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Showing posts with label Rebellion. Show all posts
Showing posts with label Rebellion. Show all posts

Saturday, 2 August 2025

Quick-Start Saturday: Tunnels & Trolls: A New Age

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Tunnels & Trolls: A New Age – Quickstart Guide is the quick-start for Tunnels & Trolls: A New Age, the latest version of the venerable fantasy roleplaying game first published in 1975 by Flying Buffalo, Inc. It is being published by Rebellion Unplugged, best known as the games arm of Rebellion, the publisher of long running British Science Fiction comic, 2000 AD, but in game terms for republishing the Games Workshop classics, Judge Dredd: The Game of Crime-Fighting in Mega-City One and Block Mania.

It is a thirty-two page, 730 MB full colour PDF.

However, it it does need an edit and the authors need to beg for forgiveness for the use of the word ‘stunting’ as a verb instead of the correct English language phrasing, ‘performing a stunt’.

The use of the word, ‘Knackered’, as a Tag though, is delightfully British, but in no way makes up for the erroneous error of ‘stunting’.

How long will it take to play?
Tunnels & Trolls: A New Age – Quickstart Guide
is designed to be played through in a single session, two at the very most. This includes Player Character creation.

What else do you need to play?
The Tunnels & Trolls: A New Age – Quickstart Guide needs a handful of six-sided dice per player plus some tokens to represent Threat.

Who do you play?
The Tunnels & Trolls: A New Age – Quickstart Guide does not come with any pre-generated Player Characters. Instead, rules are provided for the players to create their own.

How is a Player Character defined?
An Adventurer in the Tunnels & Trolls: A New Age – Quickstart Guide has six attributes—Strength, Dexterity, Constitution, Willpower, Intelligence, and Charisma, as well as three stats—Luck, Mana, and Stamina. These range in value between two and four. He also has a Kindred, of which six are suggested. These are Humankin, Halfkin, Dwarfkin, Elfkin, Orckin, and Goblinkin. The Kindred is a Player Character’s background, whilst his Motto sums up his approach to life and his traits provide a once-per-session ability. A Player Character’s Kindred provides both a trait and a motto, whilst a second trait will come from his choice of Path. Six paths are given. These are Path of Might, Path of Shadow, Path of Endurance, Path of Spirit, Path of Craft, and Path of Wizardry.

The rules also cover the creation of the Player Character party, which explains why they are all together.

How do the mechanics work?
Mechanically, Tunnels & Trolls has always employed a dice pool system, whether that is rolled against the monsters’ dice pool (derived from their combined Monster Rating) or as a Saving Throw against one of a Player Character’s attributes. The Tunnels & Trolls: A New Age – Quickstart Guide also uses dice pools, but they are radically scaled down and both the players and the Game Master will be rolling more often rather than rolling more dice.

To have his character undertake an action, a player rolls a number of six-sided dice equal to an attribute. A roll of four or more is counted as a hit, whilst three or less is a miss. The aim is to roll as many hits as possible. Target Numbers range between one and five, with two being the standard Target Number. A Blessed roll means that hits are rolled on three and over, misses on two or less, whilst a Cursed roll means that hits are rolled on five and over, misses on four or less. Rolls of multiple values result in the dice pool exploding and a player being able to add more dice to the roll. A double adds two more dice to roll, a triple adds three more dice, and so on. An exceptional success occurs if three sixes are rolled, whilst a dramatic setback happens if three ones are rolled.

Luck can be spent to reroll dice on a one-for-one basis.

How does combat work?
Combat in the Tunnels & Trolls: A New Age – Quickstart Guide 
starts with initiative, with Player Characters who succeed on the roll going before the monsters, and those who fail, after. A Player Character can perform one action per round, either a ‘Strike’, ‘Shoot’, ‘Spell’, or ‘Stunt’ action. A Stunt can be physical or verbal, and could be swinging on a chandelier to get across a room, taunting a villain, or diving into a pool of water to avoid a blast of magical fire. A Stunt can modify another action or an action in its own right. Most monsters will perform the ‘Strike’ action, whilst enemies or monsters with the ‘Elite’ tag are likely to have more options. The round ends when everyone has acted. If the Player Characters decide to keep going, they can each either gain a point of Stamina or a point of Luck. If they decide on the latter, they also gain a point of Threat, up to a maximum of three. If the monsters decide to keep going, they can trigger their escalation abilities, which might be special abilities, call for reinforcements, and so on.

To perform an attack, the player rolls a number of equal to the appropriate attribute, whilst the Game Master will roll the enemies’ Monster Rating. An enemy’s Monster Rating ranges between two and the average mook all the way up to six and thoroughly dangerous. The roll itself is an opposed roll, the aim being to roll more hits than the opponent. Tags, whether from the weapons and gear used, from the situation, or the monsters’ abilities, will affect the number of dice rolled, the amount of damage inflicted, and more.

Both sides will also add extra dice equal to their opponents’ Threat to the dice they roll. In addition, enemies will tend to target opponents who have higher Threat.

If the attacker rolls more hits than the defender, he wins, and the difference in the number of hits rolled is the amount of damage inflicted. If the defender rolls more hits than the attacker, no damage is inflicted. Armour reduces the damage suffered. Damage reduces Stamina. If reduced to zero for a monster, it is defeated, but for a Player Character, it means that he is wounded. His Stamina is then reset, but whilst he is wounded, if it is reduced to zero again, he is dead. For the enemies, Monster Rating does not reduce.

How does magic work?
Magic in the 
Tunnels & Trolls: A New Age – Quickstart Guide is primarily gained from the Path of Wizardry selected during Player Character creation. A Player Character on the Path of Wizardry begins play with the ‘Wellspring’ Talent that enables him to regain or increase mana by spending Luck. His bonus talent will either be ‘Hexology’ or ‘Weaving’. The latter provides the Mending spell, whilst the latter gives Blasting Hex. Mending is actually a healing spell, restoring Stamina equal to the number of hits rolled. Blasting Hex is a damage spell, requiring an Intelligence roll versus an enemy’s Monster Rating. Damage inflicted ignores armour and the spell requires the caster to yell out something like, “Take That You Fiend!” in a nod to classic Tunnels & Trolls spell of the same name. All spells cost Mana to cast, with each point cast also increasing the number of dice a player rolls. 

What do you play?
The scenario in the Tunnels & Trolls: A New Age – Quickstart Guide is ‘Trouble Brewing’. The world of Tunnels & Trolls: A New Age is one of trolls. In ages past, during the Eclipse, the Trolls smashed the great kingdoms and empires of the time, burying their secrets, technologies, and magic deep in the earth, where they remain today. When the sun returned, the Trolls fled and the world was rebuilt. Both Trolls and the past remain underground where would be heroes might find them. In ‘Trouble Brewing’, the Player Characters have come to Rust Bucket, the very run-down and only tavern in Market Tharnley where they have heard there is a tunnel entrance to be found. It is a detailed, two-act affair, initially focusing upon interaction and investigation along with some roleplay, as the Player Characters attempt to find out more from the Owlfolk barkeep, the adventuring patrons, and the locals. In the second act, the barkeep hires/cajoles/blackmails the Player Characters into investigating the cellar, having a fight with some surprisingly tough rats, and discovering a troll tunnel.

