Strangeville is a town like any other, which means that it is beset by monsters and robots and dinosaurs and aliens, and because the adults never believe in monsters and robots and dinosaurs and aliens until it is too late, the only standing between the monsters and robots and dinosaurs and aliens and Strangeville’s doom are the kids! Young teenagers on bikes or skateboards or even roller-skates with the curiosity to notice that something strange is going in where else, but Strangeville! Welcome to Strangeville then, an Old School Renaissance compatible roleplaying game based on Knave. Published by Doomed Wizard Games, it is obviously based also on the television series Stranger Things as well as Paper Girls, The Goonies, and just any adventure film or television series set in the eighties in which the kids are the heroes. Being based on Knave it offers fast-playing stripped down mechanics, whilst also suggesting collaborative worldbuilding between the players and the Game Master. What it does not do is provide anything in terms of spells or monsters beyond advice on how to adapt them to Welcome to Strangeville. Thus, the Game Master will need access to a bestiary and a source of spells of some kind. That said, the Old School Renaissance is not exactly short of those.
In Welcome to Strangeville, a Player Character has six abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each of which has a Check Bonus and a Save bonus. The Check Bonus ranges between one and six and is added to the die roll when a Player Character undertakes an action. The Save Bonus is equal to the Check Bonus plus ten, and it is what the Player Character rolls against when tyring withstand various dangers or effects. He has an Alignment, either Nark, Slacker, or Bogus. Nark indicates that the Player Character believes in the greater good rather than the individual, a Slacker cares more about himself, but can be roused to action, and if a character is Bogus, he is definitely selfish, if not downright evil. He has a number of Traits such as Age—between twelve and fourteen, Physique, Hair, Virtue, Vice, Speech, Parents, and Parent Occupation, and so on. He will also have some gear which will include either a bicycle, a skateboard, or a pair of roller-skates so that he can get around.
To create a character, a player rolls three six-sided dice for each ability and assigns the lowest rolled as the Check Bonus. He adds ten to the Check Bonus to get the Save Bonus for the ability. Having done this for each ability, selects an Alignment and rolls for Traits, Gear, and means of transport.
At thirteen Terrell Thompson is beginning to get big and
broad, which has made him a pick for the high school football team. He tries to
keep himself out of trouble, but as the new kid in the school—his mom having
moved to Strangeville to work in the town pharmacy, together with his size, he
feels he gets picked on when things go wrong. So, he is not always trusting,
but when he does make friends, he stands by them.
Terrell Thompson
Level: One
Strength Check +3/Save Bonus 13
Dexterity Check +3/Save Bonus 13
Constitution Check +4/Save Bonus 14
Intelligence Check +2/Save Bonus 12
Wisdom Check +3/Save Bonus 13
Charisma Check +1/Save Bonus 11
Hit Points 8
TRAITS
Age: 13 Gender: Male
Physique: Towering Face: Wide Skin: Perfect Hair: Dreadlocks Clothing: Torn
Virtue: Loyal Vice: Prejudiced
Speech: Breathy
Misfortunes: Suspected
Parents: Widowed Mother Parent’s Occupation: Pharmacist
Alignment: Slacker
GEAR
Swiss Army Knife, lantern & oil, caltrops, perfume, skateboard
Mechanically, Welcome to Strangeville is straightforward. To
have his teenager undertake an action, a player rolls a twenty-sided die, adds
the appropriate ability check and if the result is fifteen or more, he
succeeds. The target may vary—primarily in combat because the target is likely
to have a different value for its Dexterity Save, but otherwise, Welcome to Strangeville uses the standard Advantage and Disadvantage mechanic. Strength is
used for physical actions, melee combat, and extra damage, Dexterity for speed
and reflexes, Constitution to resist diseases and poisons, Intelligence for anything
involving concentration and precision, including tinkering with machinery or
picking pockets, Wisdom for perception and ranged attacks, and Charisma whenever
a character interacts with someone else. Thus, there are some minor changes in how
the abilities in comparison to more traditional Old School Renaissance
retroclones.
Combat uses the same mechanics, with the defender’s Save acting as the target. This
can be to inflict damage, and Welcome to Strangeville suggests that firearms be
extremely be hard to hold of as the Player Characters are teenagers, or it can
be stunts such as disarming an opponent or knocking them over. Most weapons inflict
a four- or six-sided die in terms of damage, whilst rifles and shotguns do
more. When a Player Character’s Hit Points are reduced to zero, he is unconscious
and if they are reduced to his Constitution Check as a negative value, he is
dead, that is if he has a Constitution Check of +2 and his Hit Pits are reduced
to -2, he is dead. Critical hits occur if the player rolls a twenty and a
fumble occurs if he rolls a one.
Other rules are quick and easy. Stunts on bicycles, skateboards, and so on,
require a Dexterity check, it is possible to subdue an opponent, and a Player
Character has a number of item slots equal to his Constitution Save. There are
narrative elements too. For example, Group Advantage can be gained for everyone’s
next action two or more Player Characters declare a collective action and their
players narrate how a previous incident helps them with this one, but the
primary narrative element to Welcome to Strangeville comes in the set-up when
the players and the Game Master work together to create and describe the town
of Strangeville. During Session Zero, each player also creates a handful of
rumours and urban legends about places in the town, monsters that lurk, houses
said to be haunted, serial killers believed to stalk, and so on. The Game
Master takes these and deicides which are true and which are false, using as
many or as few as she likes to both establish a sense of mystery and weirdness
about Strangeville, whilst also using some as the basis for adventures. Beyond
this, the advice for the Game Master is fairly brief, primarily focusing on how
to adapt and use monsters and spells from other sources, noting that a spell
takes a slot in a Player Character’s inventory.
Physically, Welcome to Strangeville is a bit scruffy in places and the artwork
does vary in quality. It is clearly written and anyone with any experience of
the Old School Renaissance will grasp how it works with ease. The cover though,
is good.
Although it uses the stripped back mechanics of Knave, what Welcome to Strangeville is not, is an introductory roleplaying game. It is not written as such,
and is more aimed at the experienced Game Master who can develop the ideas
suggested by her players during their Session Zero. Given that it does have to
rely on other Old School Renaissance sourcebooks for its content, Welcome to Strangeville is underwritten in comparison to other roleplaying games in its genres
and a group looking for a more rounded treatment of the ‘kids in peril’ genre
may want to look elsewhere. However, for a group that prefers Old School Renaissance
and is prepared to put the development work in to create their own setting and
the Game Master their ‘kids in peril’ adventures, Welcome to Strangeville is a
succinct little choice.
No comments:
Post a Comment