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Showing posts with label Cortex Plus. Show all posts
Showing posts with label Cortex Plus. Show all posts

Friday, 25 December 2020

2010: Leverage: The Roleplaying Game

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—


Published by Margaret Weis Productions in 2010, Leverage: The Roleplaying Game is a licensed roleplaying game based upon the television series which ran from 2008 to 2012. In the series, a Crew of con artists—a mastermind, a grifter, a hacker, a thief, and a retrieval specialist—take on a series of heists in order to fight injustices inflicted upon ordinary citizens by corporations and the government. Each of the episodes follows a set story structure. A Client comes to the team with a problem that only its members can find a solution to. This involves researching the villain or Mark and finding a weakness which the Crew can use to undermine him, and then formulating a plan which will make use of both the weakness and the skills of individual team members. As the plan goes into action, the Mark and his henchmen will seem to gain the upper hand, but ultimately, the Crew will outwit them all. Flashbacks will reveal further clues and improvisations that helped them overcome certain complications, and so ultimately, bring justice for the Client. This is the exact format that 
Leverage: The Roleplaying Game follows to provide not only an excellent adaptation of its source material, but also arguably, the purest treatment of the heist genre in any roleplaying game.
 
From the outset, Leverage: The Roleplaying Game is a simple sell. It is modern day, it is set in the real world, and the Player Characters, though highly skilled, are all easy to grasp and understand. They are all ‘crooks with a heart of gold’ or Robin Hood-types, rather than out and out criminals. The tone of the series and thus the roleplaying game is also family friendly—although there is action and there are fights, there is never gunplay, at least not on the part of the Crew. (The lack of gun play will also have an impact on game play, making carrying out a heist that much more challenging and thus more satisfying when pulled off because brute force or threat is not an option.) Plus, even if the players have never seen Leverage the television series, then they might have seen its BBC forebear, Hustle, or films such as Ocean’s 11 and the other entries in the series. Lastly, despite the fact that Leverage: The Roleplaying Game follows the formula of the television series, the formula and thus its set-up means that as a roleplaying game—especially a licensed roleplaying game—Leverage: The Roleplaying Game has not actually dated in the ten years since it was published.
 
Leverage: The Roleplaying Game is one of five roleplaying games from Margaret Weis Productions to use Cortex Plus, the others being the Smallville Roleplaying Game, the Marvel Heroic Roleplaying, the Dragon Brigade Roleplaying Game, and the Firefly Role-Playing Game. It is both a roleplaying game and a roleplaying game, a roleplaying game in that each player is roleplaying a character and each character is playing a Role. There are five Roles—a Mastermind, a Grifter, a Hacker, a Thief, and a Hitter—and Leverage: The Roleplaying Game works best when there are five players, each of whom takes one of the five Roles and so forms a Crew. The Mastermind specialises in plans and coordinating the Crew’s activities on the Job; the Grifter gains and use people’s trust through disguises and roles; the Hacker gains, supplies, and denies information, typically using technology; the Thief steals or plants things by stealth and foiling security systems; and the Hitter supplies force and a tactical edge. There is some crossover between Roles for the Crewmembers, so the roleplaying game can be played with fewer players, but its optimal number is nonetheless five. A Crewmember also has six Attributes—Agility, Alertness, Intelligence, Strength, Vitality, and Willpower; two Specialities, each one associated with a Role, such as Driving for Hitter and Piloting for Hacker; three Distinctions or personality quirks or traits, which can work to a Crewmember’s disadvantage as much as they do advantage; and Talents, essentially tricks which related to particular roles and when activated grant a Crewmember an advantage. Roles and Attributes are rated by die type, the larger the die type, the better the ability of the Role or Attribute, both being defined by ten-, eight-, six-, and four-sided dice. A Speciality is valued as a six-sided die, whilst a Distinction can be rated as an eight-sided or a four-sided die depending whether it is in the Crewmember’s favour or not.