‘Trouble Brewing’ is more of a means to showcase the new Tunnels & Trolls: A New Age rules in play rather than provide a complete story from beginning to end.

Is there anything missing?
No. The 
Tunnels & Trolls: A New Age – Quickstart Guide has everything the Game Master and her players will need to play. However, the scenario is very much an introduction at only two scenes long and thus provides only a limited play experience.

Is it easy to prepare?
Unfortunately, the 
Tunnels & Trolls: A New Age – Quickstart Guide is not as easy to prepare as it could have been as it is quite detailed and there is a lot to go through, including character generation, before play can begin. There is a greater number of factors—Luck, Mana, Tags, and so on—for the Game Master and her players to keep track off during play as well. Players of previous versions of Tunnels & Trolls will find a much changed game, although there elements present from those previous editions. The roleplaying game is also not as fast playing as those previous editions, but does offer more options in terms of what the Player Characters can do.

Is it worth it?
Yes—for the most part. The Tunnels & Trolls: A New Age – Quickstart Guide presents a solid introduction to the rules, including combat, character generation, and interaction. It is also supported by examples of both play and combat and there is advice for the Game Master. However, the included adventure, 
‘Trouble Brewing’, is short and will only provide a limited play experience. 

The Tunnels & Trolls: A New Age – Quickstart Guide is published by Rebellion Unplugged and is available to download here.

Friday, 23 June 2023

1982: Judge Dredd: The Game of Crime-Fighting in Mega-City One

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—

Judge Dredd: The Game of Crime-Fighting in Mega-City One is back! Originally designed by Sir Ian Livingstone and published by Games Workshop in 1982, it was the very first board game to be inspired by the Judge Dredd comic strip from the pages of 2000 AD. In the original game, the players control Judges patrolling the streets of Mega-City One, the vast twenty-second century metropolis on the Atlantic coast of North America, home to eight hundred million citizens and all of them potential lawbreakers. Every Judge is trained from the age of five to arrest criminals, pass sentence, and carry out the sentence—even if that means a death sentence!—all in the name of keeping the city and its inhabitants safe. Every turn a player sends his Judge to the scene of a reported crime, perhaps the Palais De Boing—the only place in the city where it is legal to go Boinging, Otto Sump’s Ugly Clinic for the very best in uglification surgery, or the Alien Zoo where wonders and weird creatures from across the universe can be seen— and attempts to arrest the perpetrator. Perhaps Joseph ‘Mad Tooth’ McKill for Tobacco Smoking, Ma Jong for Stookie Glanding, or Dobey Queeg for Robot Smashing. Notoriously, this is the board game where you could be arresting Judge Death for Littering, or Ma ‘Green Fingers’ Mahaffy for Murder. Unfortunately, only one Judge gets be top dog in Mega-City One, and that is Judge Dredd. Which means the player with greatest total strength of Crime and Perp cards in his score pile at the end of the game is the winner and thus next top dog.

Much like the later Block Mania, the good news is that Judge Dredd: The Game of Crime-Fighting in Mega-City One has returned to the fold of 2000 AD and is now published by Rebellion Unplugged. Like Block Mania, it has undergone a redesign and makeover, but not by very much, and the game play remains very much the same. What has been added are clearer rules for ending the game and a simple expansion to make play a little more interesting and worth revisiting. Everything else remains the same. Same game rules, same art style, same set of perps and crimes, and same take that style of play. So, although a classic, Judge Dredd: The Game of Crime-Fighting in Mega-City One is still a game from 1982. What that means is that the game is easy to learn and easy to play, has bags and bags of theme—even if that theme dates back between 1977 and 1982, a degree of players acting against each other, and a high degree of luck. Judge Dredd: The Game of Crime-Fighting in Mega-City One is by any definition, an ‘Ameritrash’ board game. That by no means is necessarily a bad thing as the game can also be funny and silly, and it is playable by anyone—not just those who played it first time around in 1982 and are noshing down on the nostalgia.

Judge Dredd: The Game of Crime-Fighting in Mega-City One is designed to be played by two to six players aged fourteen plus and has a playing time of between an hour and an hour-and-a-half. The board depicts twenty-eight locations in Mega-City One. Over the course of the game, each sector will be seeded with a reported Crime and Perp. The Judges will proceed to the Sectors where these Crimes and Perps have been reported, reveal them, and attempt to arrest the Perp. Failing that, they may be able to stop the Crime in progress. At the end of the game, the player who has scored the most points from Perps arrested and Crimes stopped, wins the game.

Set-up first requires the group to choose a game length—‘Hotdog Run’, ‘Day Shift’, or ‘Night Shift’—and decide whether or not to use the Specialist Judges expansion. Each player receives six Action cards, and the Crime, Perp, and Sector cards are shuffled. Sector cards are drawn and these indicate where reports of crimes have been made, Perp cards and Crime cards being drawn and placed face down in the indicated Sectors. Each round consists of three phases. In the Movement Phase, the Judges move two Sectors in a direction, taking accounting of bridges to cross the river, but primarily to the nearest Sector containing Perp and Crime cards. When a Judge moves into a Sector Perp and Crime cards, both are turned over and revealed. In the Arrest Phase, a Judge attempts to bring a Perp and his Crime to justice. To do this, his player rolls the game’s black Judge die and adds his Judge’s Strength. Another player roll’s the game red Perp die and adds the result to Perp’s Strength, a total of the value on the Perp card plus the value on the Crime card. Highest total wins. If the Judge’s result is higher, he arrests the Perp and his player takes both Perp and Crime cards and adds it to his score pile. If the Judge’s result is lower, the Judge has failed, is knocked out, and has to discard and refresh his hand of Action cards. If the result is a draw, the crime is stopped and the Crime is added to the player’s score pile, but the Perp runs away, ready to be arrested by another Judge! In the third Refill Phase, new Sector cards and Crime and Perp cards are drawn to bring the number in play back up to six, any Judges knocked out go to the Justice Department Hospital, and each player receives a new Action card, more if their Judge is in certain sectors.

Of course, it is not always possible for a Judge to beat a Perp and a Crime on a singe roll. For example, if Fink Angel And Ratty with a Strength of eight was Body Sharking, which has a value of five, the total Strength the player has to roll higher than is thirteen. Which is not possible with the addition of a Judge’s Strength of six plus a die roll. Fortunately, a Judge has access to Action cards. Most are Support cards, which add a bonus to the arresting Judge’s Strength. For example, ‘Judge Hershey is with you today’ adds three and ‘The Perp is Kill Crazy. You send in the Sonic Cannon.’ adds five. Others though, are Sabotage cards, and can be used by a player to make an arrest attempt by another player’s Judge even harder. For example, ‘Your breakfast of plasti-flakes and synthi-lix is giving you chronic indigestion. You are not in tip-top fighting condition’ levies a -2 penalty or ‘The Perp you are fighting is secretly an East-Meg spy. Add an Extra Die to their Strength’. The worst of these cards, of course, the Escape card, which reveals the Perp to be the notorious Edwin Parsey, notorious confessor of other people’s crimes, which forces all Support cards used in the arrest attempt to be discarded and the attempt be treated as a tie. Other Action cards allow extra movement, send the Judge to a particular Sector, grants on the spot healing, and so on.

