Sunday, March 11, 2012
Red Planet RPG Review by Hill Cantons
“Sword and Planet” genre appears to be in a full-bloomed mini-revival these days. Paizo devoted an on-going series of re-released classics and one need only toss a virtual rock at many old school gaming blogs these days to hit some kind of exploration of these science fantasy themes (my own exploration of Tekumel is part and parcel of this trend).
For all that energy, I am frankly puzzled by the fact that we haven't seen a profusion of sword and planet-styled games (to date that is, there are some highly-inspired OD&D supplements and works in progress). Thus I was very pleasantly surprised to receive a few weeks back a package containing a handy set of Barsoom-flavored RPG rules from my fellow Texan and old school blogger Clovis Cithog.
Like many old schoolers, I'm a perversely difficult audience when it comes to new rule sets. I love innovation--especially when it tends to pare down complexity, help amplify a literary theme, or provide interesting game-play situations--but tend to be stubbornly conservative and, dare I say, lazy when it comes to new game mechanics. A stripped-down D&D platform with chrome and other tricked out bits bolted on top works for me far more often then not.
Red Planet is fortunately such a beast. Weighing in at less than 70 pages and with tried and true core features like archetypical classes, level advancement, similar attributes, familiar combat mechanics, etc. I liked the fact that I could read through it and feel like I could run a successful game with it in a few days time.
It's with the crunch that the game has it's best moments, however. First of all, Clovis makes no bones about situating the game in not just some Mars but THE Barsoom of Edgar Rice Burroughs fame. Given my own interest in respectfully exploring the public domain works of pulp fantasy I appreciated how he weaves in the right amount of flavor and setting information as a tribute to Burroughs' work without it feeling like a regurgitation.
Character generation is fun and simple with players selecting or rolling from the major sentient races of Mars: Red, Green, Thern, Black Pirate, Yellow, or Exotic. (Interestingly there are no John Carter-like outsiders here.) Each race has a preferred class (called “vocation” in the rules) and can only play a small handful of classes outside these.
The classes are a also fun and setting-appropriate range. Troopers are thoat-mounted fighters and Warriors more of the typical fighting man type. Criminals are more assassin than thief, a choice that seems to be pretty consistent with the material. Scientists are the technology users who can employ relics and have access to inventions. Extras seem to be the jack-of-all-trades class that reminds me a little of the prosaically-named Classic Traveller “Other” career.
The inclusion of a spell-casting Priest class (written by the talented Micheal Curtis) is an exception to the rule about staying close to the source material. Their introduction seems a bit awkward to me given the near-absence of religion and magic in ERB's work. Clovis acknowledges himself the dilemma and allows for a GM to ignore or restrict the class and spell-casting rules.
Combat mechanics are a simplified d20-like system with ascending AC and an interesting 2nd-edition AD&D-ish division of effects between four categories of weapons: blunt, piercing, slashing, and energy. Rules exist for the wide range of relic and strange tech items one could employ in combat.
Rules for fliers are among my favorites in the game and remind me some of the great Space 1889 subsystems of yore. What Barsoom would be complete without PCs blasting, grappling, or ramming one in each and every adventure?
Level advancement has some interesting quirks. PCs start at 2nd level and there are no experience points as such. Instead at the end of an adventure a player rolls a d6 in which an attribute, skill, or level is increased. Personally I am still too wed to the quantifible bean counting that comes with exp. Systems, but I like the nice randomized pay-off system that reminds me of the fun of leveling up in first edition Gamma World
Author is currently posting the game for FREE
upon my blog under the section heading 'RP"
Wednesday, February 15, 2012
A battleship of Barsoom commanded by Kantos Kan that was instrumental in the rescue of John Carter and Carthoris after they escaped from the black pirates. Like all capitol ships, the Xavarian carries on board a plethora of smaller craft which includes one 10-man cruiser, five 5-man armed, scout craft and a swarm of one hundred, unarmed 1-man scout fliers.
“The Warhoons were perhaps a hundred yards from us when a loud explosion sounded from above and behind us, and almost at the same instant a shell burst in their advancing ranks. At once all was confusion. A hundred warriors toppled to the ground. Riderless thoats plunged hither and thither among the dead and dying. Dismounted warriors were trampled underfoot in the stampede which followed. All semblance of order had left the ranks of the green men, and as they looked far above our heads to trace the origin of this unexpected attack, disorder turned to retreat and retreat to a wild panic. In another moment they were racing as madly away from us as they had before been charging down upon us.
"We turned to look in the direction from whence the first report had come, and there we saw, just clearing the tops of the nearer hills, a great battleship swinging majestically through the air. Her bow gun spoke again even as we looked, and another shell burst among the fleeing Warhoons.” (GM XV)