To create a Crewmember, a player selects a Primary Role and a Secondary Role, assigning a ten-sided die to the former, an eight-sided die to the second, and decides on two Specialities, attaching each to a particular Role. A six-sided die is assigned to a third Role, and four-sided dice to the remaining two. The size of dice types assigned to the attributes will vary depending upon if the Crewmember is focused or versatile. Lastly, the player selects three Distinctions and two Talents.
 
Winston Moran
Winston Moran used to work in financial security, preventing banks and other institutions from being robbed. He was injured in a car crash which also left his wife in coma and due to the injury was forced to take early retirement. Unfortunately, his employers defaulted and left him without pension, forcing him to turn to ‘crime’ to pay for his wife’s medical bills.
 
Roles
Grifter d8, Hacker d6, Hitter d4, Mastermind d10, Thief d4
 
Attributes
Agility d8, Alertness d8, Intelligence d10, Strength d6, Vitality d8, Willpower d8
 
Specialities
Bank Fraud, Games
 
Distinctions
Voice of Authority, Walks with a Cane, Industry Veteran
 
Talents
Slip of the Tongue (Grifter)
Sea of Calm (Mastermind)
 
This though, is the quick and easy version—but not the fun version. The suggested version—the fun version—is ‘The Recruitment Job’. Each player partially defines his Crewmember and together the Crew play through a simple Job designed to showcase what each Crewmember can do and define and bring into play the other undefined aspects of each Crewmember. Essentially, this is the playing group’s pilot episode or ‘Zero Session’ for their Leverage series. There are one or two quirks about Crewmember generation. The first is that a Crewmember’s Secondary Role will define how he approaches his primary Role. For example, the Grifter whose Secondary Role is Hitter, is a ‘Swashbuckler’, aggressive and challenging  with a Mark, but uses lots of misdirection and quips in a fistfight, whilst the Hitter whose Secondary Role is Grifter is a ‘Duellist’, a quick, deceptive combatant who uses feints and distractions to bait his opponents. The second quirk is that there is no Charisma attribute and this is by design. Rather, the Attributes of Intelligence, Strength, Vitality, and Willpower all assume aspects of a Crewmember’s charisma and how he uses it on the Job. Essentially, every Crewmember is charismatic, but exactly how will vary from Crewmember to Crewmember—just like the cast of a television series.
 
Mechanically, Leverage: The Roleplaying Game uses the Cortex Plus system—in 2020 revisited with new core rulebook, Cortex Prime. The basics revolve around two opposed dice rolls, one by the player, one by the Fixer—as the Game Master is known in Leverage: The Roleplaying Game. Each dice roll consists of two dice. For the Crewmember, the dice roll will consist of a die from one Attribute and a die from one Role, both of which will vary from situation. For example, when his Crewmember is chasing a potential Mark, the Fixer might call upon the player to roll his Crewmember’s Alertness plus Hitter, or if a Crewmember is being chased by security guards and he wants to hide, perhaps on the ceiling, the Fixer would ask his player to roll Agility plus Thief. The Fixer will in turn be rolling dice which might be for the environment, such as ‘Ten Stories Up d6 plus Vibration Sensors d8’ or an NPC, which for most NPCs, such as the Client, a simple Mark, Extras, and so on, will have no more than a handful of traits, such Wannabe Hacker d4 or The Best Golfer d6. Other NPCs, including Marks, Foils, and Agents—the latter typically out to capture or beat the Crew or a particular Crewmember, can be as complex as actual Player Character Crewmembers.
 