Judge Dredd: The Game of Crime-Fighting in Mega-City One adds one expansion—Specialist Judges. There are six of these—or seven if the Judge Fish from ‘The Day the Law Died’ storyline promo is included—and each Judge has a different ability. They include Chief Judge, SJS Judge, Psi-Judge, Wally Squad, Cadet, and Mechanismo. For example, the Cadet Judge only has a Strength of four, but begins play with and can hold seven Action cards, and draws an extra card; the SJS Judge can look at another player’s Actions each turn and wins ties in combat; and the Wally Squad Judge can move through Sectors containing revealed Perps, but does not have to arrest them. All six are nicely thematic and give a player a good little edge in play. The mix means that the players can come back to the game, try another Specialist Judge and a slightly style of play.

Physically, Judge Dredd: The Game of Crime-Fighting in Mega-City One is well presented. The artwork on the board is in colour, whilst the cards is black and white, but also is sharply and crisply handled. The rulebook is clearly written, easy to read, and supported with examples of the rules. In addition, the rulebook includes all of the UMPTY CANDY CARDs from the Jack Caldwell’s Old-fashioned Umpty Candy packs. All three series—‘SECTORS of Mega-City One’, ‘CRIMES of Mega-City One’, and ‘PERPS of Mega-City One’ explain the three sets of cards in the game, giving background for each of them.

Judge Dredd: The Game of Crime-Fighting in Mega-City One is not a perfect game by modern standards. It is too luck driven, the game allows one player to directly hamper another with the Sabotage cards, and towards the end of play, players can congregate around the remaining Sectors that have not yet been drawn if they have been keeping an eye on the cards that have been drawn to date. That said, they were part of the game’s design in 1982 and they should be there also in 2022 because the new edition is intended as a nostalgia piece and to change the game’s design too radically would break from that. Another issue is that the game only draws from the first five or so years of the Judge Dredd strips in 2000 AD—1977 to 1982—so that means forty-year-old stories which may not be as familiar to younger players. Perhaps yet, there is room for further expansions involving the more recent stories and thus more Crimes and Perp cards?

Judge Dredd: The Game of Crime-Fighting in Mega-City One is a fun game, easy to play and all the more enjoyable if the players know the lore, know the crimes, and know the Perps. Rebellion Unplugged have done a fantastic job of updating the quality of the game whilst both retaining the same game play and adding an expansion for more varied play. Judge Dredd: The Game of Crime-Fighting in Mega-City One marks the welcome return of a beloved classic, British in both design and inspiration, in turns funny, frustrating, and evocative of our gaming youth and another age.

Saturday, 18 February 2023

Towering Trials

It has been over thirty-five years since the publisher of Britain’s longest running Science Fiction comic, 2000 AD, dabbled in the field of roleplaying. Both times, it was with solo adventure books, first with the Diceman comic, and then with You are Maggie Thatcher: a dole-playing game, but that all changed in 2021 with the first release in the Adventure Presents series. Published by 
Rebellion, best known as the publisher of 2000 AD, this is essentially a complete roleplaying game and scenario in a magazine format. The first issue was Tartarus Gate – A Roleplaying Game of Sci-Fi Horror, from the designers of Spire: The City Must Fall, a full Blue Collar Science Fiction Horror roleplaying game. Each entry in the Adventure Presents series a simple roleplaying game and a full, three-session scenario designed for up to six players and the Game Master for which everyone will need three six-sided dice and some pencils. Following a successful Kickstarter campaign, the second entry in the Adventure Presents line is Tiny in the Tower – Cosy Fantasy Roleplaying.

Adventure Presents Tiny in the Tower – Cosy Fantasy Roleplaying is a fantasy roleplaying game and scenario all in one, in which a group of courageous adventurers is employed by Azra Zathra to investigate the disappearance of her wife, Zura. Zura Zathra is a wizard and has not returned from her tower for the last two days. Her wife is thus worried, but cannot investigate herself because the tower is full of volatile and dangerous magic. Fortunately, being braver and more capable, a stalwart band of adventurers can! Unfortunately, when the adventurers enter the tower, things go terribly wrong for them. They are shrunk down to a diminutive size, which gives the adventure a whole new dimension! The adventurers must negotiate their way through an environment in which almost everything to them is a threat where previously they were the threat or anything other than a threat! Can they find they find a way to complete their towering trip, avoid the hazards of a world made both big and small, avoid or least find a way to confound the curious cat, and lastly, discover the means to restore themselves to full size, let alone discover what happened to  Zura Zathra?

The format of the Adventure Presents series and thus Tiny in the Tower is important. The centre twenty-two pages are intended to be pulled out. These include six Character Sheets, the Allies booklet which details all of the adventure’s cooperative critters, all of its antagonists, two Map handouts, and both the How to Play booklet and the Special Rules booklet. Zura Zathra’s wizard’s tower is mapped out across seven floors in lovely detail with full illustrations of each.

A character or Protagonist in Tiny in the Tower is simply defined. He has four Abilities—Toughness, Agility, Smarts, and Wits—each ranging in value between one and four. He has a value for his Health and his Resolve—his willpower, the former as high as twenty, the latter as high as twelve. He also has three Drives, for example, Calm, Swift, and Heroic. Each character has a background and a given role, such as The Daredevil or The Knight, and an excellent illustration. It is left up to the player to name the character.

Mechanically, Tiny in the Tower is simple and straightforward, its key mechanic, known as the ‘Adventure system’, best described as ‘roll three and keep two’—mostly. For his Protagonist to undertake an action, a player rolls three six-sided dice and removes one die. Which die depends upon the rating of the Ability being tested. If the Ability has a value of one, the highest die value is removed; if two, the die with the middle value is removed; if three, the lowest die value is removed; and if four, no die is removed, and all are counted. Either way, the total value of the remaining dice needs to equal or exceed the value of a Target Number to succeed, the Target Numbers ranging from six or simple to twelve or extreme. The Game Master can adjust the difficulty of a task by temporarily increasing or lowering the Player Character’s Ability value. A supporting Protagonist can help another and so temporarily increase the supported Protagonist’s Ability, whilst the acting Protagonist can spend Resolve to also increase his Ability value. Resolve can be regained by a Protagonist pursuing one or more of his Drives and at the beginning of each chapter, as can Health.

Combat, or conflict, in Tiny in the Tower consists of opposed rolls. The lower roll is subtracted from the higher roll and the remaining value deducted from the losing combatant’s Toughness. Conflict resolution is designed—much like the rules in general—to be fast and in the case of combat, dangerous rather than necessarily deadly. The special rules for the adventure primarily cover movement up and down the tower since this will be a major challenge for the Protagonists because the tower being a wizard’s tower means that it is missing one important feature found in other towers—stairs! How exactly the missing wizard gets up and down the tower, and more importantly, how her cat gets up and down the tower given that the Protagonists are on the same scale as the cat, are an important aspect of the scenario. Consequently, the Protagonists will have to find their own way up and down the tower and the Special Rules provides rules for climbing and falling, and suggests routes the Protagonists can take between each floor.

