Thursday, October 26, 2017

Deadly Trappings by Kenzer & Company: RPG Reveiw

Deadly Trappings
This RPG review of Deadly Trappings starts with a gamer admission, as well as a disclosure. What can I say? The Gawds of the Many Faced Dice, demand my confession. First, I have a long standing, and serious love/hate relationship in regards to dungeon trap manuals and RPG trap rules/guidelines. This is the first section of any new dungeon fantasy RPG I go to. “A rock falls everyone dies,” is my DM mantra.

Also, I write RPG reviews on a monthly schedule and contribute the occasional article, for Kenzer & Co.’s, Knights of the Dinner Table (KoDT) magazine. The Deadly Trappings in this volume published before I’d written anything with KoDT. I don’t’ think it will cause bias in the review, but I’m mentioning it.

Disclosure: This article contains affiliate links and I receive a token percentage if you purchase anything; thank you for that support.

Deadly Trappings is a collection of seventy-seven system neutral traps. Most are designed for use in a dungeon, but there are a couple of oddities (a spaceship trap & and a guy in a cowboy hat, triggering a western genre, bear trap). Each trap receives two or three panels of illustration and at minimum one half, to three quarters of a page description. Text size varies for each, but most trap descriptions are between 300-500 words. The traps are same format of those published monthly in KoDT. Presumably, this book is a collection of the best of those traps, which (originally published 2009) were written before 2010.

The reader immediately gets acquainted with Joe Cocksure, Deadly Trapping’s proverbial, faces of death test monkey. Joe is the featured character of the graphic illustrations of the traps. Joe dies a lot.

The writing of each trap is remarkably consistent given they are authored by about thirty individual contributors. While all of these traps are indeed system neutral, most include a short blurb about the history of the device as well as its mechanics (system less crunch); and/or information about the NPC designer of the trap, and/or the motivation behind the design. The fluff elements create an interesting back story for each trap, something pretty uncommon with supplements such as this, when mechanics are usually the sole focus.

Disclosure: This RPG Review of Deadly Trappings was written for and originally published with Stuffer Shack, republished here with permission

I understand that for some, the most important thing about a trap manual is directly related to how many of these traps the DM/GM might actually use. While others like to use manuals such as this to craft their own ideas. Deadly Trappings should have either camp covered, but the bottom line is, I don’t know your game. And dungeon crawl to dungeon crawl, I’ve seen very different ideas on the “proper way” to utilize traps.

The most useful solution I can think of is giving a baseline description as to the sort of traps featured with Deadly Trappings. I’ve collated a ten point bullet list for consideration. Needless to say, but some of these concepts overlap each other:

· Magic Traps: 21

· Step on it, Trigger: 25

· Total Party Kill (TPK); Or Traps which Feature this Potential: 14

· Traps which De-limb or Maim: 8

· Death by Rock or Stone: 9

· Death by Falling: 16

· Death by Fire: 6

· Death by Asphyxiation: 5

· Death by Poison/Toxin or Acid: 9

· Traps you’d be unlikely to use with Your Favorite Edition of D&D: 3 
In conclusion, Deadly Trappings has a respectable mix of traps. I have the perfect bound print edition which weighs in at 80 pages as well as (though I can’t find my old hard drive) the PDF. Whether you’re a fellow trapmatician, or just a DM in need of some good trap material I don’t think you can go wrong here. But then again, that’s likely the last thought through my player characters minds before… “A rock falls, every one dies.”

Happy trapping!

Tuesday, October 3, 2017

RPG Review: Dead Reign

Dead Reign
Welcome to a review of the portable document format (PDF) of Palladium Books, Dead Reign, which is available at DriveThruRPG.com. If you’d prefer an undead tree version, you can mash some buttons and order one at the Palladium Books website. Though Dead Reign was published late 2008 the PDF version wasn’t put up as a digital product until 2015.

Disclosure: This article includes affiliate links. I receive a token % if you purchase something on the landing page. Thank you for the support.

In the interest of transparency it’s important to disclose that I published three game articles with Palladium Books quarterly publication the Rifter from 2013-2014. I do not know anyone at Palladium Books personally and if I thought for a moment I couldn’t write a fair review you wouldn’t be reading it. Let’s get into it…

Zombie games, will they ever go away? The darn things just won’t die. What was once considered a fad has morphed into a full blown-movement people! If I had a nickel for every zombie I’ve slain at the gaming table, as the saying goes I’d be a rich man. Instead, I write the occasional game review to supplement my RPG habit...