Although just two dice form the core of the basic roll, other dice can be added to it. The use of Specialities, Distinctions, Assets, and Complications can all add dice to the roll. In most cases, these require the expenditure of Plot Points. Plot Points—of which a Crewmember starts with one—can also be used to activate Talents and create new Assets, which last for the scene (or the whole Job for two Plot Points). Ultimately, only the two highest dice are counted and added together. This sets the stakes for the Fixer to roll her dice and attempt to roll higher. If she does, she ‘Raises the Stakes’, and it is up to the player to reroll the dice, and if add in more dice, to gain a score higher than that rolled by the Fixer. Alternatively, whomever rolled lower can back down and decide not to roll to beat the other. In which case, the Crewmember or Mark has given in and taken down, the winner of deciding the outcome. If however, one side rolls five higher than the stakes are currently set at, then they have achieved an Extraordinary Success and an automatic takedown of their opposition.
 
Where Cortex Plus gets interesting is in the generation of Plot Points. Whenever a one result is rolled on a die by a player, it is not counted towards the two dice he keeps as his Crewmember’s total, but it does generate or improve a Complication, which adds another die to the Fixer’s dice roll. When that happens, the player receives a Plot Point. When the Fixer rolls a one on any of her dice, it generates an Opportunity and the player can bring in one of his Crewmember’s Talents, if appropriate. The fact that rolls of one generate Plot Points and Plot Points can be used to create Assets, add dice to a roll, and so on, means that players will want to be rolling ones almost as much as they high results, and the best way to roll ones, is to roll lower value dice, such as six-sided- and four-sided dice. Both of course, have higher chances of rolling ones. A Crewmember starts play with a Role set at a four-sided die, but the other way to bring in a four-sided die is to add a Distinction to the roll. If the Distinction works in the Crewmember’s favour, then it is rolled as an eight-sided die, but if it is to his disadvantage, it not only adds the desired die, but also the reviled four-sided die. Either way, rolls of one represent the type of setbacks that might be seen in an episode of Leverage, but at same time generate the Plot Points that will ensure already expert Crewmembers complete the Job and take down the Mark. 
For example, the Crew managed to plant a bugging device in the Mark’s office. However, the Mark’s security ensured it was not able to broadcast what it downloaded from his computer, so the Crew needs to get it back. Winston Moran has already been into the Mark’s office, ostensibly to talk about a bank fraud, but that was to give the bug time to work. Now he needs to get it back. He tells the security guard that he dropped his wallet in the office, so the guard lets him go and get it. The guard is diligent and comes to check on Winston. To see if Winston grabs the bug before the guard becomes suspicious, the Fixer asks his player to roll Winston’s Alertness plus Thief. Unfortunately, this is a d8 for Alertness and a d4 for Thief—the latter is so low because Winston is not as young as he was.
 
Winston’s player rolls an eight and a one! This sets the stakes at eight because the one is set apart and further, it generates a Complication. The Security Guard has Security Guard d6 and Really Doesn’t Want Any Trouble d6, but since Winston rolled a one and generated a Complication, it adds another die to the Fixer’s roll, in this case, Suspicions Aroused d6. She rolls a four, a five, and a two! This Raises the Stakes to eleven. Winston’s player states that he is going to roll d8 for Alertness and a d4 for Thief again, but spend a Plot Point to bring in a Distinction, in this case, Walks with a Cane. As this is being used to Winston’s benefit, it adds a d8 rather than a d4. His player rolls a three, a four, and a six to give a final result of thirteen. This beats the Fixer’s stakes and she backs down as Winston allays the security guard’s suspicions with, “Found it! Sorry for being so slow—old man with a cane, you know?”
Beyond the simple mechanics, Leverage: The Roleplaying Game introduces numerous elements which model the television series. For example, all of the Crewmembers are Experts and as in classic episodic television, they do not really improve, or at least if they do, it is at a very slow rate. Instead of the classic Experience Points, a Crewmember records each of the Jobs he completes. During a future Job, a player can have his Crewmember make a ‘Callback’ to the previous events of another Job to gain a bonus eight-sided die. This provides the Crewmember with a ready pool of bonus dice, but alternatively, a player can improve an Attribute or Role die, or purchase further Specialities or Talents by permanently marking off the Job titles.
 