Tiny in the Tower is essentially a chase and investigation story. The Protagonists are chasing the Wizard to determine where she has gone and consequently find themselves in the same predicament. Their journey is on a grand scale, almost like scaling a mountain, complete with rooms which represent the different stages and base camps, although far more detailed and interesting. Along the way, the Protagonists will have the opportunity to confront enemies and dangers, overcome obstacles, make allies, and ultimately thwart the ambitions of a would-be dictator who wants to take over in the absence of her wizard mistress.

Physically, Tiny in the Tower is very nicely presented. It is well written, but what really stands out is the artwork—which is as good as you would expect from a publisher which puts out 2000 AD each week. If the illustrations are good, then the maps are even better. Overall, the production values, for what is just a ‘magazine roleplaying game’ are stunning. The format does mean that the roleplaying game and scenario requires a little extra preparation, in particular physically as the Game Master pulls it apart, and she will also need to find a means of storing it all together afterwards.

In addition, Tiny in the Tower – Cosy Fantasy Roleplaying comes with an extra adventure, a prologue called ‘The Burglar of Brackwood’. This takes place in and around the village of Brackwood, which over the previous three nights has been beset by a series of burglaries and thefts. Careful questioning of the villagers and examination of each break-in will garner some clues, but ultimately the trail will lead into the nearby forest where the Protagonists will find and confront the culprit. The situation is stranger than the players and their Protagonists might imagine, gives them a big problem to solve (which could go very wrong), and in being linked to Tiny in the Tower – Cosy Fantasy Roleplaying, serves as a straightforward, but enjoyable introduction to the ‘Adventure system’ and prologue to the full scenario. Plus, Tiny in the Tower – Cosy Fantasy Roleplaying comes with its own set of ‘Mice Dice’, bright yellow, cheese-themed six-sided dice. These are very cute and whilst mice do appear in the scenario in this issue of Adventure Presents, Rebellion Games should definitely do a mouse-based scenario in a future issue specifically for these dice. Similarly, there is scope for further adventures in the fantasy world that Tiny in the Tower – Cosy Fantasy Roleplaying presents, a classic fantasy roleplaying world.

Scenarios involving Player Characters being shrunk down to the size of insects or mice and expected to explore what is now a gigantic world are nothing new. Mechanically, what changes in such scenarios is not the Player Characters, the creatures they will face, and the environment they must overcome, but the scale at which it takes place. Jim Bambra’s ‘Round the Bend’, an Advanced Dungeons & Dragons, First Edition scenario published in Imagine No. 15 magazine (June, 1984) is a classic example, in which half-orc thieves are punished by the wizard they attempted to steal from by shrunk to two inches in height and then made to recover a magical item that the wizard accidentally dropped down a drain. Then again, there are roleplaying games such as Mouseguard and Mausritter which do a similar thing, but with the Player Characters cast as mice in a world which is much larger than them. Tiny in the Tower does a similar thing to ‘Round the Bend’, but here the Protagonists are definitely more heroic and the story approaches the ‘shrunken adventures’ theme from a different angle.

Adventure Presents Tiny in the Tower – Cosy Fantasy Roleplaying lives up to its description. It is cosy, but not without its dangers or its obstacles. It combines a simple, straightforward plot, set-up, and quick mechanics that are easy for the Game Master to run and easy for the players to roleplay and play. Adventure Presents Tiny in the Tower – Cosy Fantasy Roleplaying is an engaging and friendly all-in-one one-shot package which takes a classic fantasy situation and makes heroes of the Protagonists in letting them explore that situation and solve problems at a different scale.

Saturday, 8 May 2021

1987: Block Mania

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—

Sometimes the choice of game to review is not yours to make. So, it is with this review. The death of Richard Halliwell, the co-designer of Warhammer Fantasy Battles, as well as Space Hulk and Dark Future was announced on Monday, May 3rd, 2021. Although not a player of wargames, I am a fan of what he designed and created. This is a review of one of his many designs, all of which were popular and well received.

—oOo—

In the twenty-second century, the majority of the citizens of Mega-City One live in vast tower blocks, each a cramped claustrophobic world unto its own. Each block has its own shops, schools, hospitals, parks, and more, its citizens resigned to a life of rampant unemployment and welfare benefits and rarely needing to leave the confines of the block. Everything they, if not want, can be found within the confines of their block, so as boring and as frustrating as their lives are, to each citizen, their block is their home and their identity, and if their lives are boring and frustrating, it is not the fault of the government—there is no government, then they need someone else to blame. That someone else is their neighbouring blocks. Perhaps the citizens, or blockers, of these neighbouring blocks are too rich or too poor, too noisy or too quiet and untrustworthy, too arrogant or too cowardly, unfriendly or hostile, or… Or the reason does not matter, because it is enough to turn a simple insult of one blocker made by a blocker of a rival block, a juvie rumble between rival blocks, or even a pre-emptive strike by a rival block is enough to aggravate the rivalries between blocks into an all-out confrontation between their citizens and their city-def squads. And an all-out confrontation between the citizens and the city-def squads of rival blocks can turn into a war! A war that can escalate into one block invading the other and planting bombs and setting fires sufficient to bring the whole block down! Of course, that is until the Judges, the combined policemen, judges, juries, and executioners of Mega-City One respond to the conflict and intervene to bring it to a permanent end!

This is the set-up for Block Mania, a two-player board game for players aged fourteen and up set in the Judge Dredd universe. In Block Mania, each player takes control of a single block—Sammy Fox or Buddy Holly Block—and the enraged citizens or Blockers who reside there. Armed with flamers, missile defence lazers, missile launchers, spit guns, and stump guns, City-Def units, Crocks (senior citizens), Juvies, and Spugs (really mean Juvies) will attack their rival block or defend their own. Futsies (suffering from Future Shock) will go crazy and attack anyone, Fatties rolling on belliwheels will charge and squash their rivals, Mobs will go on the rampage, Juvies and Spugs can scrawl really demeaning and demoralising graffiti, the alien hungry, hungry Kleggs will fight for anyone and chomp anyone they can, and demolition charges can be laid, firebombs places, and fires set, both of which will severely weaken a Block—and may even bring it down!

