Monday, July 9, 2018

RPG NET: Review of The End of the World: Alien Invasion


 by: Jonathan Hicks

"Massive, gleaming saucers appear over Earth’s major cities. The secret Illuminati that has ruled the world since time immemorial emerges to make its ultimate powerplay. Your own friends and loved ones suddenly seem… not quite right. No matter what weird or terrifying events are occuring, it’s plain to see that we are not as alone as we once thought. Earth has become the center of an Alien Invasion! 



Alien Invasion is the third book in The End of the World roleplaying game line created by Álvaro Loman and José M. Rey. Like Zombie Apocalypse and Wrath of the Gods, Alien Invasion invites you to play as yourself, in your own hometown, as an extraterrestrial attack erupts around you. An elegant, narrative rules system keeps the game’s focus on the story as you experience one of five unique scenarios, each of which features dozens of possible adversaries and encounters. Watch out for UFOs, and prepare for close encounters with an Alien Invasion at the end of the world!"
 
Wow.

Look, I've tried all kinds of roleplaying in all kinds of ways; low-level crawling, high-level epicness, freeform, open world, linear, all kinds of genres, and I've even had a stab at playing in the real world, in my local neighbourhood, and even as myself.

It's not a new concept, and it's no doubt something that many seasoned gamers have tried at least once in their tabletop history, but in my experience they've always been games using an existing ruleset that wasn't designed for that kind of thing.

But this game is very different to all those other times you've tried to play yourselves in a roleplaying games, tried to act out those 'what if' scenarios you've had in your head. This game gives you the tools and the guidelines to actually have a proper go at a 'what would I do' situation, and it works exceptionally well... most of the time.

What we have here is a 144-page hardback rulebook that contains rules, guidelines and scenarios to give you and your group a great evening of survival horror. It may look a little on the slim side but it has everything you need, and includes some excellent atmospheric artwork. The quality is up to the usual Fantasy Flight Games standard and it's a hardy rulebook that'll last you a while.

The book wastes no time in getting you into the action, and after the obligatory intro it dives straight into 'Playing The game', and explains the rules system and tests before you even get onto character creation. There is an assumption that you are familiar with tabletop roleplaying games and it doesn't hang around, so is it any good for new-to-the-hobby players? I'd say not really; there's enough in here to give you an idea of what gaming is about but no real firm guidelines.

Character creation is easy, and fun in may respects. Although the game is designed around the players creating versions of themselves to play in the game there is plenty of flexibility to create different personalities so that you can game as other characters in other places.

Characters have six characteristics across three different categories: Dexterity and Vitality are the Physical aspects, Logic and Willpower are Mental, and Charisma and Empathy are the Social aspects. These characteristics are graded by a number between one and five but start at one, and players then spend ten points across the characteristics to create a character that suits them.

The fun bit, especially if you're playing versions of yourselves, is that the group then votes on each of the different characteristics and scores, secretly putting dice into a bag to try and change the outcome of the character. The dice are positive and negative, which is the core mechanic of the game, and positive dice increase scores and negative ones decrease them. It's a great way of keeping egos in check - and a great way of finding out what your friends really think of you!

Features are then assigned, and these are the talents and problems the player may have. What are you good at? Don't think about what you'd like to be good at - what are you actually good at? Do you have any illnesses or physical problems? Don't make stuff up - think about how you are right now! Have you injured yourself in real life recently? Sprained an ankle, broken a bone, got a bad cold? Then put that on your character sheet - the alien invasion is about to happen so your current condition is vital!

Now for equipment... and this was a great part of character creation for all of us. Choose items that are in your house right now. That's your equipment list. It was fun for us because in my attic I have a replica Roman gladius, which came in handy, and another player had an air rifle and some knitting needles that actually fitted in the barrel (we weren't stupid enough to actually try to shoot one, of course). We actually went around my house looking for things that we could use, and even went as far as making an inventory of tinned food and water. It was a hell of an experience, and we really got into it.

The game system is very simple. Tests are decided by D6s, and once the GM has decided what characteristic to use for the test the player creates a dice pool from the characteristic and any features, equipment and bonuses that might come in handy. The pool is dice of two different colours, one colour being positive dice and the other negative dice, and then they roll. Any negative die score that matches a positive die score removes both dice from the table, and any positive die that remain which have scored lower than the characteristic equals success - the action succeeds. Anything else is a fail.
I may not have done the game system justice with that brief explanation, but once you get two or three rolls out of the way and the pieces fall into place then it's actually a great setup, with plenty of dramatic moments as the dice are paired off and scores are counted, and even though the term 'dice pool' might put some people off it's actually pretty quick and there's no situations where you end up throwing buckets of cubes around.

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Thursday, July 5, 2018

The Great Martian War: Counterattack

Following the disastrous defeats of 1910, the Americans have fallen back to the line of the Mississippi River. This is the last natural barrier between the Martian invaders and the utterly vital—and vulnerable—cities of the east. To lose the Mississippi Line could well be to lose the war. The Martian commanders know this, as do Theodore Roosevelt and his Chief of Staff, Leonard Wood. Both sides mass all of their forces for the titanic clash that will come in the summer of 1912.

Everyone has a part to play. Frank Dolfen leads his cavalry on risky scouting missions into enemy territory, Rebecca Harding raises a unit of women sharpshooters to defend Memphis, and Andrew Comstock rushes to complete the army’s newest weapons. But even a war between worlds cannot avoid politics. There is serious disagreement among the Martians about the proper path to victory. And 1912 is an election year in America. Millions of people have been driven from their homes and Roosevelt knows that to win in November it is not enough to just hold the line. They must counterattack! This is the third book in the first trilogy of The Great Martian War.

 This is the third book in "The Great Martian War" series by Mr. Washburn. The first two books are "Invasion" and "Defender". (Don't judge the third book by it's comic book type cover.) . These books are interesting, exciting, and well written. The time period is the early twentieth century. Instead of WWI, the earth has to deal with alien invasion. Although the main characters are made-up, many of the historical figures of the time period are also there. His research of the time period, personalities, and geography is meticulous. If you enjoy alternate history, these books are as good as it gets.
Barbara J. Carges 

I've enjoyed this series and the game universe it supports. Washburn does a very good job mixing fictional characters with historical ones. His extrapolated technology is also well done. The battle scenes are vivid and human casualties are always heavy. Generally I hit the sack early to be up for work but this book kept me up late several nights. Pick up the entire series and be ready for a good set of traditional war stories.
Terry Sofian