Where the television series is really modelled is in the use of Flashbacks. In an episode of the television series, the focus of the Job is all on the Mark and how he is affected by the Crew’s efforts to scam him. They come in two forms. Establishment Flashbacks add an element to a Crewmember’s backstory to bring an Asset into play, whilst Wrap-Up Flashbacks establish Assets which can aid in turning the tables on the mark and go towards the finale and Mastermind’s final roll against him. They are both a narrative device to further showcase the various Crewmembers’ Roles and other traits and a means to overcome a Job’s final hurdles.
 
For the Fixer, there is a deep discussion of the heist genre as seen in Leverage, taking her through the process of constructing a Job—from the Client and his Problem to the Mark, a discussion of a traditional three-act structure versus the five-act structure of a Leverage episode, twists to use and twists to avoid—the latter primarily to prevent the players and their Crewmembers getting to bogged down in planning, taking inspiration from news stories, and even a ‘Situation Generator’ for creating a random Job. The Fixer can also make use of the example Clients, Foils, Agents, Locations, and more, though Locations are relatively easy to come up with given that the Leverage: The Roleplaying Game is set in the modern day and the Fixer can draw inspiration from around her. The world around the Crew is explored in broad detail, whilst the criminal and the Crew’s place in it is given more detail. With advice on subjects such as ‘Thinking Like a Criminal’, ‘Violence’, and the nature of ‘Cons’, including long, short, and classic cons. This last part is a solid introduction to grifting and running con games, and much like the rest of the chapters intended for the Fixer can just as easily be read and perused by the players. Rounding out the Leverage: The Roleplaying Game is an episode guide for the first two seasons of the television series. This either works as inspiration for the Fixer or it feels a lot much like filler content, but either way, it would have been nice to have some ready-to play-Jobs alongside it.

One issue with Leverage: The Roleplaying Game is the same as the Leverage television series. It is fundamentally episodic in nature, such that there is relatively minimal character or on-going development from one episode to the next. This is partially reflected in the slow growth and improvement of the Crewmembers through the Jobs recorded and spent as Experience Points. What this means is that the Leverage: The Roleplaying Game is not necessarily a game to play on an ongoing or even a long term basis, but since every episode of the television series and every Job is more or less self-contained, it works well for one-shots, for short seasons, and even pickup games with minimal preparation time if the Fixer uses the tables provided in the book to create a situation.

In terms of play, Leverage: The Roleplaying Game is a game which encourages player input, whether that is in the expenditure of Plot Points to add Assets to a Job or be inventive in how each player brings his Attribute and Role combinations into play. The Fixer will probably suggest combinations most of the time, but there is scope for a player to suggest his own too. This though, is also open to abuse, but a good Fixer should be able to nix that in the bud and encourage her players to play in the spirit of the Leverage television series.
 
Physically, Leverage: The Roleplaying Game is a really clean, bright looking book decently illustrated with stills from the television series. It is both engagingly and well written, and although it lacks an index, the table of content does a reasonable job of making up for it.
 
Neither the mechanics nor the genre of Leverage: The Roleplaying Game have dated and both are as comfortable to run in the here and now of this year or any other year, as much as they were in 2010. The focus of the design on emulating its source genre however does date it to its publication era, that of the storytelling game/indie roleplaying game movement which dominated the late 2010s, but of course, designed to a far more commercial end. As much as it is designed to emulate the Leverage television series, its treatment of its genre means that it can do other heist or con game set-ups just as easily as it can Leverage the television series. Nominated for the 2011 Origins Award for Best Roleplaying GameLeverage: The Roleplaying Game is an elegant, well-designed treatment of not just the Leverage television series it is based upon, but also of the heist and the con game genres in general.