Block Mania is played out over two boards placed side-by-side and which each depicts a vertical side view of each Block. Laid side-by-side, they are connected by Mega-Ways for vehicle traffic, Pedways for foot traffic, and a Sky-Rail for quick transit. Both Blocks have balconies from which attacks can be launched and targeted, and upon which units aboard Power Boards or wearing Bat Suits can launch themselves or land. Inside movement can be eased up down the Block via the Elevators, down via Grav Chutes, and across the open spaces of Civic spaces. Once inside, Banks can be looted, really demoralising graffiti can be left in Civic spaces, Shopping Malls can be looted, and Power Houses can be switched off, which turns off the elevators, pedways, and lights! Besides the two boards, Block Mania includes some one-hundred-and-eighty counters, depicting the various units and pieces of Armoury (guns) and Hardware (equipment). Each unit has three stats—Command Value, Strength Value, and Movement Allowance. The Command Value is its cost to be activated, the Strength Value is its defensive score, and the Movement Allowance how many movement points it has when activated. Armoury counters have a damage bonus and a range value. Most of the counters are an inch-square, though the conditional marker counters, such as Fire and Collapse are a little smaller.

As well as moving his counters around the two maps, a player also has Mania cards, which give him certain bonuses and advantages during play as well as adding flavour. There are fifty-four of these and they are double-sided. One side is the Justice side, and depicts the forces and equipment that the Justice Department will deploy against the two warring Blocks—and thus both players—in the End Game phase, such as ‘Stumm Gas’, ‘Kleggs Go Home’, and ‘Riot Foam’. On the other side, the Mania cards depict events and bonuses which will benefit a player when used. For example, ‘Reinforcements’ lets a player deploy two units without paying the Command Point cost, ‘Kleggs’ allows a player to hire the mercenary aliens or take control of the Kleggs already in play (so control of them can switch back and forth), and ‘Kaboom!’ which has a player’s City-Def secretly plant a thermo-Bomb in the rival Block and allows him to place three Fire markers anywhere in the enemy Block. Throughout the game, each player holds three Mania cards and always draws another one at the end of his turn, so each player should play one every turn. Lastly, there are two books in Block Mania, both in landscape format. One is the Rulebook, the other is The Blockers’ Manual, a reference to the various counters and Mania cards.

Set-up involves placing the two boards side-by-side, each player receiving three Mania cards with another sixteen set aside for the Endgame phase, and receiving four random Blocker counters and their Hardware or Armoury counters if necessary, and again drawn randomly. They are placed wherever a player like sin his Block. The rest of a player’s counters—Blockers, Armoury, and Hardware—are placed in cups or stacks face down, so that they can also be drawn randomly. The game is played in turns each comprised of four phases—Command, Defensive Fire, Combat, and End Phase. In the Command Phase, the active player rolls the game’s two six-sided dice to generate Command Points, and then spends them to deploy new Blockers, activate Blockers in play and use their Movement Allowance to move, and spend on extra movement. No Command Points need to be spent in the other phases, but the limited number of Command Points per turn, except when a player rolls very well or plays the right Mania card, will force a player to focus on a few—even just one or two—units per turn, and thus make a few choices per turn. Overall, this should keep play relatively brisk.

In the Defensive Fire phase, the non-active player can shoot at adjacent enemy Blockers and in the Combat phase, the active player can attack—shoot or close assault—with his Blockers, make Loot, Arson, or Firefighting attacks against a target square. Rolls of six or more on the dice succeed for most actions, although in combat, the target’s Strength is deducted from the roll, whilst the damage bonus for the Armoury counter is added. During the End phase, rolls are made for chances of Collapse, Fire damage, and Catastrophic damage. Both Collapse and Fire damage causes Structural Damage markets to be added to a Block, though Fire damage can be prevented from spreading by firefighting. More Structural Damage markers in a square increases the likelihood of a collapse and the addition of a Collapse marker, and if a player rolls five dice and the total is lower than the number of Collapse markers, down comes the Block!

Play continues until the Mania cards run out and the Endgame begins. This means that a game should never last more than thirty-six turns before the Endgame is triggered. When it is, the discard pile is then shuffled, along with the sixteen cards set aside at the start of the game. A player must play one card on his turn and must use the Justice side of the card, not the Mania side. A Justice card will typically remove a Blocker from play, so the Endgame turns into a race to do as much damage to the rival Block before a player runs out of Blockers. The game ends when the last Blocker is removed from play or if both Blocks have collapsed. At this point, each player receives Defeat Points for damage done to his Block, locations Looted, graffiti left in his Block, Blockers defeated, and a whole lot of Defeat Points if his Block was brought down. The player with the least amount of Defeat Points is the winner and is given official permission by the rules to taunt his actually defeated opponent.

Block Mania is raucous, silly fun, and chaotic from start to finish. Which it should be, because none of the Blockers are necessarily trained soldiers and they are not acting in a co-ordinated fashion, often just grabbing what Armoury or Hardware that they can and rushing to attack the rival Block or defend against the invading Blockers. Which is modelled with the random drawing of Blockers, Armoury, and Hardware counters, and the randomly determined number of Command Points a player receives each turn. Plus, once any fires are set alight and bombs placed, there is always the increasing chance of the whole thing, including a player’s Block collapsing. And arguably, there can be no greater joy than seeing your rival’s Block collapse. It does not matter that you are going to spend decades in an Isocube when your inevitable arrest by a Judge comes to pass. Ultimately, the forces of the Law and Justice—and no to say life (or the game)—are against you, but after all, your rival’s defeat is greater than yours!

Block Mania is also complex fun in places too. The idea that you would get so angry and so crazy as to actually attack our neighbours is satirically funny in a dark way, especially with some of the Blocker units each player gets to deploy. Of course, much of this is drawn upon the satire of the Judge Dredd comic strip and universe, but in Block Mania, a player can have a Futsie scrawl in Civic space, Crocks fly between the Blocks on Power Boards and Loot a Bank, and Fatsies with Belliwheels trundling across the Pedway to slam into the City-Def on the other side. Which is all great fun, but thirty years on some players might have an issue with the idea of actively working to bring down a tower block. That said, this probably less of an issue than it would have been in the past. The complexity comes in some of the fiddley little details, such as working out how movement works, as it is often dependent upon where a Blocker is and what means of movement a player wants it to use—by foot or Elevator or Grav Chute or Pedway, and tracking elements of the game, such as fires and collapses. In comparison, combat is fairly simple.

Physically, Block Mania is well presented. The boards and counters are done on thick cardboard and illustrated in full colour with artwork drawn from the Judge Dredd universe, as are the Mania cards. The two books, the Rulebook and The Blockers’ Manual are done in the shades of blue and white and are neat and tidy. The Rulebook includes both Designer’s Notes and Players’ Notes, the latter some advice for play. The Rulebook does need a careful study, because there are lots of little rules that apply in different situations, and that does mean that Block Mania is anything other than a casual game.

Block Mania was originally published by Games Workshop in 1987. It was not the first time that Games Workshop would visit the Judge Dredd universe, having previously done so in 1982 with the Judge Dredd board game. However, despite Games Workshop being better known for publishing the much-loved Judge Dredd The Roleplaying GameBlock Mania always remained a fondly remembered game. The subject matter was also popular enough to be the subject of another game, Judge Dredd: Block War, published by Game and A Curry in 2018. Then in 2020, Rebellion Games, the games arm of the publisher of 2000 AD republished Block Mania and its sequel, Mega Mania, as a pair of handsome limited-edition replicas. This is the version of the board game being reviewed.

