Now in its tenth year, Saturday, June 17th was Free RPG Day and with it comes an array of new and interesting little releases. Invariably they are tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quickstart. One of the regular pieces of support for an existing roleplaying game in 2017 is The Ninja Crusade, Second Edition QuickStart. Published by Third Eye Games, best known for roleplaying games such as Apocalypse Prevention, Inc. and Mermaid Adventures, The Ninja Crusade, Second Edition is a game inspired by anime and movies such as Naruto and Kung Fu Hustle in which the Emperor of Izou has declared war against the ten Ninja clans, forcing once rivals to co-operate as the Lotus Coalition to ensure their survival. Players take the role of these ninja, whose role in this setting is as honourable if stealthy warriors, since this is not a world with samurai.
Characters in The Ninja Crusade belong one of the ten ninja clans, each of which has its own speciality. So the Blazing Dancers are performers and acrobats, the Pack of the Moon are farmers and herders known for their specially bred ninja-dogs, and the Living Chronicle are historians who keep stories and knowledge on their bodies and in their minds. Besides a Clan, a Ninja is defined by twenty or so skills, plus an Element, Profession, Tragedy, Wartime Role, Clan, Contacts, Martial Training, and two ‘Ways of…’, the latter paths of training. Each of the Element, Profession, Tragedy, Wartime Role, and Clan provides a Gift and a Trigger. The Gift grants a bonus, whilst the Trigger gives Karma under certain conditions. For example, the Water Element with its Devious Temperament gives an underhanded Ninja a bonus to his Fighting when attacking in unsportsmanlike way and earns him Karma when he cheats the wrong person and it comes back to haunt him.
To undertake an action, a character combines two skills appropriate to the action and then rolls a number of ten-sided dice equal to the combination. For example, to go on a lengthy journey a Ninja might need to roll a combination of his Travel and Fortitude skills, to quickly draw and throw a blade, he would roll a combination of Speed and Marksmanship skills. Rolls of seven, eight, and nine count as successes, whilst rolls of ten count as two successes. A simple task requires the one success, a moderate task two successes, and so on all the way up to five successes for a legendary task. If three or more successes are rolled above the difficulty, then a boost is gained, which can be a damage bonus, extra opponents being targeted, bonus information being earned, halves a task’s time, complete a task with style, trigger a weapon’s condition—for example, a brutal weapon inflicts extra damage whilst a piercing weapon ignores a level of armour—and so on. A critical failure appears to be any failure in which ones are rolled, the more ones rolled, the worse the result, though neither is clearly explained in The Ninja Crusade, Second Edition QuickStart.
In combat, a Ninja gets one action plus one for each success rolled on his dynamic dice. These can then be spent to conduct various dynamic actions—inflict harm (make an attack), plan an attack (aid a friend), increase damage inflicted, knock an opponent back or down, mold Ki to regenerate it, dodge or block an attack, and so on. Ki can be spent as part of dynamic actions to do various things to temporarily gain certain effects, for example, counter attack, deeper cuts, deflect attack, and thicker skin. Now exactly how much Ki a player begins play with is not made clear in The Ninja Crusade, Second Edition QuickStart as none of the pre-generated ninja have any. Perhaps a ninja needs to mold his Ki to generate it before it can be used? Attacks appear to be resolved as opposed rolls, for example, an attacker’s Perception plus Marksmanship versus a defender’s Athletics plus Speed, but again, this is not spelled out in The Ninja Crusade, Second Edition QuickStart.
The basic damage inflicted in any attack is modified by the number of successes rolled, the weapon used, and any dynamic or boost damage. It can be quite deadly given that the sample pre-generated Ninja have a Health of between five and eight. To forestall a ninja taking too much damage, whether this is to their Health or their Pysche, a Ninja can instead suffer a Condition, equal to the value of the damage taken. This might be Bleeding, Bruised, Burned, Slowed, Afraid, Confused, Scarred, and so on. There is a limit to the level of these Conditions and how many a Ninja can have, so it is not possible for a Ninja to accumulate Condition upon Condition—eventually he will suffer actual damage, whether physical or mental. Each Condition has, of course, a negative effect, and depending on its severity, it may take a scene, days, or even weeks to recover from a Condition.
Accompanying the rules is a scenario, ‘Trial of the Lotus’, and six pregenerated Ninja.This sees them sent on a mission under of the guidance of MasterDaiku, whose approval they need to work for to successfully complete the mission. This is to infiltrate a neighbouring region, get past various guards and soldiers, and then sneak into the Autumn Brand Festival. It includes lots of tests of skill as well as of character and should provide a good session’s worth of play, if not two.