RPGs are representative of a small but respectable share of the zombie movement. The first table top RPG which comes to my mind was Eden Studios, All Flesh Must Be Eaten, which was published in 1999. Credit to them for being zombie, before zombie was this cool… Fast forward almost ten years (and another 7 for the PDF) with a lot of games in-between and we arrive at Dead Reign.

As a publisher and of the many games under their flag, Palladium Books is known for the strength of its settings. In this regard, Dead Reign doesn’t disappoint. What’s important for any respectable zombie RPG; is that it must remain true to the media that came before it, yet not just settle on the creative common of that which has come before.

Dead Reign encapsulates two popular media tropes; part survival horror, something akin to George A. Romero’s Night of the Living Dead and part modernization such as with Max Brook’s World War Z. Though the elements from these media are familiar Dead Reign doesn’t just sit idly upon them. The game defiantly has its own take on the zombie apocalypse and most importantly successfully translates it for the purposes of an RPG.

Palladium Books is also known for their old school approach to game mechanics and rules coined the Megaversal System. Coming up on nearly forty years in the business of publishing games, Palladium Books has never produced what one would consider a major system over haul or second edition. If you’re privy-no, in this reviewer’s opinion -though it did present some updates, Rifts Ultimate Edition doesn’t count. The rules are also slightly tweaked per each setting in which Palladium Books has produced. The Megaversal System is indeed looser (and inconsistent) than most modern role-players are accustomed and not to mention old school.

While Dead Reign continues both traditions (excellent setting/Megaversal System) it also has some useful approaches to help expedite character creation (the length of which to roll a character is usually a criticism) and a lot of interesting tweaks to the zombies you’ll try and head shot.

Creating a character in Dead Reign presents two options, traditional character creation and quick character creation. The quick method is not only as advertised it’s a bit more advantageous for the player character’s attribute scores-that is, if we consider the RPG Dice Gawd’s law of averages.

The traditional method will likely have its appeal to the purest while the quick method will likely have its appeal to those new and most importantly, those wanting to slay some zombies! Characters in Dead Reign have eight attributes three mental, five physical. Rolling attributes involves rolling 3D6, tallying and placing the result in order. The crux of this old school method is that you may get a low score someplace you’d prefer it not to be, while if you happen to roll a total of 16 or higher the player can roll an additional D6 to add to that specific attribute.

The quick method has eight options. The choice of which will leave few rolls but sum up the physical and mental attributives of the character. As with any system that utilizes standard attributes, Dead Reign provides ability and situational benefits (+/-) based on attributes. Utilizing the quick method you can really create the character you want. Want a character who’s physically tough, or one who can think themselves out of the situation? Dead Reign has this covered. Also of note is that the average attribute score using the quick method pushes attribute scores higher than they would be (on average) than using the traditional method. While making character creation a little less random I thought it was an excellent option for an old school system.

Dead Reign supplies two categories of characters to play, Occupational Character Classes (OCCs) and Survivor Occupants. OCCs are well detailed character classes with a range of special abilities and skills catered for the setting. There is even an interesting variant of playing a half-zombie like character. Survivor Occupants are ordinary folks-the cooks, cleaning ladies and TV repairmen; average Joes and Janes trying to survive in a world gone to heck.

Though there isn’t a huge dissimilarity in ability or power between the two sorts of characters you can roll up, there certainly is a difference. Point of fact it’s enough of a difference that it should make for some interesting choices in the sort of characters being played. For instance having a player group comprised of Survivor Occupants is going to necessitate a toughie based game, while choosing to use the Survivor OCCs will facilitate a more heroic or action themed game. Also while the two sorts of character categories are different they aren’t so out of whack that a Game Master (GM) if they so choose, can’t integrate a mix of both with the player group.

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The setting of Dead Reign is modern day. The player characters are thrust into the role of survivors who have survived the initial zombie onslaught or wave. Instead of presenting a single theory or as some games often do or no theory in regards to the origin of the zombie apocalypse; Dead Reign presents five open ended scenarios. I liked the presentation in leaving the cause of the zombie apocalypse up to the Game Master (GM). Also, though it’s been left unsaid, offering the setting in this way allows the GM to have a bit of wiggle room. Seeing how the players react to the setting elements of the game may very well shape the overarching campaign in the hands of a forward thinking GM.

Disclosure: This review was originally published in Knights of the Dinner Table and is property of Kenzer & Company. It has been republished here with permission.

