Ahoy There! An Excellent Swashbuckling RPG!

August 8, 2009
A fanciful new RPG from the people who brought us Spirit of the Century

A fanciful new RPG from the people who brought us Spirit of the Century

Opening Salvo

“Air pirates? AIR PIRATES!” I shouted with glee as I seized the Swashbucklers of the 7 Skies from the “Indie Press Role-Playing Games” section of my local comics/gaming store. Completely un-phased by the $30 I was about ready to fork over for a softcover, I ran to the cashier and exclaimed with elation: “You know you’ve finally got a tabletop RPG about air pirates?” He shot me a look back.
“Well, there was always Skyrealms of Jorune, Castle Falkenstein,” he said, tallying them on his fingers. “And we just got a new steampunk book in: Victoriana.” The wind still billowing my sails, I laid it down on the counter and said in my most gallant voice: “Avast! my good sir, for this one appears to be good.” And he took my money.

Preface

A few words of explanation are warranted before I dive into a thorough review of said book purchase.  First of all, why the heck was I looking for a book in the “Indie Press Role-Playing Games” section of the store anyway?  Well, it just so happens that I A) live in western Massachusetts, a kind of mini-Mecca for the budding independent role-playing game designer (give the proximity of New York and Boston and number of nerdly college grads in the area), and B) regularly run these people’s RPGs at local and national gaming conventions.  Having been a convention gamemaster (GM) for 16 years and counting, I’ve discovered that this is where all the action is happening these days. These games (by which I mean my Top 11: Primetime Adventures, InSpectres, Mist-Robed Gate, 1,001 Nights, Dread, Dogs in the Vineyard, Shock, Annalise, Misspent Youth, Tales of the Fisherman’s Wife, Shooting the Moon) are the best in system design, the most conscious of social exigencies involved in the role-playing hobby, and the most academically cross-referenced and critiqued.  Many are designed by women, and most by graduates of small liberal arts colleges.  All I have to say is: check them out.  They are the future.

Furthermore, I’d like to say for the record that I’m not really a pirates fan per se (otherwise I’d be reviewing 7th Sea here), but for some reason I really dig the idea of air pirates.  I attribute it to an unhealthy amount of Skies of Arcadia played and Last Exile viewed while I was in college, as well as a desperate urge to see a kind of Star Wars-style epic played out in skyships – as opposed to space in a galaxy far, far away controlled by an indifferent, bearded Lucas-man.

A Brief Summary

Swashbucklers of the 7 Skies (S7S), written by Chad Underkoffler (whom I think I met at Dreamation 2008, and who wrote some great Unknown Armies supplements), is a game of fast-paced, swashbuckling action set in a world where islands float in a vast sky over a mysterious substance called the Blue.  Players create characters intended to accomplish great feats of derring-do and, without much ado, dive headlong into dangerous situations for a chance at eternal glory.  The system is designed on the Prose Descriptive Qualities (PDQ) model, which is synonymous with quick task resolution and immediate character empowerment (as opposed to waiting sessions and sessions to become effective against the big, bad mega-villain, characters in S7S tend to be ready to take him on right out the gate).

It’s a Big Sky Out There

A full four chapters of this book are devoted to the dense setting of the 7 Skies, which ironically serves the primary purpose of catapulting characters into the action without bogging them down with too much back-story.  A kind of fantastical pseudo-18th Century world order is established among 6 primary sky islands and a plethora of secondary islands.  There are the intrigue-obsessed Barathi (more like 16th Century Italy under the Borges — noble houses and poison, etc.), the resolute Viridese (Nordic/Scandinavian-type folks), the passionate Colronan Royalty (France), their neighbors the aloof Colronan Zultanistas (Ottoman Turks), the cosmopolitan Crailese (think 19th Century New York with some religious nutjobs outside the city limits), the ascetic Sha Ka Ruq (a cross between the Congo and Japan — Orientalism meets Token Fetishism, but I digress), the rebellious Ilwuzi (a pirate isle in the Caribbean) and the lost island of Kroy (Atlantis… or Laputa).  Each nationality is basically an excuse to have a different flavor of sword-wielding badass, from a weapon-snapping, fur-wearing Viridese to a tough-talking, cutlass-bearing Ilwuzi and so forth.  Magic and skyships are smoothly integrated into a world system that is believable as a fantasy setting – Underkoffler did a great job of creating a world that’s basically one giant opportunity for adventure where one nevertheless knows what to expect in each port, so to speak.  Read enough of his Bibliography – with entries from Wu Ch’eng-en to Alexandre Dumas, from Neil Gaiman (Stardust, of course!) to Rafael Sabatini – and you will understand that the world exists to put crazily passionate people with swords at odds with each other in dangerous, exotic, and breathtakingly beautiful locales.

