“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"
'Jasoom' is the title given to our Earth by the Martians of Edgar Rice Burroughs' novels.
This blog serves as a forum to discuss CLASSIC pen-n-paper, role playing games. Featured herein are pages from the author's pnp game written and copyrighted in 1990. RED PLANET was based upon ERB's Barsoom novels that are now within the Public Domain . . .
PM = A Princess of Mars GM = The Gods of Mars WM = The Warlord of Mars TMM = Thuvia, Maid of Mars CM = The Chessmen of Mars MM = Mastermind of Mars
This blog is a product of fan fiction. Most artwork on this site is the sole property of the respective artist or copyright holder and reproduced here out of admiration or respect. Much of this art work and more is available at Damon Orellz excellent blog, The ART of BARSOOM. If your artwork appears on this site, and you want it taken down, send me a comment.
“I know that you are interested and that you believe, and I know that the world, too, is interested, though they will not believe for many years; yes, for many ages, since they cannot understand. Earth men have not yet progressed to a point where they can comprehend the things that I have written.”
Forward to The Gods of Mars by E.R.B.