It would be inaccurate to describe Block Mania as being wholly British Ameritrash. Yes, the game comes with an H-Wagon or two’s worth of theme and applies that throughout, and yes, the game includes a fair degree of randomness, whether that is the random drawing of Blocker, Armoury, and Hardware counters, or the random determination of Command Points from turn to turn. Yet, Block Mania is also a classic counter and dice wargame, no surprise given that it is designed by Richard Halliwell, the co-designer of Warhammer Fantasy Battle, and in the use of Command Points, the game has the feel of a miniatures wargame where the limited activation of units from turn to turn is a feature. Plus, there are some complexities in the mechanics which means that it is not as much of a throwaway game.

Rowdy and clamorously chaotic, Block Mania is a darkly funny, satirical game. It is far from a perfect game, but it is a fun game to play and it is a brilliant adaptation of its source material.

Friday, 22 January 2021

Blue Collar Sci-Fi Horror III

It has been almost thirty-five years since the publisher of Britain’s longest running Science Fiction comic, 2000 AD, dabbled in the field of roleplaying. Both times, it was with solo adventure books, first with the Diceman comic, and then with You are Maggie Thatcher: a dole-playing game, but that changes with the initial release of a new publication from Rebellion. This is Adventure Presents, essentially a complete roleplaying game and scenario in a magazine format. The first issue is Tartarus Gate – A Roleplaying Game of Sci-Fi Horror, from the designers of Spire: The City Must Fall. This consists of a simple roleplaying game and a full, three-session scenario designed for up to six players and the Game Master for which everyone will need three six-sided dice and some pencils. The Game Master will need to do some careful preparation, but Tartarus Gate – A Roleplaying Game of Sci-Fi Horror comes with everything necessary to play—six ready-to-play pregenerated Player Characters, a handful of NPCs, and some absolutely gorgeous cartography and art.

The setting for Tartarus Gate is the year 2130. For years, Earth has been dominated by the OBOL Corporation and in search of a better future—or at least proper employment, the Player Characters have taken positions as unpaid interns aboard the transport ship Charon, entrusted with shepherding cargo from Earth to the Tartarus Gate Waystation. Six months into the journey, they are awoken from their Deep Sleep Pods and after recovering from the process, they are given their first task. Visual feeds from the lower decks have gone down, but before they did, the computers registered that something was moving. All the interns have to do is descend to the lower decks, restore the visual feeds, and ensure that there is nothing moving down there that there should not be… The Charon is six months’ travel from the nearest help, so it is down to the interns. With luck, they can impress their employer and make their temporary employment permanent.

The format of Tartarus Gate is important. The centre twenty-two pages are intended to be pulled out. They start with the six four-page character sheets, each of which includes a briefing, the character description, equipment list, and deck plans of the Charon. Then they are followed by the various map handouts, all done in three dimensions and full colour, the four-page explanation of the rules for Tartarus Gate, and the eight-page GM Reference Book. This leaves the other twenty-two pages of Tartarus Gate devoted to the actual scenario.

A character or intern in Tartarus Gate is simply defined. He has four Abilities—Toughness, Agility, Smarts, and Wits—each ranging in value between one and four. He has a value for his Health and his Resolve—his willpower, the former as high as twenty, the latter as high as twelve. He also has three Drives, for example, Hasty, Selfless, and Haunted. Each character has a background and a given role, such as Veteran or True Believer, and an excellent illustration. It is left up to the player to name the character.

Mechanically, Tartarus Gate is simple and straightforward, its key mechanic, known as the ‘Adventure system’, best described as ‘roll three and keep two’—mostly. For his character to undertake an action, a player rolls three six-sided dice and removes one die. Which die depends upon the rating of the Ability being tested. If the Ability has a value of one, the highest die value is removed; if two, the die with the middle value is removed; if three, the lowest die value is removed; and if four, no die is removed, and all are counted. Either way, the total value of the remaining dice needs to equal or exceed the value of a Target Number to succeed, the Target Numbers ranging from six or doable to twelve or extremely difficult. The Game Master can adjust the difficulty of a task by temporarily increasing or lowering the Player Character’s Ability value. A supporting Player Character can help another and so temporarily increase the supported Player Character’s Ability, whilst the acting Player Character can spend Resolve to also increase his Ability value. Resolve can be regained by a Player Character pursuing one or more of his Drives and in Tartarus Gate, and may be reset at the beginning of some chapters, as can Health.

Combat in Tartarus Gate consists of opposed rolls. The lower roll is subtracted from the higher roll and the remaining value deducted from the losing combatant’s Toughness. Combat is designed—much like the rules in general—to be fast and in the case of combat, potentially deadly.

Tarsus Gate as a scenario is broken down into three chapters. In the first chapter, the Player Characters will waken from their Deep Sleep Pods and put through their paces as a ‘recovery process’, much like the first though steps of a video game as a player is taught the controls and what each button does. Given their assignment by Assisti, the ship’s AI, they make their way to the engine room and there they have their first and then second strange encounter—the former with a bloodless, mangled corpse, the latter with a figure from Earth’s recent and wrought past… This figure will come to dominate the mystery which lies in the bowels of the Charon and will be revealed as the Player Characters moves from one chapter to the next.

It should be no surprise that the plot and structure to Tartarus Gate is linear. After all, the Player Characters have been tasked with going from one end of a spaceship to another and the scenario is quite short. However, there is still plenty for them to do and explore, and interact with the handful of NPCs the Game Master has to portray. As well as the detailed NPCs to run, the Game Master also has events to throw at the Player Characters in every location.

The chapter breaks are also used as moments of reflection, for the players to check how the game is going and perhaps a chance for them to change their characters’ Drives if necessary. Tartarus Gate also makes clear that its play is meant to be fun—for everyone, and that if anyone is made uncomfortable, then he should raise his hand and say so. 

Physically, Tartarus Gate is very nicely presented. It is well written, but what really stands out is the artwork—which is as good as you would expect from a publisher which puts out 2000 AD each week. If the illustrations are good, then the maps are even better. Overall, the production values, for what is just a ‘magazine roleplaying game’ are stunning.

Adventure Presents Tartarus Gate – A Roleplaying Game of Sci-Fi Horror is intended as a first roleplaying game and for the most part succeeds. Its combination of a simple, straightforward plot, set-up, and quick mechanics certainly supports that, as does the vibrantly exciting presentation. However, whilst it works as a first roleplaying game for those new to roleplaying, it is a slightly different matter for the prospective Game Master. If the Game Master has played a roleplaying game or two before, then this is not as much of an issue, but if the Game Master is coming to this totally anew, it will be more difficult for her. For the experienced Game Master, readying and running Tartarus Gate is relatively easy.

Adventure Presents Tartarus Gate – A Roleplaying Game of Sci-Fi Horror is an impressive first issue, an attractive package that is easy to pick up, prepare, and run—it could be ready to play in thirty minutes!