System, Shmystem

The PDQ system is also particularly well-executed in this book.  I played Spirit of the Century – another Evil Hat production and an RPG-geneaological predecessor to S7S that has you generate pulp characters who are starring in a number of cross-overs – and found it to be surprisingly difficult to master at first.  S7S, however, seems to have struck an enviably perfect balance between – using the terms of Ron Edwards’ Big Model theory – Setting Simulationism, Style Simulationism, and Narrativism.  “Whoa!” you say, reaching for your musket.  “Where’d all these landlubber ‘-isms’ blow into port from?”  In simpler terms, the game does a good job of A) giving players a deep and enriching established world to explore, B) allowing stylistic tropes from swashbuckling books/movies to become game mechanics (i.e., you can have your cape flapping in the wind give you game benefits), and C) encouraging creativity in the storytelling realm, as opposed to that of maximizing personal player power.  In S7S, if you succeed with your dice roll, you may narrate how you succeed.  If you fail, you get points toward giving your character an extra oomph in the future and can choose to narrate how they botched this job.  It allows for and encourages Princess Bride-style antics in the way that games like 7th Sea only vaguely dreamed about.

One of the nicer bits of the system is a comprehensive ship combat system that revolves around teamwork – a captain giving orders to a crew in the heat of battle – while preserving a dueling system that emphasizes the primacy of individual coolness.  Another is the Style Dice mechanic:  players get handed dice to use in their favor if the GM decides to screw them over rather nastily.  There is an economy established that notably resembles the narrative economy one witnesses in swashbuckling fiction.  All suffering becomes more pleasurable when the hero can take the sweeter reward in the end.

Why You Should Get This Game in Great Haste

Actually, you should be checking out all the RPGs I mentioned in my Preface:  they’re the games so many of us were waiting for as we hunkered down in our mediocre games of D&D and Shadowrun, waiting for some narrative control to be handed back to us.  Why you should go pick up a copy of S7S is simple:  few games are as accessible, intuitive and richly devoted to players’ creative well-being as this one.  Now I’m off to liberate a Crailese freighter of its most burdensome cargo!


The Top Eleven Old Skool Video Games in No Particular Order

July 29, 2009

In this Gilded Age of the motion-controlled Wii, the Internet-friendly X-Box 360, the mega-military hardware of the Playstation 3, the guitar and drum controllers, the upcoming Project Natal motion-capture controllers and all the rest, I find it somehow refreshing to delve into the “classics” on emulation (without needing to pay a cent by the way!)  See anything you haven’t played?  Now’s the time to become more gamer-literate!

1. Rampage (1986)Lizzie passive-aggressively clings to the building she destroys

Play George (a.k.a. King-Kong), Lizzie (a.k.a. Godzilla), or Ralph (um… Fenris or Amarok?) as they destroy major metropolitan areas and eat human beings while being shot at by military forces.  I distinctly recall first learning of the existence of cities such as Duluth and Toledo through this game, as well as the lesson that most U.S. cities look pretty much the same when they’re being kicked to the ground by giant monsters.  Requiring almost no brainpower, yet fulfilling a deep-seated wish to be in control over the destruction of one’s own civilization, Rampage will remain a pick-up game for all ages for years to come.

2. X-Men – The Arcade Game (1992)

Back when I was growing up, the malls still had thriving video-game arcades with an assortment of quarter-eaters to waste my disposable income.  The best of these was a 6-player, 2-screen beat-em-up extravaganza starring none other than Cyclops, Wolverine, Colossus, Storm, Nightcrawler and Dazzler.  Few people might understand the joy of being one of 6 pre-pubescent boys crowding around a set of sweaty joysticks and beating the living tar out of a giant pile of mooks that come at you on-screen.  I’ll be this one would still make money in any surviving arcades today.  Not too many 6-player games came after this one, after all…

3. Full Throttle (1995)

“You know what would look good on your nose?”

