Cryptworld |
Disclosures: Links to product pages in this review, include my RPGNow.com & Amazon affiliate identification. I receive token % in compensation if you purchase something on the landing page. This review is property of Kenzer and Company, republished here with permission, and may have been modified by the author. The PDF Cryptworld was provided by Pacesetter, free of charge for the purpose of this review.
The very essence of Cryptworld is written on the back cover:
“INVESTIGATE-strange
occurrences and supernatural sightings.”
“HUNT-irredeemably
evil things that torment humanity.”
“DESTROY-malicious
forces of the unexplained.”
Cryptworld follows more of a campy horror theme rather than what
one might consider pure horror. However as the description above indicates, what
the game lacks in one regard, it makes up for it with monster mashing, with an
adequate listing of “Things” (monsters) for characters to try their wits and
mettle against.
The game system is flexible to fit most gaming styles so if
you’d like a little more mystery and a little less mash the game seems able to
abide. A section on Character Foundations provides a good amount of detail
towards secret agencies and societies, providing a solid foundation of ideas
for the CM to get a game going. As per usual though, we must start with making
a character.
Character creation is organized a bit different in
comparison to other RPGs. If performed in order, players are tasked with
selecting their character’s background and skills before rolling for the basic
abilities.
Characters have eight basic abilities (attributes) they are
strength, dexterity, agility, personality, willpower, perception, luck and stamina.
Each ability score is determined by rolling 3D10, multiplying the product by
two and adding an additional 20 points to the score. The final result will be a
range between 26 and 80. After all eight scores are rolled a player assigns the
numbers too each ability as they wish. I liked this feature.
A Skill Table is rolled on to determine, between three to
six, the amount of skills each character receives upon creation. Players may
create any background (as the CM approves), or basically any they can imagine
as there is no character class with Cryptworld, but one of their skill selections
should fit their chosen background.
In regards to mechanics, ability scores play an important
impact on skills. Each skill base is represented by at least one, but up to as
many as four skills. The relevant abilities are averaged, to provide the skill
base. For instance, the base of the Computer skill is Perception and Luck. The base
score of these attributes is cumulated, divided by two, and now you have your
skill base score. Skills progress three levels for advancement, but begin on
the specialist level which awards +15 to the base total. Expert can be
purchased at character creation (at the cost of a skill selection) or later
with experience points and awards +30 to the original base, while the Master
level awards +55 points to the base.Ability scores have a ceiling of 80 while Skills are limited to the skill base +55 points, at the Master level. Ability scores can be advanced beyond character creation as well as players can advance a skill by spending experience points. Speaking of which, Cryptworld doesn’t have character levels. Player characters collect experience points and spend how they wish to further build their character’s abilities, skills, or paranormal talents.
The next steps are determining the characters unskilled melee score (STR+AGL/2), the characters Penetration Bonus in regards to combat, as well as the characters stamina recovery rate and the number of wounds a character can endure.
Last is selecting Paranormal Talents if it is allowed by the
CM. For the most part Paranormal Talents follow the same line as skills. The
base score is derived by specific ability scores and divided to get the
average. Paranormal Talents work much like psionic abilities or magic spells of
other games, allowing supernatural abilities. A specific amount of Willpower is
burned off to enact a Paranormal Talent. Considering the high number of skills
this section of the book feels a little neglected.
Beyond character creation, rules are provided to that cover
all manner of game play and actions. Checks and how they actually work as well
as combat were of particular interest and I thought of as unique compared to
most other game systems.
An important aspect of play with Cryptworld is the use of
checks and how they function. Ability checks, Skill Checks and Combat checks
each rely on an action table as a key that gives a basic descriptor of the
level of success. Failure for ability checks where physical danger is present
means the CM must decide the appropriate damage. In regards to Skill Checks
which utilize research or knowledge, failure simply means no information could
be gathered, while for combat checks failure indicates the target was missed.
A successful ability check comes at four levels of success
each listed here being better than the last they are; Limited, Moderate, High
Success and Colossal Success. However, only the Colossal Success for physical
ability check is immune to the possibility of damage, which is left to the
disposition of the Crypt Master (CM) who would most likely who be weighing the
specific danger of the task and corresponding ability check being performed.
Skill checks follow roughly the same guideline, success or failure.
Success is progressive, based on the margin achieved. Tables are provided which
give suggested modifiers for the CM to consider.
Combat checks fall under two guidelines armed and unarmed
combat. One design element that is interesting with Cryptworld is the lack of
detailed weaponry. Without a guideline to determine damage the CM uses the
Action Table as a key to determine the amount of Stamina and Wound Boxes
effected on a successful attack, which also a knockback may occur. While
weapons ranges are included and modified and their use detailed under skills
and some combat tables, these weapon effects are less determined by the
specific weapon being utilized and more dependent on the Attack Margin. In
other words the skill proficiency is more important than the weapon itself.
Use of an Action Table to determine effect, for combat or
skills, rather than straight rolling for damage or skill success is a rather
abstract in my mind. Though it’s an interesting feature one drawback is that
two distinctly different weapons wielded with the same skill prophecy and with
the same attack margin can produce the same damage. In other words
(theoretically), a bullet delivered from a pistol and one delivered from a
rifle might produce the same damage, or at least use the same rank of potential
damage as it is. Though I’m not completely sold on it, the damage system is interesting
because it means that higher skill proficiencies yield better results, say what
you want but many games don’t capture this as adequately as they should.
My thoughts on Cryptworld overall are that a as a system,
some things in regards to mechanics are easier, while other aspects feel a bit
more complicated than they need to be. I blame those damned D10s.
If the goal is to make a simpler system, then the choice of
excluding the other dice seems rather moot. I’m not certain of the reason, and perhaps I’m
being unfair, but why limit the mechanics to ten sided dice if not to make
things simpler? If I had to guess I would say that perhaps the use of D10s is
the Pacesetter system…
Though the idea of using a Key for skill and combat checks
seems a bit complicated at first, I can see that in many regards this would
move gameplay along quite nicely; in fact making checks a lot easier. This will
appeal to some and not so much for others. Anyone one who has played a system,
in which a five minute battle took an hour of real time or more, knows what I’m
talking about. I don’t imagine this occurs with Cryptworld.
As I said, Cryptworld is an everyman all-purpose horror game.
The game has a unique system that will take a bit of time to get accustomed to
and a game that “borrows” a good deal of its theme and ideas won’t offer much
original. However, the use of broad strokes will have their own benefit in the
hands of the right CM.
The cover art fits the campy horror theme as well as the
layout and black and white interior art is pleasantly consistent. The page
format is three columned text, which sort of gives the book a newspaper feel to
it. Tables are legible, but overall I felt there should have been a better
separation of information; that said, they do the job. Weighing in at a mere 92
pages cover to back, there is defiantly a good amount of gaming content.
If you like campy style-monster mashing or like your horror
genre a bit on the lighter side, I’d say you couldn’t go wrong with giving
Cryptworld a try.
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