What about Zombies? You ask. Dead Reign features seven types. Though for the most part zombies are zombies, Dead Reign has some interesting variants, which in turn will offer some unique challenges. I’m leaving a bevy of excellent setting info out, but the short of it is I could probably write a review twice as long concerning this game.

There is a decent section of 101 Hook Line and Sinkers (AKA: Bait and Tackle in KoDT Parlance) which do a great job of bringing all of the setting elements of the book together. What’s also really good about this game is the work the writers put in to not only define the zombies, but the human presence within the zombie apocalyptic setting.

Ok-so what don’t I like…

My criticisms concerning Dead Reign are twofold. Having played Dead Reign as well as being familiar with the Megaversal System for many years, the tweaks for the game are less dice roll friendly than what has been published before. One example of this is the dice mechanics involved in killing zombies. In short, it is pretty difficult to land a head shot at relatively close range or least much more difficult than it should be. I think the tweaks are an attempt to simulate realism (fear anxiety) but as far as a game dynamic I would have liked to see something different in place.

My second criticism is that some of the content and choices include elements of the Megaversal system, though don’t actually apply to the game itself. I see this creating some confusion to any gamers new to the system. One example of this has to do with two attributes Physical Endurance and Mental Endurance. Both include listed bonuses for saving throws that aren’t particular to Dead Reign a save for magic and a save for psionics. Admittedly I’m not sure how big a deal this is but the layout could have been a little better defined-or magic and psionics included with the setting?-hey yeah!

Speaking of content, the illustrators of Dead Reign did an excellent job of setting the mood. The interior art is black and white and like any Palladium Books product there is plenty of it. While usually I like art being more consistent in my RPGs, the contrast in styles (perhaps because of the genre) works really well to my taste. The cover sets the tone and is both horrible and wonderful, illustrated by E.M Gist. If you’re looking for a zombie game, a PDF of Dead Reign is certainly worth the asking price.

Tuesday, September 19, 2017

RPG Review: Alpha Blue

Alpha Blue
In the vast expanse of the inter-web, a role playing game (RPG) titled Alpha Blue was successfully funded October 2015, via Kickstarter to the tune of $4.5K internet bucks. Authored by Venger As’Nas Satanis of Kort'thalis Publishing (site), the book was up for general sale in the adult section with Onebookshelf (OBS: drivethrurpg & rpgnow) in December the same year. In March 2016, the title was temporarily pulled from OBS for “potentially offensive,” content. Namely, as OBS put it; customer complaints, but after in-house review, the title back up for purchase two days later.

Disclosure: This review includes affiliate links. I receive a token percentage if you purchase something from the landing page. Thanks for your support.

The origin of the controversy, what most of the RPG community picked up on, (Links for reference at Tenkar's Tavern & to RPG Pundit) was the use of a fictional Muslim terrorist organization the “Interstellar Caliphate,” and descriptive text of a plot device, the “Rape Machine.”

Despite the above, Venger As’Nas Satanis’s, Alpha Blue isn’t quite the campy, oversexualized, space station hive of scum and villainy, I might have been looking for.

Move along, move along…



..

.

(Still here?)

Alpha Blue might be cult campy, if there is such category. If by oversexualized, I refine the word to mostly male, metrosexual fantasy tropes. But, then again what else is there (insert, sarcasm)? Hive of scum and villainy? Okay, we give it Dirk Diggler points for that. It’s a brothel, in space! Sort of, but wait there’s more!

Once upon a wishing well, Alpha Blue was the Terran Federation’s (earth’s) repository for sexual deviants, derelicts, and nymphomaniacs. Now embarking upon the 23rd century, it drifts about, never in one place… It roams around, around, around, around, around. The sleaze of Alpha Blue’s half a million many, out sleazes the needs of the galactic stew (promise that’s almost the last, bad pun).

The setting material or where Alpha Blue will roam is presented with a basic outline of the galaxy. A number of brief plot hooks are seeded throughout the writing, as well as chapters for scenario seeds and NPCs do a good job of engaging the reader to potentially run the material. I’m in favor of writing which directly engages the Space Dungeon Master (SDM) to run said material, and it’s not always a given with a setting treatment.

System wise, Alpha Blue utilizes a unique and light, d6 dice pool. Most conflict resolution involves a character rolling 2d6 against a target number of 4 or better, 3d6 if the character has an advantage or 1d6 for situations which the SDM determines the character has a disadvantage. The highest die total of the pool is taken. Success or failure is rated on a sliding scale: 4 being a partial success, 5 a success, 6 a critical success. There is short section on converting the material to OSR and even a couple of interesting ideas for doing so, but it will need a few more hours, to be properly configured on the navi-computer. Instead of the system, converting the setting material to the space opera themed RPG of your preference, be it Stars Without Number, Traveller, or even Starfinder is probably just as likely.

