name for himself, even as the world seems to be turned upside down…

This is the setting for Iron Dynasty: Way of the Ronin, an RPG published by Reality Blurs, Inc. Employing the Savage Worlds rules published by Pinnacle Entertainment Group, it promises “Oriental Action! Savage Style” and ‘heavy metal chanbara’, something that the slightly cinematic mechanics of Savage Worlds can deliver. It combines Japanese style fantasy with its myth as well as a fantasy take upon a classic element of Japanese anime – mecha. It offers numerable character options – Artisan, Ashigaru, Bandit, Bodyguard, Entertainer, Kensei, Ninja, Noble, Priest, Ronin, Scholar, and Yakuza will be familiar to most gamers. New to Iron Dynasty are the ganso, masters of machinery; kikai driver, war walker pilot; makoto, chosen by the kami; onmyoji, capable drawing and commanding the energies from the around them; and yamabushi, mountain warriors who have come down from remote temples. 

Character creation is a simple process, adhering to the given rules for Savage Worlds. A player purchases dice levels to assign to his character’s Attributes and Skills, selects his Defining Interests and Languages as well as Edges (advantages). If he wants more Attributes, Skills, or Edges, he selects Hindrances (disadvantages). All characters are human, so all characters receive a free Edge. The process is easy, but this being a Savage Worlds setting, the best way to create a character is to select a character type and any associated Edges and work backwards to ensure that the character qualifies. (It should be pointed out that this is common of many RPGs, but is particularly so of Savage Worlds because the Edges define a character so). So for example, the Geisha requires a character to be female and have Smarts d6 and Persuade d6, whereas Close Fighting requires Novice, Agility d8, and Fighting d8. 

Our first sample character is closest to what most people would think fits the Chanbara genre. She is a Ronin, an honourless swordswoman forced to take up her father’s katana after he is killed in a border skirmish that became an invasion from a rival region. Rather than be captured by the invaders, Tsutaro fled and has been wandering the land ever since.

Tsutaro, Ronin
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d4
Skills: Fighting d10, Climbing d6, Notice d6, Persuade d6, Stealth d6, Survival d4, Tracking d4
Defining Interests/Languages: Classical Literature, Etiquette, Folklore 
Charisma: +1
Pace: 6; Parry: 7; Toughness: 5
Hindrances: All Thumbs (Minor), Hero (Major), Loyal (Minor)
Edges: High Born, Quick, Signature Moves (Katana)
Gear: Katana (Str+d8)

In supporting both roles traditional to the chanbara genre and newly presented to this setting, Iron Dynasty introduces innumerable Edges as well as a few Hindrances. Many of these are combat related, for example, ‘Arrow Cutting’ enables a character to block missile weapons, ‘Empty Hands’ makes a character’s unarmed attacks deadlier, whilst ‘Shadow Arts’ grants a bonus to tricks when using the interplay between light and dark. The latter of course is perfect for ninja characters. Others also support the traditional elements necessary to a Japan-like RPG setting, such as ‘Geisha’, ‘Disgraced/Dishonourable’, and ‘Cultured’. Many of the new Edges support aspects particular to the setting, including Arcane Background (Ganso), which enables a Ganso to craft wondrous devices capable of simulating the effects of Powers such as armour, bolt, fly, healing, and stun. In addition to selecting more Powers to emulate, a Ganso could select other Edges and take Craft Device to grant a bonus to one of his Attributes or Gadget to simulate another Edge. For example, the Ambidextrous Edge could be simulated with a Gadget called ‘A Two-Handed Approach’, the character being free to name the device as he wishes. Plus a character can lend his devices to the other player characters.

Both Arcane Background (Makoto) and Arcane Background (Onmyojio) are supported in similar fashion with further Edges that enhance their effects. Where those effects are primarily external, those for Ki Control are internal as the character exerts control over his own life energy. These include armour, boost trait, deflection amongst others, and again, there are further Edges that enhance the core Edge. Unlike Edges like Arcane Background (Ganso), Arcane Background (Makoto), and Arcane Background (Onmyojio), the Ki Control Edge is not an Arcane Background and cannot be combined with an Arcane Background. That said, the Sensei (or GM) can allow a character to select the Ki Control Edge after character creation as a result of play. Combining the Ki Control Edge with other Edges, for example, with ‘Shadow Arts’ to make an interesting Ninja or ‘Signature Moves (Katana)’ to create a Wuxia style samurai.