“What?”  *nose ring grabbed and slammed down on the bar*

“The bar. Now don’t mess around with me.”

Probably one of the best animated adventure games released for the PC, Full Throttle showcases the best of LucasArts’ SCUMM engine while offering a meaty array of bad jokes and crazy biker action (including a climax involving a chase between a bike, a semi and a wing-less cargo plane).  I find I can just sit someone down at the computer and play through it in about 2.5 hours… the length of a solid, well-made animated movie.

4. Maelstrom (1993)

Ambrosia Software certainly didn’t invent Asteroids – the 1979 Golden Age game that served as part of Atari’s main stable of games – but they certainly brought it into the 90s for the Macintosh user.  Chock full of Simpsons, Beatles and other pop cultural references in its soundtrack and brightly colored, 3-D-looking sprites, this game plays like a hyperactive stepchild who found the meth supply… in space.  Now if only they were to option this for a movie!

5. Maniac Mansion (1987)

Not to spend this whole blog singing LucasArts’ praises, but they did produce some damn fine adventure games.  A group of hapless teenagers are off to save their cheeleader friend Sandy from a sentient evil meteor and the weird family it has corrupted in a mansion filled with surprises.  Maniac Mansion adopts much of the crazy object-based logic puzzles inherent to the genre (“So I need to grab the faucet handle in the garage to turn on the shower to move the corpse to find the number I can call Nurse Edna with so I can get her out of the room so another kid can get up to the telescope and steal her money while they’re at it.”) but it self-referentially mocks its own silly set of errands often enough.  You can stick the hamster in the microwave in some versions!

6. Super Bomberman (1993)

Many nights I slept not a wink because of this Super Nintendo game’s excellence.  In Battle Mode, 4 players have two minutes to be the last one alive in a grid filled with bombs laid by you and your fellow players going off every which way.  A 30-second looping soundtrack amplifies the tension in ways you wouldn’t believe.  Most of its sequels are actually not as good as this original, a fact for which I cannot account.

7. Cyborg Justice (1993)

1993 must’ve been a good year for video games in my mind… This Sega Genesis beat-em-up features a combination of excellent sprite graphics and over-the-top ultra-violence (i.e., you can rip off an opponent’s arm and use it as your own).  You’re a cyborg and you’re seeking, well, justice!  It’s too bad that Sega was never able to keep up with the other franchises – their game design was always above-par.

8. Return to Zork (1993)

‘93 also saw Activision’s great adventure game release Return to Zork, which pre-dated Myst by several months and involved a much more interactive environment than said game.  In any given room, you can do like 50 things involving various objects you’ve picked up, etc.  What I really enjoy about this is the Neil Gaiman-esque dark fairy tale plot and the video-captured actors whom you can all kill if you get frustrated (and then you’re told by a guy in a funny coat that you can’t complete the game!)

9. XCom (1993)

Speaking of 1993, there was a turn-based strategy game for the PC produced by MicroProse that knocked our socks off.  In XCom, aliens have invaded Earth and you’re part of a worldwide task force sent to kick their ass.  The game features a sophisticated tactical engine copied by games like Fallout and later games like Freedom Force.  I watched fellow college students piss away whole semesters on this thing…

10. Marathon (1994)

So you’ve played Halo, right?  Let’s call it “Marathon 4″ and be done with it.  Marathon brought all kinds of innovation to the first-person shooter table:  network multi-player, a flexible map and sprite editor, and an intricate plotline of an almost literary quality.  You play a marine dispatched to a multi-generational colony ship that is under alien attack and has multiple AIs also vying for control of your activities.  We used to haul computers over to each other’s houses just for the opportunity to kill each other on maps we had created.

11. Hunt the Wumpus (1973)

The scariest game ever. You’re hunting a goddamn wumpus with these crooked arrows, and if you miss, it’ll come and eat you.  It fills your screen with its awful face.  I played this on my Commodore back when I was like 6, only to discover that the labyrinth is a cruel place.  The psychological environment of this deceptively simple game still gets me every time.