Character creation is just as light as the system. No traits, attributes or (+1 and/or -1) modifiers. Players will pick their poison rolling twice (either once for each, of twice on the same) on the Respectable Careers Table and/or Scoundrel Career Table; or roll once on either of the prior mentioned tables and instead roll for their characters to have mutation, be an alien, or be “something special,” which I’ll leave to the reader’s imagination.

Speaking of tables, Alpha Blue has heaping handful of them. It’s certainly enough to sprain your dice wrist, if you’re not careful. There are tables for: alien creatures, creating character backgrounds, fashion (really fashion…? Yes.). Also, more tables such as character astrology, sexual fantasies & fetishes, wealth, and whole bunch of other stuff, including elements which should assist the SDM in regards to fleshing in some of the details of their adventures.

The portable document format (PDF) of Alpha Blue in 114 pages cover to cover including a basic un-specified map of the station, finishing with character sheets and a lined notes section. The Table of Contents is hyperlinked, which is a nice feature. The color cover does an adequate job of portraying the source material or sleazy theme. The interior illustrations are black and white ranging from semi-raunchy (partial nudity, sexual overtones), interesting, to mundane.
"Note: This review originally written and published on July 28, 2017, Stuffer Shack."
As far as the sexual elements go, Alpha Blue doesn’t go near the level I thought it might. In fact, the writing of these elements are just that, elements (more optional than not) and not a requirement of using the setting. The "Interstellar Caliphate" is a religious group of bad folks doing bad things, and the "Rape Machine" is a plot device used by bad guys. Subjectively speaking, could these elements been pulled off with a little more class, yeah… But, I doubt the author of an RPG who coins his own title as “sleazy, gonzo science-fantasy,” had interest in doing such…

For certain, if you consider yourself sensitive to sexual themed material then Alpha Blue probably isn’t your cup of coffee (if you’re still reading). If you’re mostly indifferent, then this is a product has a respectable amount of material, whether you decide to run it as is, or mine it for ideas in regards to the space opera themed RPG of your choice.

Friday, September 1, 2017

RPG Review: Werewolf the Forsaken 2nd Edition

WtF 2E
This is a review the portable document format (PDF) of Werewolf the Forsaken 2nd Edition, published By: Onyx Path Publishing (company site)which is available in PDF as well as in full color, hard cover print. Either product can be purchased at DriveThruRPG.com and RPGNow.com. To assist with saving space, Werewolf the Forsaken 2nd Edition will occasionally be shortened to WtF 2Ed.
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Onyx Path Publishing (OPP) is the licensed publisher of White Wolf (WW) products and has been since 2012. I queried the company on a complete lark, inspired by the quality of the art: which for this book is absolutely beautiful. It wasn’t till I clicked off the first page that I realized that this product (OPP) was once that (WW) product.

Honestly, I had some trouble with this review. This is the (second, no) third draft. I usually don’t draft. When I finished reading Wtf 2Ed, I wasn’t evaluating it fairly. What happened?

Well, my first problem was that I have a habit of perceiving RPGs in a bubble. Sometimes this approach is works, other times (like for this game) it doesn’t. The second problem (upon thoughtful reflection) is that RPGs are not meant for just reading or case in point, reviewing. RPGs are meant for gaming. Read, comprehended and played. Certainly, the middle one took more time, than most games require.

The main issue with Werewolf the Forsaken 2nd Edition is that the beginning text assumes familiarity. This fact put me a bit off my normal review talents because obviously I was unfamiliar, and neither did this situation provide a simple read. Not even my vague 90’s recollections of the White Wolf games I played back in the day could assist me. To make long story short (too late) comprehension required more than one pass.

My criticism of this RPG is it’s a bit over sophisticated. The confusion starts at the table of contents with how the chapters are titled and continues through with the introduction of vocabulary which is presumed the reader already understands the significance of. It’s not that the game doesn’t define itself, it actually does it very well-it’s about how it goes about defining itself.

While the writing itself is excellent and the art is spectacular, the organization and layout is far from intuitive. I saw this as a problem concerning new storytellers (or GMs) and players. Then again maybe I’m being unfair, as WtF 2Ed won’t be played in a bubble; it will be played with friends. This sophisticated approach is clearly beneficial to those already familiar with Onyx Path Publishing and the new World of Darkness line. To that customer base, I’m certain it appeals. Based on the jaw dropping quality of this product how could it not? Take it with a grain of salt and let’s get to it.