Sunday, 15 November 2015

Big Book o' Badduns

Things Don’t Go Smooth is a supplement for the Firefly Roleplaying Game, the RPG based on Joss Whedon’s 2002 ‘space western’ television series that aped the aftermath of the American Civil War. Published by Margaret Weis Productions, in this ‘space opera’, the crew of the Serenity try to make living, not always legally, on the fringes of both society and a massive star system far from the aegis of the controlling central government, the Alliance. This is not a ‘clean’ space opera—making a living in space can be hard and is often dangerous work; high technology rarely makes it as far as the outer planets and their moons; and the preferred technology is stuff that works, so for example, firearms rather than lasers and on many planets, horses rather than vehicles.

Things Don’t Go Smooth is all about helping the GM make the lives of his Crew—that is, the player characters—just that bit more awkward. It presents a host of antagonists with which to confound, confront, and confuse the Crew, including spies and crime bosses, rival crews and gangs, and the unexplained and the miscellaneous; presents their spaceships and space stations, gives narrator advice for running them, and introduces an array of new triggers; and lastly, provides two scenarios with which the GM can showcase the antagonists of his choice. The supplement comes as a full colour book, illustrated with a mix of photographs and grayscale art, which comes with solid cartography. 

The bulk of the supplement is devoted to its antagonists. The first five are spies and crime bosses; the second four are rival crews and gangs; whilst the last four are oddities and the unexplained. Each of the first heads an organisation with men at their command and plots of their own backed up with knowledge, favours, ambition, and a more than healthy dose of paranoia. They include a freelance spy with a taste for the highlife who trades in information and more; a mercenary queen with an axe to grind against both men and the Alliance; a Moon Boss who will do anything to protect the independent sanctuary he has established; a mercenary commander who trades on her corporate links; and an ex-Browncoat who continues the fight behind the façade of a successful waste management company. Where they possess plots of their own that can see them hiring a Crew or working at odds with a Crew’s aims, the rival gangs and crews are designed to be going after the same jobs as a Crew, and as the competition may be as good as a Crew, perhaps aping their skills and attitudes, perhaps reflecting them. The four rival gangs and crews include smugglers forced to shift unpalatable cargoes, a crazy pirate crew high on adrenaline and alcohol, an information broker backed up by assassins and thieves, and a family of junkers on the make. The oddities and the unexplained are designed to add a degree of mystery to the ‘Verse with legends and rumours that include software that checks for, and shuts down, Browncoat technology; a completely innocent Alliance agent, a wealthy CEO obsessed with ‘saving’ Earth-That-Was, and a ‘ghost’ with gifts to give.

In each case, a full character write-up is given for the primary NPC, who is then backed up with a supporting cast and a description of any bases or equipment. Encounters suggest how the antagonists might be used whilst new Signature Assets are listed and explained for use with both the NPCs here and those of the GM’s own design. Or of course, use by a player character. The thirteen represent a good mix and none of them are quite out and out villains, there being some nuance to their aims and motivations. For example, Zaine Alleyne is a medic who takes too much pride in his skill with a scalpel to quite see the immorality of the work that his Triad bosses have him do, but still has morals enough to undertake acts of philanthropy elsewhere…

Further support for these NPCs comes in the form of write-ups of their boats, thus expanding upon the list of spaceships given in the Firefly Roleplaying Game core rules. They range from an Aegis Class Alliance Battlesphere and Keying Class Medium Transport to a Nanjing Class Yacht and a Sunslinger Science Vessel, altogether adding thirteen new ship classes, along with an array of new Distinctions—Background and Customisation—as well new Signature Assets. These enable the GM to design and build boats for his own NPCs as well as use those for the NPCs presented in Things Don’t Go Smooth.

The last of the NPCs offered are not so much NPCs as elemental forces out of the Black—‘Reavers’! Oddly absent from the Firefly Roleplaying Game core rules, in Things Don’t Go Smooth the Reavers are described as an unstoppable moving force that cannot be reasoned with, fought against, or even defeated. At least not with dice rolls, but rather they can be escaped or avoided. Thus there is no write-up for Reavers in the traditional sense of NPC stats, but several scenario hooks are given along with an example of how to use them.

