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I’ll leave you to your thoughts…
A specific Strain of vampirism is communally decided. In
short, one possibility is to gather all the vampire movies, books and any other
media you can think of and cherry pick what you liked best. My words, not the
authors and you’ll have to decide the game context later, so stick those ideas
in your pocket for the time being, as we move to the next section and read the
Two Commandments:
Vampires Feed & Vampiric Nature Opposes Some Other
Nature: The first one is a given-the second however, is both the strength and
weakness of this RPG. The Vampiric Nature in Feed opposes human nature-so I was
unclear about the author’s choice to word it this way.
Next the Basic Elements are decided on. These elements will
define the characters more specifically such as, Aging, Appearance, Cure,
Feeding, Physiology and Transmission. Each of the Basic Elements has a rating
of strong, neutral or weak. Though they’re no rules to apply or implement balance
based on rating. The GM and the players decide as they see fit, though there
are options that more than two Stains of Vampirism is possible. As suggested by the game, a GM who is tasked with creating something like an opposing group of NPC vampires and does not want to implement the same Strain, might consider balancing the two against each other. Each of the basic elements has four general suggestions but the players can invent (pull those ideas from earlier out as well as for the next sections) their own ideas as well.
Gifts & Weaknesses are presented (special abilities/disabilities)
of which there are a five and four respectively. The Gifts are Personality,
Physical Perfection, Regeneration, Spirit and Success. The Weaknesses are
Compulsions, Tells, Vulnerabilities and Wards.
What is presented for these is a very basic outline. For
instance, a character might have the Gift of Physical Perfection but the Gift
isn’t specific as to what Physical Perfection entails, beyond a die roll bonus
and the gaining of a (which comes later) Hunger Trait. Interestingly, Gifts
& Weaknesses are not; or seemingly not written as opposable. The fluffs for
these, as well as most of everything else are left to the player group to fill
in.
Next is developing a Strain, which is a Special Rules section
which gives examples of special circumstances that players and GMs may decide
to award dice bonuses, such as specific tweaks in regards to action as well as
for dramatic flavor.
Last for Strain is the Vampiric Trait Section which mentions
a vampire’s addiction to blood and addiction is mentioned throughout (examples)
and is a core mechanic of the game. As blood is usually considered subsistence
rather than addictive in regards to vampires, it took me awhile to get past
this concept and understand that it is the most important mechanic of the game.
Addicted to blood? Feed assumes it so.
The Vampiric Trait Section, at best it feels incomplete. The
heading “Trait List” is a section with two paragraphs about how you might
develop some traits based on the theme of the game and most notably… No list! No
love for shapeshifting or enhanced senses, which could have been written here
or under Gifts and Weaknesses. What could have been an awesome section of the
book falls flat on its spine. It would seem appropriate that a section titled “Trait
List”-should, or at least it might be prudent to have an actual list of traits…
“Just-sayin.”
With the Strain developed we move to Character Creation and
I already know I’m running out of space to cover it appropriately… (Note: for a published article anyway)
The short of it is that for Character Creation, players pitch
character ideas to the group and when all are approved-sixteen questions are
answered to the individual player’s liking for character development. The
answers clue key personal traits (human traits) in regards to the characters before
they became a vampire. Human Traits are segregated equally into four categories;
Personal, Physical, Spiritual and Public. Each of these human traits is
assigned a sliding scale die pool by player preference, which exhibits strengths
and weaknesses in ability.
Characters are then… (Deep breathe…) Degenerated; which
entails swapping human traits with vampire traits. Characters may start with as
many as seven but each brings with it an Addiction Point which we shall cover
the basics of in a moment…
A session of Feed relies on three key events Anchoring,
Compulsion and Temptation. Behind this are the ideas that blood is addicting to
vampires, Vampire Traits and Human Traits are in conflict, and that Hunger
(technically a trait) is something to be resisted.
Before we get into this and without specifically going into dice
pools, Feed is a game without typical hit points; instead characters take Trait
Damage. A weakened trait can be attacked by a fellow player or GM; a failure by
the target of this attack indicates that the trait is swapped with a vampire
trait. This is called Compulsion. Feed is much more of a story building game
than you might think a more typical RPG, as players are not necessarily
opponents but in a situation such as this roll against each other.
(Disclosure: This review is property of Kenzer & Company and republished on this blog with express permission.)
Anchoring allows characters to go off scene to renew one
Human Trait. Anchoring lowers hunger and in essence helps the character to
maintain their Addiction at a manageable level. Temptation works as a dynamic
for a GM to plan a future Compulsion, against a player character’s weakened
human traits (remember traits can be damaged).
The more Vampiric traits inhibit a character, the less
“in-control,” that character is of both the Addiction and Hunger. This key is
how conflicts will be resolved, though it’s an implied understanding, because
if it’s written within the book-I missed it.Does the last six paragraphs sound complicated?
Good, because it is. And a game that attempts to toolbox the setting and from a certain perspective the game mechanics, will be…
I place a high value on originality and for that alone, Feed
is one of the most original RPGs I’ve seen in a long time. Certainly their are elements of world of darkness (Vampire Etc.), however this game
occupies a strange space, while in concept being utterly brilliant-the game is totally
blind to itself.
The game concept is interesting but the tone and theme of
the game is depressing. You’re addicted to blood but if you give in, you’ll
become a monster. Think of yourself as Louis at the beginning of Interview with
a Vampire, but to a certain degree you’ll never get past being him. As
brilliant and original with how the game mechanics actually come into play, the
scope of how this plays out is in part limited to, “bad things.”
A vampire game which assumes you don’t want to be a monster.
So, if you don’t want to be a monster… Why play Feed? The answer is (and not my
personal bread & butter for gaming) to create vampire stories with a unique
approach to toolbox play.
In Feed the mechanics are designed to drive the story more so
than other RPGs. Most importantly the mechanics change the characters. Other
games have this as an interesting option or limited feature but Feed pushes the
concept to the foreground. Interesting to say the least, but this also impedes
the scope somewhat and is counterintuitive to toolbox play.
In regards to content, the writing suffers a bit from a
couple of pitfalls; sentences that run on unnecessarily as well as key sections
that reference page numbers (to other sections) instead of explaining how
something should work within the section it’s most relevant. Using the PDF I
didn’t find this appealing. Though the writing is decent, the book isn’t well
organized or easy to comprehend. There is also no example of gameplay, which
would have gone a long way to making this a better RPG. The cover is beautiful
in that it fits the mood of the game perfectly and the interior art ranges from
mundane to spectacular.
Feed is no ordinary game. Its toolbox and its mechanics aren’t typical. The game suffers from overwritten sections that essentially say, “hey, your group can make up anything you want and apply it here,” while sections that could have/ should have been detailed were apparently eaten by the hounds of hell. This is game that is more of a story engine toolbox than an RPG, but the game may appeal to some, and to those it does (and quite literally so) more power to you.
Used for this review is the PDF version of the book which is
available on drivethrurpg.com, at the suggested price of $10.00 with the Pay
What You Want program.
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