At its core, Werewolf the Forsaken 2nd Edition is a story and character driven RPG. While there might be an argument that all RPGs are character driven or story driven etc. etc. few games in comparison provide the appropriate amount tools for this to be true. Though I hesitate to say WtF 2Ed is a sandbox, given the depth of detail concerning werewolf mythology, as well as in how it coincides with character play, it certainly can or perhaps should be utilized as such.

The mythos of Wtf 2Ed is given in fragments throughout the book, which cover what the werewolf is and how it comes to being. Concerning character, each werewolf is a member of the pack and the pack must hunt. Being a part of the pack and the hunt is the werewolf’s or Uratha’s nature and these dual drives create the story building engine for this RPG.

Auspices are in relation to the face of the moon upon the characters first change to the wolf and outline the characters personality, goals and desires. Auspices are (think character class) The Visionary, The Walker Between, The Stalker, The Spirit Master and The Warrior. Each of these is interesting as well as very distinctive. In regards to character mechanics, each Auspice starts with a specific grouping of gifts, skills, renown and benefits. The tail wags the wolf in this section (a compliment) as everything to do with the individual character builds, keeps to its own and will so in gameplay in regards to dice rolls and mechanics.

(Disclosure: This review is property of Kenzer & Company and republished here with expressed permission.)

Tribes provide a comprehensive subset of culture and philosophy for the characters, the RPG provides five, with the sixth entry involving those who choose to go without a tribe association. Most likely is that the characters will all be in the same tribe and same lodge/pack though it is certainly possible for them not to be. Whichever culture is selected to presumably play is very important. So much so, that it will steer the scope of the game or chronicle. Each tribe is just as diverse as the next, allowing a great deal of variation in regards to the sort of RPG going to be played or the type of story going to be told. I’ll let the game speak for itself:

“Some werewolves turn their back on the duty of Father Wolf. Some remove the marks of Mother Luna upon their spirit, following those Firstborn who ignore their duties, calling themselves the Pure. Others try to ignore the call of the hunt entirely, turning their back not just on Mother Luna and Father Wolf but on their need to hunt. These Ghost Wolves try to ignore what they are, embracing a life that has can never be the same.” ( Pg. 33)

While Auspices cover what the character is and Tribes provide a culture, Lodges are the main setting piece for the how and why the characters interact with the game world. To put it shortly lodges are the finger on the bow, on the gift of the setting. Though the lodges sections are brief when you combine these three elements the picture of the game you want to play comes together quite nicely.

Creating a character with WtF 2Ed is involving without being too time consuming and a lot of fun.

Step one is creating a concept for the character and determining three aspirations. These are exactly what they seem. Create a concept and a list of what the werewolf character aspires to.

Steps two through four are about traits (attributes), skills (generic) and skill specialties (specifics). Nine traits are separated equally into three categories; trait categories are mental, physical and social. In regards to game mechanics the strength of each trait as well as the proficiency in skills are represented by a dot on a character sheet. Each dot represents a D10.

With character creation each of the nine traits receives one dot to start. The player allocates additional dots to each of these three categories, and then distributes the dots based on preference or character concept. In other words, what the player considers the most important trait category receives the most dots to distribute-the least important fewer dots.

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Skills are grouped by the same three categories as traits and the distribution of dots follows the exact same model as the player decided for traits. The trait with most dots receives the most skills selections. Each character receives three specialties to start the game. For instance, a character has three dots in the drive skill but has selected a specialty in motorcycle, provides the player with an additional dot (or D10). When (or if) required to apply a driving check three D10s are rolled, if driving a motorcycle four D10s are rolled.

Steps five six and seven are about rounding out the character. Step five is choosing an auspice, tribe and lodge. Steps six and seven are about distributing dots for Merits and Advantages. Merits reveal the characters allies, holdings, and experiences while Advantages is a matter of looking over your character sheet and calculating.

In regards to game mechanics WtF 2Ed is all about the D10s. In all honesty I despise just about any D10 system I’ve come across except the one used here. While I’m a critical pundit concerning the level of crunch with most RPGs, WtF 2Ed does it well. Specifically, the skills section is an excellent example as each skill is listed, given a general description, and provides an actual breakdown of how it will work mechanically. Each One! Crunch wise this RPG does not outline a huge list of possible events and provide rules so I would put it on the lighter side, but with how skills are presented in the hands of an experienced storyteller this is not a problem.