Our sample Ganso is a peasant miner who discovered his ability to work with machines after helping the mine’s engineer. He dreams of building his own kikai, but so far he has only managed to build a rope launching device that allows him to climb up and down and because the rope can be stiffened, to launch himself into the air. The rope can also be launched to entangle others. 

Bachida, Peasant Engineer
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d4, Gearcraft d8, Notice d8, Repair d8, Persuade d4, Shooting d4, Survival d4
Defining Interests/Languages: Lantern Making, Kikai Lore, Mining
Charisma: -2
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Clueless (Major), Combat Novice (Minor), Low Born (Minor) 
Edges: Apprentice Engineer, Arcane Background (Ganso), Student of the Way
Powers: entangle, fly
Gear: Katana (Str+d8)

Characters are supported by setting appropriate Defining Interests, as well as a nicely done and nicely illustrated armoury. New rules allow existing skills to be used in new ways – Intimidation as Interrogation and Persuasion as Seduction, for example, whilst Reputation rules provide a means of measuring character standing and progression within the setting. Within the setting it replaces the Honour System that was broken when so many noble houses collapsed and many of those remaining used the new technology to make themselves independent. A character’s Reputation starts at zero and can go down to -100 and up to +100. There are benefits to be gained, not all of them positive, as a character alters his Reputation. Despite the loss of the Honour System, the Caste System persists. Rules for Duelling also work in conjunction with the Reputation rules and they work whatever form of duelling the character engages in – swordsmanship, firearms, or other…

For the most the rules and character generation in Iron Dynasty are well done. One issue is that character generation does not tie characters into the setting as well as it should. Each player is expected to select a home province for his character. It would have been nice if there had been small mechanical benefit to help a player make this selection. One obvious omission from amongst the numerous Edges and options is that of Legendary Edges. What this means is that progression for the characters is limited and they cannot be truly heroic within the setting, at least not mechanically. Another issue is that it is all too easy to be overwhelmed by these options, but the rulebook handily suggests the roles that a party in Iron Dynasty should fulfil – Healer, Infiltrator, Talker, Thinker, and Warrior. 

For the Sensei, Iron Dynasty gives a more detailed examination of Konoyo and its nine provinces. This includes places of interest and whispers and rumours. There is also a guide to creating monsters and the corrupted – men who have been tainted by mad kami or the land itself. This is in addition to the bestiary, but idea here is that the true threats and enemies faced by the player characters should be truly unique. Along with the very useful set of Plot Generation tables, the Sensei is given not just one, but seven Campaign Frameworks that in turn deal with different aspects of the setting. Just because the author can, the first of these is a ‘Heroes of the People’ style campaign entitled ‘The Seven, Oh, Y'Know…’, in which our heroes help defend a village against ever more dangerous foes… Rounding out the book is a description of three of the setting’s legendary Kakai and descriptions of various mystical artefacts.

Physically, Iron Dynasty: Way of the Ronin is well presented and nicely illustrated. The setting of Konoyo feels underwritten though and it does not help that the book itself could have been better organised. The issue is that the author does not pitch the book and the setting as clearly and successfully as he could have done. It needed to be more up front about what the book and the setting is about. Nevertheless, once the reader gets into the book the setting, at least in terms of character options and the adventuring possibilities as presented in the Campaign Frameworks, more than make up for the lack of a pitch upfront. 

The elements that Iron Dynasty introduces to feudal Japan may prove to be unpalatable to the purist, the player or GM that does not want their Far East to be quite as fantastical as that presented in Iron Dynasty: Way of the Ronin. Nevertheless, what the rules do is provide for some great character concepts and the means to play them as well as foes and stories that the Sensei can present to the players and their characters. The result is that Iron Dynasty: Way of the Ronin is a very playable fantastical version of chanbara Japan.

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Posted in Action, Fantasy, Oriental, Oriental Fantasy, Pinnacle Entertainment Group, Reality Blurs, Savage Worlds | No comments
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