The GM also receives advice on running antagonists, backed up with three thorough—and entertaining—examples of play that showcase the threats they represent. The advice also covers the creation of lairs and hideouts, and quick NPCs and plots, but most notably Things Don’t Go Smooth gives the GM a set of new triggers, not to add to Distinctions and Signature Assets, but rather to scenes and locations. This is in addition to any Traits they may already have. Location triggers are specific to a place, typically one that a Crew visits regularly, whilst scene triggers are tied to particular scene in an adventure. 

Rounding out Things Don’t Go Smooth are two adventures, ‘Merciless’ and ‘Thieves in Heaven’. The former is a heist movie set in a museum in which the Crew needs to case the joint before making a run on its security, whilst the latter dumps the Crew into the middle of a medical mystery and one company’s desire for a monopoly when they suddenly need a spare part for its boat—one that the ship’s mechanic cannot simply fix. In both cases, suggestions are given as to which of the villains listed earlier in the supplement are best suited to use in order to make either scenario more awkward and thus more entertaining for the players.

Overall, Things Don’t Go Smooth is neatly presented supplement. It is well written and decently illustrated. What stands out though in comparison with the earlier Echoes of War, are its maps. They are a huge improvement, being reasonably detailed and helpful. One interesting aspect to the supplement is that it is not as tightly tied into the crew of the Serenity as Echoes of War was. This does not mean that the contents of Things Don’t Go Smooth cannot be used with the Serenity crew, but it does feel as their importance is downplayed.

Things Don’t Go Smooth very much feels like a companion volume to the Firefly Roleplaying Game core rules. It provides the means for a Crew to have memorable and meaning adventures by giving the GM not just interesting and memorable villains to put them up against, but villains who are antagonists with interesting and memorable motivations. This is backed up with solid advice and support and two good adventures. Things Don’t Go Smooth lets a GM get enjoyably villainous for the Firefly Roleplaying Game.

Sunday, 26 July 2015

A Fancible Foursome

Firefly Echoes of War: Thrillin' Heroics is a supplement for the Origins Award nominated Firefly Roleplaying Game published by Margaret Weis Productions. It collects the first four scenarios for the game originally released individually as PDFs as well as crewmember write-ups and a stripped down version of the Cortex Plus System. This means that its contents are not only compatible with both the preview, Gaming in the 'Verse and the Origins Award nominated version, but it also means that Firefly Echoes of War: Thrillin' Heroics is a standalone book that can be run using just the rules it contains, or it can be with access to either version of the rulebook.

The rules are succinctly covered, for these are the basic rules, and so do not include the advanced options given in the core rules, but they do include everything needed to play the quartet of scenarios in Echoes of War. Character creation, or rather customisation of the twelve crewmember archetypes is treated in a similarly succinct fashion. These rules are followed by four scenarios, each of which should take several sessions to complete. Thematically, the four scenarios all in some way hark back to the ‘Unification War’, either through an old friend from the war or a contact who fought in the war.

The scenarios open with caper/heist hybrid, ‘The Wedding Planners’ by Margaret Weis. In strange turn of events, Badger hires the crew with nary a fuss for a big jobget the daughter of a cattle baron to her wedding aboard another starship. Which means getting a spoiled, rich, media darling to the space wedding of the year on time and without any complications. This being a Firefly Roleplaying Game scenario, there are of course going to be complications and this time around they involve pirates and the course of true lovenot necessarily to the same ends. It all gets terribly complicated at the end, almost to the point of a farce, which has the potential to turn into a chaotic mess.

The simplest of the scenarios in Echoes of War, Andrew Peregrine’s ‘Shooting Fish’ is the most straightforward and  has the most obvious potential for fun. The crewmembers come to the aid of an old friend who runs an orphanage that is in danger of being closed down due its accumulated debts. Which means that it local landlord can take it over and turn it into a money-spinning brothel! Fortunately there is a way to raise the cashquite literally fast! If the crew can enter and win the local boat race, then they can pay the orphanage’s debts. Unfortunately, the only boat the orphanage has needs more than just maintenance to get it into the water and there is nothing clean and legal about the race itselfguns, grenades, sabotage, drunken good ol’ boys, and more are all acceptable in the race. The rules for handling the boat’s repair and various minor encounters are nicely done, but the race feels again a little chaotic and lacking in advice. Nevertheless, this is a fun adventure.