Technically, ‘Trial of the Lotus’ requires four Ninja, not six. Which begs the question as why there are six pre-generated Ninja included in The Ninja Crusade, Second Edition QuickStart. The given answer is so that the adventure can be played again, but with different characters. This is problematic since it is unlikely to happen and because although it showcases more character types, they take up extra space that could have been better devoted to explaining the rules, because ultimately, it is the rules that suffer in The Ninja Crusade, Second Edition QuickStart. Or rather their explanation does. Another page or two, perhaps including an example of play, a fuller explanation of the core mechanics, an explanation of Ki, and so on, would not have gone amiss.
Well presented, if not well developed, The Ninja Crusade, Second Edition QuickStart is not as good as it should be. The essential problem is that it is ill suited for beginning players and game masters alike because it does not explain enough of the rules or guide them through how the game should be played. This should not be as much of a problem for the experienced player or game master who will be able to make the connections between the rules given in The Ninja Crusade, Second Edition QuickStart and so be able to play or run the given adventure. Another two pages—or rather, two fewer pre-generated Ninja—and The Ninja Crusade, Second Edition QuickStart could have been the quickstart it should have been.
Showing posts with label Third Eye Games. Show all posts
Showing posts with label Third Eye Games. Show all posts
Friday, 1 September 2017
Friday, 1 February 2013
Under the Sea RPG
The Walt Disney Company does
not do roleplaying games. None of its many and varied properties has ever been
licenced as a roleplaying game. Which in some ways is a shame, for the gaming
hobby is aging and its adherents have young children or even young
grandchildren who do not have an easy way into the hobby or a means of being
introduced to the hobby. As much as Fantasy Flight Games’ forthcoming StarWars: Edge of the Empire RPG is effectively the first Disney RPG, the lack of
an actual Disney RPG based on its more family orientated properties seems such
a missed opportunity. Yet what if there was an RPG that was like a Disney RPG,
both in terms of feel and tone? One that would appeal to a younger audience?
One whose rules were simple and easy to understand? And one that was easy to
run and came with easy-to-use support?
Mermaid Adventures: An RPG of
Undersea Fun fits all of those requirements, and more. Plus it comes from an
unexpected publisher, Third Eye Games, better known for its more mature themed,
action-orientated RPGs, Apocalypse Prevention, Inc. and Part-Time Gods. As its
title suggests, Mermaid Adventures is all about the lives and escapades of the
seafolk in and around the magical kingdom of Atlantis under the sea. They will
help King Neptune and Queen Anastasia as well as their friends and others; take
part in the annual Undersea Olympics; explore the Dark Lands that lie beyond
the borders of the Kingdom of Atlantis, home to pirates, bandits, and worse;
and generally have a fantastic time!
Players in Mermaid Adventures
take the roles of these seafolk, all of whom are half-human and half-sea
creatures. They include Fishfolk, traditional mermaids known for their
curiosity; Eelfolk, who make great friends, but like to play jokes and pranks; Jellyfolk
who are almost transparent and are great hunters; Lobsterfolk, hardshelled, but
charming; Octofolk, tentacular seafolk with an aptitude for magic; Rayfolk, who
can make themselves flat and have a reputation for sneakiness; the big and
strong Sharkfolk; and the spiny, Urchinfolk, obsessed with magic.
Characters are easy to
create. A player selects the type of seafolk that she wants to play; this sets
the base value for the character’s five attributes – Body, Mind, Charm, and
Luck – and gives a single positive Quality that all members of the selected
species possesses. For example, Octofolk start with the free Quality of
Tentacles, which enables them to get things done quickly when using their
(hands) tentacles. Five points are assigned to the character’s attributes and
then the player rolls on a number of tables to determine hair style and colour,
eye and fin colour, some extra details about the character (possessions,
clothing, knowledge, features, and so on), and the character’s goal and its
accompanying Quality. Lastly, the player selects four more Qualities. These
from Artistic and Beautiful to Weapon Training and Writer via Mechanical and
Nosy. Additionally, a character can chose Magical Qualities like Healing Touch,
Lullaby, and Water Bending. Lastly a character can have an Animal Companion,
essentially a second, less capable character that the player controls. This is
a slightly more costly option though.
Our sample character is a pretty
princess, perhaps a little spoiled, but still generous of heart and ready to go
off on adventures. Her nosiness sometimes gets her into trouble, though she
will often try and charm her way out of it. If only her parents were not immune
to such attempts! She owns a yo-yo, a toy that she found which must have been
dropped overboard by a human!