In summary, 1993 may have been a pivotal year in game development history – self-conscious, impressively addictive games made their appearance around that time.  But at least in 2009, we can still revisit all of these classics! After all, all our culture is nostalgia.


Summer Geek Challenge: The License Plate Game

May 13, 2008

It’s starting to be the summer travel season! This means that now is the prime time to play the license plate game (in the US), particularly if you’re going to be in the car for any extended length of time, or if you will be visiting high density tourist destinations, like national parks.

Playing the game is very simple; designate a passenger to keep a record of all the different license plates anyone in the car spots. The goal is to get as many of the 50 as possible, or 51 if you are in a prime spot to see a Washington, DC plate. You can also keep a bonus list of the number of Canadian provinces you spot. I have a feeling that this would be an auspicious year for me to play, because I saw a Hawaii plate on my way home from work yesterday, and I’ve seen about 3 Alaska plates in the last week.

If you’re feeling ambitious, we could try to work out a point system in the comments based on the rarity of various license plates. If you live outside the US and have a different version of the game, tell us your rules. And if you go on a trip this summer, leave a comment with your list. (To be fair, you should only submit a list that you managed to compile over the course of one trip.)

-posted by Dana


Assassin’s Creed – A gamer’s perspective

April 4, 2008

Some of you might be surprised to see me posting about my thoughts of this particular game today. Truth be told, I bought the game months ago when it first came out. I was looking forward to the game so much I actually pre-ordered it. I began playing the game the day it was released. In large part, the delay is due to my struggle to experience the game in its entirety and then to decide what exactly I had to say about it.

It’s not that I wasn’t sure if I’d enjoyed the game or not. To the contrary, I was immediately certain that I loved it, and no part of my continued play could convince me otherwise. The game was hugely enjoyable. Every time I set my X-Box controller down I found myself looking forward to the next time I would be able to play the game.

I think, overall, that my trouble was that the game was considerably different from any other game I’d ever played. Many video games are simply variations on the theme of other games I’ve played in the past. Those games can be very good even if they’re not entirely innovative. While Assassin’s Creed certainly was reminiscent of certain other games I’ve played, it confounded my expectations, and required me to do a lot more thinking before I could clearly articulate my experience with it.

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Project Sylpheed – A gamer’s perspective

February 8, 2008

Usually when I buy a video game, I pick up something that I’ve carefully explored in advance. I read reviews, watch videos of the game being played, and perhaps even download a demo of the game to play on my computer or a game console. In this sense, Project Sylpheed was different. I was in my local Best Buy to pick up something else, and happened to see it while walking past the video games. I had recently finished the a game, and didn’t have anything new to play at the time, so I bought it on a whim.

The game describes itself as a “space saga.” I would describe it as a combat flight simulator. You fly a small space fighter, engaging in dogfights against other space fighters and larger capital ships. There is a very simple economic system built into the game by which you earn points based on how well you do on each mission which you can then spend to get access to better weapons and equipment for your fighter. The game also allows you to start over from the beginning after you beat it, but to keep all of the equipment you earned the first time through, and to continue to earn points in order to further expand your gear.

As a combat flight simulator, the game is exactly the sort of highly engaging, mindless entertainment you might expect from the cover art. The game doesn’t require a lot of thinking. You can more or less point your craft at the enemy of your choice and hold down the button until your weapons lock on, then let go of the button to fire a swarm of dozens of guided weapons at them while you turn your attention to something else. The game also does its best to provide an engaging storyline, but this is an area in which it tends to fall short.

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Mass Effect: A game review for non-gamers

January 8, 2008

As Mark mentioned, he was excited about Mass Effect long before it came out. After getting so involved in watching him play BioShock and then learning that Mass Effect was from the same people, I got pretty excited, too. I fear, though, that BioShock has ruined me for all other games, because its level of plot was so high and engaging, and it was so darn pretty. Mass Effect didn’t push BioShock off the top of my list, but it didn’t disappoint, either.

I was around when Mark played through Knights of the Old Republic as well, and as you might be able to tell from my old review from back then, I didn’t like it that much. A lot of the packaging annoyed me, to the point that I couldn’t get truly involved in the plot and didn’t enjoy being in the room with the game. Mass Effect is very much the same style of game, as Mark pointed out, but much, much better from my perspective, because they have moved far beyond all the things that irritated me.