Saturday, 13 June 2020

Judge Dredd II

Almost twenty years after Games Workshop gave us Judge Dredd: The Role-Playing Game, another British publisher gave us its take upon the infamous lawman of the future from the pages of the long-running Science Fiction comic, 2000AD. The year was 2002, publisher was Mongoose Publishing, and the rules employed the then system de jour—the d20 System. The Judge Dredd Role-Playing Game (notice the subtle shift of the determiner to differentiate between the two games) was the first of several roleplaying games that the publisher would bring out based on the 2000AD licence, the other most notable one being Sláine, The Roleplaying Game of Celtic Fantasy. Like that roleplaying game, The Judge Dredd Role-Playing Game was published as a full colour hardback which contained the means to play in its milieu. This is the year 2124 and just like the earlier Judge Dredd: The Role-Playing Game, this roleplaying game is set after a nuclear war which irradiated much of the Earth and forced most of the world’s population to live in a number of megalopolises—or supercities. Each is home to millions and millions living in great city-blocks, most of whom are unemployed and turn to hobbies, brand new trends or crazes, or even crime to keep themselves sane. The teeming masses are difficult to police and it takes a special dedicated individual, one who has trained for nearly all of his or her childhood to patrol and enforce the law in these great cities. These are the Judges, trained to be the best, armed with the best equipment, and ready to patrol the streets as combined policeman, judge, jury, and executioner. They enforce the law and do so fairly—and none no more fairly than Judge Dredd himself, a figure who is both authoritarian and an anti-hero, the most well known and feared Judge in Mega-City One on the eastern seaboard of what was once the United States of America. On a daily basis, Judge Dredd has to deal with litterers and jaywalkers, slowsters and sponts, robbers and murderers, smokers and boingers, illegal comic book dealers and gangster apes, and even Judge Death from a parallel earth. Over the years, the Judge Dredd comic has presented a carnival of crazy crimes and criminals, certainly more than enough to provide a rich, bonkers background, just as it did for Judge Dredd: The Role-Playing Game when it was published in 1985 and then again for The Judge Dredd Role-Playing Game when it was published in 2002.

From the start, there is a hurdle to playing The Judge Dredd Role-Playing Game. This is the fact that it uses the d20 System and so requires access to the Player’s Handbook for Dungeons & Dragons, Third Edition. In fact, The Judge Dredd Role-Playing Game is a Class and Level, Feat and Skill roleplaying game. Now in 2002 this was not unusual and mechanically, several roleplaying games of the period were essentially supplements for the Player’s Handbook with extra rules and a background. That said, anyone familiar with the d20 System would be able to pick up The Judge Dredd Role-Playing Game, roll up a character, and get playing relatively quickly and without any great difficulties. 

As per Judge Dredd: The Role-Playing Game, what the players can roleplay in The Judge Dredd Role-Playing Game are Judges, the lawmen of the twenty-second century. Two are presented as standard character Classes—the Street Judge and the Psi-Judge—with the Med-Judge, the Tek-Judge, the SJS Judge, and Wally Squad Judge presented as Prestige Classes. There are two major changes in comparison to standard Player Characters. One is that both the Street Judge and the Psi-Judge start at Third Level rather than First Level, the other is that the Street Judge rolls a twelve-sided die for Hit Points, whilst the Psi-Judge rolls an eight-sided die. As Human characters, Judges, both Street Judge and Psi-Judge, receive a bonus Feat at character creation, and they are given more Feats as they acquire Levels. They also gain more skill points in a similar fashion. These can be the Feats standard to the Player’s Handbook or those particular to The Judge Dredd Role-Playing Game.

Character creation is a straightforward process. A matter of rolling dice for attributes and Hit Points, then selecting skills and feats. These are a mix of standard skills and feats from the Player’s Handbook and those new in The Judge Dredd Role-Playing Game.

Judge Muller
Third Level Street Judge
STR 14 (+2) DEX 09 (-1) CON 10 (+0)
INT 15 (+2) WIS 11 (+0) CHR 13 (+1)

Defence Value: 10
Hit Points: 24
Base Attack Bonus: +3 (Melee: +5/Ranged: +3)

Fort Save: +3 Ref Save:+3 Will Save: +3 

Skills: Balance 1, Bluff 1, Climb 3, Computer Use 4, Concentration 2, Drive 2, Intimidate 4, Jump 3, Knowledge (Law) 4, Listen 1, Medical 1, Pilot 1, Ride 1, Search 4, Sense Motive 3, Spot 2, Swim 3, Technical 4

Feats: Improved Interrogation, Lightning Reflexes, Luck of Grud

Weapon Proficiencies: All

The Psionics mechanics used for Psi-Judges can be best described as being a non-Vancian spell system. Instead of ‘fire-and-forget’ spells—or Psionic abilities—Psi-Judges possess Psi-Powers and receive several Power Points per day. This is in addition to Zero-Level Psi-Powers which a character can use several times per day. A Zero-Level Psi-Power like ‘Daze’ forces the target to lose his next action and costs a single Power Point to cost, whilst ‘Augury’, a Second-Level Psi-Power enables the Psionicist to cast his mind into the future to determine the outcome of an action. It costs two Power Points to cast. The Psionic Powers are a mix of new powers, such as ‘Psi-Lash’ or ‘Detect Thoughts’, and powers which feel familiar to spells from Dungeons & Dragons, like ‘Augury’ and ‘Clairvoyance’. The Psionicist also has access to Psionic Feats such as ‘Quicken Powers’, which enables a practitioner to manifest his psionic talents with a thought; normally it takes a Round to manifest a power. A psionic power can be saved against in a fashion similar to the spells cast by a Sorcerer.

Judge Garcia
Third Level Psi-Judge
STR 09 (-1) DEX 13 (+1) CON 12 (+1)
INT 16 (+2) WIS 15 (+2) CHR 18 (+4)

Defence Value: 11
Hit Points: 15
Base Attack Bonus: +3 (Melee: +4/Ranged: +2)

Fort Save: +4 Ref Save:+4 Will Save: +5

Power Points: 5
Psionic Talents: Zero-Level—Empathy, Missive; First-Level—Demoralise, Psychometry
Psionic Save: 14+Power Level

Skills: Balance 3, Bluff 6, Climb 0, Computer Use 3, Concentration 5, Drive 2, Intimidate 5, Jump 2, Knowledge (Law) 3, Listen 3, Medical 3, Pilot 2, Ride 2, Search 4, Sense Motive 4, Spot 4, Swim 0, Technical 3

Feats: Inner Strength, Psychoanalyst, Psychic Inquisitor

Weapon Proficiencies: All

Unfortunately, the mechanics for psionics are not very interesting, primarily because they are mapped onto the spell mechanics of the d20 System. This does not mean that they are unworkable, but rather that the results do not feel quite in keeping with that portrayed in the comic. The choice of Judges to play is also a potential issue, in that because Psi-Judge is a starting option, a team of Judges could conceivably consist of too many of them, their being weaker than Street Judges and less suited to street investigations. That said, an all Psi-Judge option is explored in the Game Master’s section. Another issue with the Judges as a play option is that a player cannot be a Med-Judge or a Tek-Judge right from the start rather than having to take a Prestige Class later on.