Princess Pandora
Body 2, Mind 2, Charm 3, Luck 3
Hair Colour: Red Hair Style: Bangs
Body 2, Mind 2, Charm 3, Luck 3
Hair Colour: Red Hair Style: Bangs
Eye Colour: Amber Fin Colour: Light Blue
Qualities: Adventurous (Free); Beautiful, Royalty,
Qualities: Adventurous (Free); Beautiful, Royalty,
Lullaby Song (Magic), Nosy
Goal: Giving (Take a hit to Luck to let any player make any reroll)
Goal: Giving (Take a hit to Luck to let any player make any reroll)
Extras: Yo-yo, Pointy Ears
Mechanically, Mermaid
Adventures uses what the designer calls the “PIP System.” It requires a handful
of white dice and a handful of black dice (or just dice of two different
colours). The white dice are positive, whilst the black dice are negative. To
undertake an action, a player rolls a number of dice equal to the appropriate
attribute, with results of four, five, or six being counted as successes. A
player can roll more white dice if she can involve one or more of her
Qualities. The difficulty of the action determines the number of black dice to
be rolled, with a Mid-Range Task calling for two black dice to be rolled, a Tough
Task requiring three black dice to be rolled, and so on. Rolls of four, five,
or six on the black dice count as failures and cancel out any successes rolled.
A player only needs to roll a
single success to succeed at a task. If she rolls three successes more than
failures, then the result is counted a critical success and she gains a small
bonus. Conversely, rolling three failures more than successes results in a
critical failure with extra consequences… If a player rolls an equal number of
successes and failures, then she succeeds, but with minor consequences. A
player can attempt a re-roll for a Task, but must take a “Hit” on the
attribute, temporarily reducing it by one.
For example, Princess Pandora
wants to hold a midnight feast for her friends and knows that the cook will not
give her anything. So she attempts to distract the cook whilst her friends
sneak into the larder and pinch some goodies. The Games Master or Navigator
sets the difficulty of the Task at Tough as the cook knows what a little madam
Pandora is, so Pandora’s player has to roll three black dice. Pandora’s player
will use her Charm of 3 of course, but for her Royalty Quality – she swishes her
tail a bit! – and Giving Quality – Pandora explains that it is for her friends!
– she gets to add two more white dice. On the white dice, Pandora’s player
rolls 1, 2, 5, 5, and 6, and 1, 3, and 4 on the black dice, or three successes
and two failures. Cancelled out, that just leaves her with a single success,
which is enough to distract the cook and Pandora’s friends will be able to get
into the larder a whole lot more easily.
The same mechanics are used
for combat and conflicts, the rules for both covering not just fights, but also
attempts to charm or persuade major NPCs or other player characters, to trick
them, or to use magic on them. In these cases, the acting player character
always rolls the white dice, while the defender rolls the black dice, essentially
serving as the Task’s difficulty. Further, in these cases, if a player
character or NPC is successfully attacked, they take damage to the defending
attribute. Should a character suffer enough damage to reduce an attribute to
zero, then it can no longer be used, and the character will suffer an even
worse effect, such as suffering a bad scar for the Body attribute being reduced
to zero, or being drained of magic for the Luck being reduced to zero. These
effects are rolled randomly.
For the Navigator or Games
Master, there is a selection of NPCs, advice to Navigator to keep the game
moving and exciting, whilst also allowing the players to add details to make
their undersea world as real as they want it. This is as much as the advice
really amounts to, but in the hands of an experienced Navigator, this should be
no problem. Were this squarely aimed at a neophyte Games Master, then this
section would be sorely lacking, and it might be worth addressing if Mermaid
Adventures were to be given a second edition. That said, the Navigator also
receives a set of tables to roll adventure ideas on and a quintet of
ready-to-play adventures. These see the player characters come to the rescue of
a sinking ship, enter the Undersea Olympics, get lost in the Dark Lands, and
more…
Physically, Mermaid
Adventures is not quite perfect. It is engagingly presented, particularly in
terms of art, done in full colour by Melissa Gay, in a style that perfectly
captures the light hearted nature of the game. That said, the layout is a
little rough in places, and the book could really do with another edit to give
it a little more of a polish. The book is easy to read and an experienced eye
will run through this is in an hour or so and be ready to run it with
relatively little preparation.
The inspirations behind Mermaid
Adventures are obvious and they show in its lightness of the treatment of its
subject matter and its setting, which is very lightly drawn. This lightness is
supported by the mechanics, which are easy to grasp, and all together they make
the game very accessible. Similarly, the scenarios make Mermaid Adventures easy
to run and there are more ideas to be got out of the adventure generator,
though more adventures would not be unwelcome. Above all, the illustrations do the
most to capture the feel of the game and setting – light, adventurous, and
action packed. These serve to make the RPG suited to play by younger players,
with the setting particularly orientated to young girls, though there is
nothing to stop young boys playing too.
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