‘Friends in Low Places’ by Monica Valentinelli takes the crewmembers back to Serenity Valley to help out an old Browncoat friend whose new wife has gone missing. Given that his previous wife was an unscrupulous redhead by the name of Bridget, the crewmembers may just decide that getting involved with wife number two might not be such a good idea, but ‘Good Ole Monty’ is desperate for their help. This is an investigative scenario and a fairly difficult one at that, the likelihood being that the crew will end up having to garner aid from high places into order to find the wife’s whereabouts. The one thing that lets this scenario down is the lack of maps and the poor quality of the maps. Those that are given are functional at best and given that this is a location-based scenario, a map of Serenity Valley itself would have been helpful.

Last is ‘Freedom Flyer’ by Nicole Wakelin. Once again, the crewmembers are asked to come to the aid of a frienda regular motif in this anthology, but the title is Echoes of Warwho wants to get out and make a new life before her old one catches up with her. Again, this scenario has something of the heist to it, but involving more stealth and the need to avoid Alliance entanglements than in previous scenarios. Of course, there is the matter of the friend’s past and the fact that it will catch up with both her and the crew in the form of a pragmatic bounty hunter who should be fun for the GM to play.

Physically, Firefly Echoes of War: Thrillin' Heroics is cleanly and neatly presented. It makes decent use of photographic stills from the television series, though the few pieces of additional line art are perhaps too cartoon-like in places. Where the book does disappoint is in its maps, which are in the main serviceably bland, and in some of the repetition from one scenario to the next. 

There are two obvious problems with Firefly Echoes of War: Thrillin' Heroics. The first is that it collates a number of releases that were first released as PDFs, so if you own any of them already, this collection may not be as useful. The second is that it repeats a lot material that is already available in one form or anotherthe rules, the crew of the Serenity, and the new pre-generated crew. What this means is that again, there is the possibility that the purchaser is paying for material he already has and does not need again. Either reason should be enough for the potential purchaser to carefully consider whether he needs this supplement.

The less obvious problem with Echoes of War is that its four scenarios are written with the crew of the Serenity in mind. Which is fine with a large playing group who are prepared double up on a character or twoafter all, few playing groups are likely to consist of nine players! What this means is that in many cases, the GM will be mapping the personalities of the Serenity crew onto the player character created crewmembers and back again in order to fit the roles that the scenarios require. Which of course will not be a problem for an experienced GM who will know the personalities of his players’ characters, but may present an issue for the less experienced GM.

Yet where Firefly Echoes of War: Thrillin' Heroics truly shines is as an introduction to playing and running the Firefly Roleplaying Game. Like Firefly the series and want to get a taste of what it is like to roleplay in the ‘Verse without getting the core rules, then it is an obvious place to start. That said, it is not an introductory product as far as roleplaying goes as its starting point is not quite basic enough and anyway, the scenarios are too complex for an inexperienced GM to either adapt to a group that is not playing the crew of the Serenity or to run. It is much more suited to a group and a GM who have some roleplaying experience under their collective britches. 

A nice touch is that each of the four scenarios comes with several suggestions as to possible sequels and consequences. Of course there is no advice on creating such sequels present in Echoes of War, but then that falls outside its remit and so they are useful for when the GM has a copy of the Firefly Roleplaying Game. There are of course issues with Firefly Echoes of War: Thrillin' Heroicsthe dull maps, the repetition of material, the underwritten advice, and so on, but the scenarios themselves are excellent, a solid quartet that do a nice job of modelling the Firefly television series and give the chance for the crewmembers to be big shiny heroes.