As well as presenting Judges as a play option, The Judge Dredd Role-Playing Game also offers another Class, not as a play option, but rather a campaign option. This is the Citizen Class, which notably lacks the training or abilities of the Street Judge or Psi-Judge, and starts at First Level rather than Third Level. To counter this, the Citizen is given a Prior-Life, such as Agitator, Cit-Def Soldier, Failed Cadet, Goon, Jetball Player, Juve, Mo-Pad Driver, Neo-Luddite, Punk, and more. The choices all neatly fit under the umbrella of the Citizen Class, whilst characters can aim for Prestige Classes such as the Assassin, the Bodyguard, the Citi-Def Officer, the Hunters Club Member, and more. This is potentially a fun idea and would make for a very different campaign to that of playing Judges.

Norma Trang
First Level Street Citizen
Prior Life: Agitator
STR 08 (-01) DEX 14 (+2) CON 08 (-1)
INT 12 (+1) WIS 12 (+1) CHR 16 (+3)

Defence Value: 12
Hit Points: 4
Base Attack Bonus: +0 (Melee: -1/Ranged: +2)

Fort Save: -1 Ref Save:+2 Will Save: +1 

Skills: Bluff 6, Craze (Compulsive Eating) 6, Intimidate 6, Knowledge (Law) 6, Sense Motive 5

Feats: Iron Will, Fool Birdie

Weapon Proficiencies: Grenades, Pistols, Melee Weapons

The two character types—the Judges and the Citizens—lend themselves to very different campaign types. A Judge focused campaign will be about patrolling the streets, investigating crimes and mysteries, and apprehending perpetrators, and so on. It does not matter which roleplaying game you are playing based upon the ‘Judge Dredd’ comic strip, this is the default option. The option to play Citizens enables a campaign to become involved in Mega-City One daily life, for the Player Characters to get involved in and enjoy the rash Crazes which sweep the megalopolis, and then to go get involved in and commit crime! Initially though, this has to be on a small scale, to not come to the attention of any Judge, at least until they have acquired a few Levels, given the fact that even a basic Judge will be at least Third Level.

Another reason that Citizen characters will be at a disadvantage when facing any Judge is that the Judge will be superbly equipped, most obviously with the Lawgiver pistol and its wide range of ammunition types, and the Lawmaster motorcycle. To this are added further Judge equipment, such as the Birdie Lie Detector, Override Card, and Pollution Meter. A Citizen, or a Perp, might have a Double-Barrelled Stump Gun, General Arms Sg-1 XX, smoke bombs, lock hacker, and more, though unlike a Judge, a Citizen will have to pay for his equipment.

As with Judge Dredd: The Role-Playing Game, in terms of roleplaying, the Judges in The Judge Dredd Role-Playing Game are a bit one note, but then they are meant to be. That said, they are more skilled and capable, and focusing on different skills and choosing different Feats allows for some customisation and ensuring there are differences between Player Characters. That said, although they are neither as well equipped or as capable, Citizens can be anything and allow a player to roleplay free from the constraints placed upon a Judge.

Mechanically, The Judge Dredd Role-Playing Game uses the d20 System. So roll a twenty-sided die for any action and roll high to beat a particular Difficulty Class or Armour Class, that really is about it. The Judge Dredd Role-Playing Game of course includes rules for firearms combat and vehicle chases, and so on. Really, the only new mechanic in The Judge Dredd Role-Playing Game is that for a Judge making an arrest attempt and a perpetrator resisting the attempt with opposed Charisma rolls.

In terms of background, The Judge Dredd Role-Playing Game provides details about the Justice Department, which includes the resources and back-up a Judge can call upon, sentencing guidelines, stats and descriptions of Justice Department equipment and robots, and stats for sample Judges. Similarly, the ‘Life on the Streets’ chapter gives support for campaigns involving just Citizens, to be fair, primarily a number of Prestige Classes, but there are rules too for running street gangs, useful for a crime campaign. Both are supported by a guide to Mega-City One which covers its geography, government, habitats, infrastructure, sports, hobbies, crazes, and organisations, as well as regions beyond its walls. It is decent enough, though the selection of NPCs and perps is intentionally generic, so none of the Angel Gang,  the mobster Uggie Apelino and the Ape Gang, the vigilante Blanche Tatum, the infamous Judge murderer, Whitey, or Judge Death. Such characters and criminals would of course be saved for the supplement, Mega-City One’s Most Wanted. On the plus side, this does mean that the Player Character Judges will be investigating and arresting perps of the Game Master’s own devising and building their own legends instead of emulating that of Judge Dredd himself, but on the downside, The Judge Dredd Role-Playing Game loses some of the flavour of the setting without them. A nice touch is that it is possible to play Ape characters, although they do not necessarily have to be gangsters.

Unfortunately, there is no beginning scenario for The Judge Dredd Role-Playing Game in the core rule book. That said, there is advice for the Game Master on running both Judge and Citizen campaigns, along with scenario ideas and campaign variants. This is decent enough and the Citizen campaign is certainly supported with supplements such as Rookie’s Guide to Criminal Organisations, Rookie’s Guide to the Block Wars, and The Rookie’s Guide to the Crazes.

Physically, The Judge Dredd Role-Playing Game is reasonably well written and comes as a full colour hardback, though calling it that is a slight stretch. Yes, colour is used throughout, literally just on the header, footer, and outside margin of nearly every page. And whilst there is artwork throughout taken from the comic strip, it is all black and white, all taken from the classic strips of the seventies and eighties, and much of it presented in too small a fashion to read with any ease and just so ever so slightly fuzzy. In all too many cases, when the artwork should pop out from the page, it simply fails to do so. That said, there are fantastically good full colour full page pieces in the book, though being towards the back of the book, do not really do a lot to support the game. For example, why are full colour illustrations of Justice Department equipment over a hundred pages away from their descriptions in the text?

So the question is, is The Judge Dredd Role-Playing Game any good? Well, simply put, no, it is not any good, but then neither is it any bad either. It could have been better facing towards the players and their characters by having the details about the Justice Department more upfront for the Judges, giving their players access to information about the back-up they could request and what sort of sentences they can hand out. It does give an alternative to Judge campaigns, the Citizen campaign, which could be a lot of fun. It does produce Judge characters who are at least competent and have skills and abilities, and the roleplaying game would go on to be supported by numerous supplements and scenarios. And yet, there are the mechanics. The problem is simply that The Judge Dredd Role-Playing Game uses the d20 System and whilst that works, it is just not that interesting. It definitely feels more as if the Judge Dredd setting has been shoehorned on to the d20 System and it does not feel quite like a natural fit.

There is no denying that a good game could be got out of The Judge Dredd Role-Playing Game, but in comparison to Games Workshop’s Judge Dredd: The Role-Playing Game, it lacks character—even though the Judge Dredd: The Role-Playing Game is not a great design mechanically—and feels as it demands more effort upon both player and Game Master. Overall, The Judge Dredd Role-Playing Game is solid, serviceable, and supported, but its inherent blandness means it lacks that certain something which makes you want to play it.