To conclude, Werewolf the Forsaken 2nd Edition captures the essence of what a story building engine should be, without deteriorating into the common trap of having more sand than box. Character and Setting elements are very detailed, yet the writing allows for a lot of wriggle room in the sort of game that can be played. Not many RPGs even attempt to pull this off, let alone do it successfully. Though this RPG is a bit too sophisticated for my tastes overall I’m impressed. The old World of Darkness line is definitely in capable hands.

Wednesday, August 2, 2017

RPG Review: Crime Network



Crime Network
Welcome to Crime Network Cosa Nostra, published by Bedrock Games (company site). This review concerns the portable document format (PDF). Print and PDF products are available through the company website at Bedrockgames.net. As I recently watched The Godfather trilogy I’m feeling inspired to write this review. We begin by letting the game speak for itself…

“Crime Network is a fast-paced, gritty role playing game, set in the underworld of organized crime. Players control mobster characters as they rise through the ranks of the American Mafia. In the spirit of Goodfellas, Donnie Brasco, and The Godfather, players will work with and against each other in their pursuit of infamy.” (Pg. 5)

Disclosure: This review includes affiliate links. I receive a token % if you purchase something from the landing page. You purchases support this blog and its content. Thank you for that support.

Crime Network is exactly the above; a mafia themed role playing game (RPG), which utilizes a basic system of rules which are just as easy to learn as apply.

In regards to mechanics, the system is for the most part what I call a skill based and utilizes a unique D10 dice system. This system doesn’t include incremental +1 or +2 modifiers to damage etc. but relies on the number of dice to increase the chance of success, given a specific situation.

In short, dice rolls involve the player rolling against a target number (TN) set by the Game Master (GM). Character skill or level of aptitude, is reflected in the total number of dice rolled. A player with less skill may attempt to succeed using one dice, while a player with great skill rolls up to six dice. As long as one of the dice the player rolls is a number equal or higher than TN, the character succeeds on the specific task. Though combat is bit more involving (and death delightfully just around the corner), as well as situation and circumstance may have a number of modifiers explained in the rules, this in a nutshell is the system.

The timeline of Crime Network is modern day. The main setting is Baybridge, a city on the coast under the yoke of organized crime. The city setting is sprinkled with a respectable amount of detail, while plenty is left to the GMs creativity to fill in. Baybridge is made up of twenty-two districts. Each district is provided with a basic outline, a few notable businesses and recent “family,” happenings. Following this a section is dedicated to specific gangsters their personalities and criminal activities. The setting information is very well presented and provides a respectable amount of tools to assist in getting a game going.

(Disclosure: This review is property of Kenzer and Company and republished here with permission.)

Featured is the adventure, “Remo Loves Lucy.” While it’s certainly serviceable, it’s a bit mundane in my opinion for a featured adventure. The introduction specifically mentions the game as one of paranoia and suspense, the adventure doesn’t reflect this, more on this, later.

Chapters written to assist the GM with weaving and running a mafia themed RPG present the basic tropes of (movie inspired) the gangster existence. While there isn’t much original it was nice (even essential) to be able to reference these themes in writing.

Overall, Crime Network is a sort of hit and miss, RPG. The writing is well executed, I felt as an RPG it could have done a better job by showing in certain parts, rather than telling.

Also content of some sections just didn’t capture the essence of the heading. Specifically, this is reflected in the "Creating Tensions" section where the advice summarizes to-and I’m paraphrasing: eventually a gangster character will be targeted to be whacked, perhaps months after a possible transgression and the GM has to decide whether or not to leave that task to the other player characters. I just don’t think the above really captures the essence of tension. Certainly it might create tension between players rather than characters, but this isn’t the sort of tension I usually enjoy with my RPGs.

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Tension in any gangster movie I’ve watched usually related to one or two themes, getting caught or the power struggle. Tension is a matter of degree and hard to encapsulate. There are hints of this throughout Crime Network, but central to the game? Ehh!?

Like I mentioned, hit and miss. I really enjoyed the system and the setting elements of this game. I like it when creators balance the setting information as they did in this case: A good amount of detail, a good amount left to the GM to create. The art and layout is refreshingly crisp and easy to follow. I think the game does a decent job of scratching the surface of a mafia themed RPG, though I’d like to have read a bit more depth.

The price for a PDF Crime Network Cosa Nostra is currently $1.99. Is that an offer you can’t refuse? I’ll leave you to it.
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