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Mass Effect – A gamer’s perspective

January 6, 2008

Not too long ago, I was presented with an opportunity to be massively disappointed. I had seen some of the early previews and interviews surrounding the game Mass Effect, and frankly my expectations, in spite of my best efforts to contain them, had grown to the point that I could not possibly be satisfied. A story-driven game with heavy role-playing elements set in a fully-realized science fiction world? It sounded more or less like just plugging wires directly into the pleasure centers of my brain, as far as I could tell.

Mass Effect was created by Bioware, the same company that created Bioshock, which I reviewed earlier here on the Buffet, and for which Dana published a review from the perspective of a non-gamer. This is also the same company that created the game Knights of the Old Republic (and its sequel, KotOR II) for the original X-Box console (the games were both also ported to the PC). This second game is much more important for understanding Mass Effect, because the two share a number of similarities in terms of the type of game and the manner in which the player is expected to interact with the world.

I have been very pleased in the past with Bioware’s work, and once again, they do not disappoint. I enjoyed the game immensely, in spite of my stratospheric expectations. I have a few quibbles, of course, because nothing is ever perfect, but in Mass Effect, they have delivered a solid, highly entertaining game that leaves me both satisfied with what I got for my money and eager for more.

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Halo 3

October 22, 2007

Late evening fill-something-up post…

Halo 3 rocks. Well, the Forge, in any case. There’s nothing more amusing then creating random items to smash my competitor to death.

Death by Scorpion-crushing, anyone?


BioShock: A game review for non-gamers

October 3, 2007

This here is the companion post for Mark’s gamer review of BioShock, which you should probably read first. As indicated in the title, I will be giving my impressions of the game from the perspective of a person who didn’t play the game, but watched it. Which I did, all the way through. I got a great deal of cross-stitching done while he played.

I really did like this game. As a measure of how much, I told Mark he wasn’t allowed to play it when I wasn’t there, because that would make me miss something. My two main criteria for a game I’m willing to watch are that it be pretty and have a plot. The prettier it is, the less plausible the plot needs to be, though it’s looking like good art and good plot are starting to go together a lot now. Yay!

BioShock is a verypretty game. The designers really thought about creating a look and feel that would fit the backstory of Rapture, their underwater city, and they carried it through. It makes it worth it to explore all the levels of the game, just to see what you can see. (This is important when watching Mark play a game. He’s very thorough.) Lots of Art Deco-ish architectural elements, every poster you passed on a wall fit the style, the background music occasionally pumped in added to the same feel, and it all combined to give you a fairly good idea of what Rapture had been like before. Because it is, of course, a utopia that has gone horribly wrong.

As Mark mentioned, the tape recorders you find scattered around the game fill you in on the backstory, giving you an ever more clear picture of how Rapture fell. This was what made me prohibit Mark from playing without me. I got really good at spotting tape recorders and helping him figure out how to get to them. Anything to get more bits of story. They were like little bits of candy. You never knew which storyline you’d be getting a bit of when you first found the recorder, so you had to piece them together like a puzzle to follow each one, and it was fun watching them all converge toward the end.

But now, some quibbles:

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BioShock – A gamer’s perspective

September 30, 2007

We at Geek Buffet appreciate that each of us approaches our geekiness in our own individual way. In our efforts to embrace this diversity of perspective, this represents the first of two posts about the game BioShock. This one is a review of the game from the perspective of a gamer who has played it. The second will be from the perspective of a non-gamer who had the chance to see the game while I was playing through it.

As a gamer, I appreciate being able to read a review of a game that gives me enough information about a game to be able to help me decide if I want to play it or not. At the same time, I don’t want a review to spoil the game for me. I have endeavored to write a review of the kind I would like to read. I hope you’ll agree.

By way of brief introduction, BioShock is a first-person shooter. It starts out when the main character is in a plane crash in the middle of the ocean, and escaping from the wreckage, finds what looks like a lighthouse rising up out of the water. Inside is a submarine, which takes him to Rapture, an underwater city. The nature of Rapture, and the story of what happened to it, are central to the plot of the game.

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