Tag Archives: Playtest

Hope Playtest

This week I am reading the Playtest for HOPE RPG. I skim read the document when I got it last week but I haven’t had a chance to make a character yet or got a chance to play it.

It is also too new to have any actual plays online.

So my first impression is that this is a fusion of Zweihander and Gamma World with a healthy dose of MY:Z thrown in for good measure.

The Zweihander bit is in character creation and skill resolution. Zwei uses d100 and you roll under your Stat + skill. Typically this is going to give you about a 45-50% chance, all things being equal. In addition if you roll a double eg. 11, 22, 33 all the way up to 99 and 00 you get a critical result. Double when you succeed is a critical success, double when you fail is critical failure.

HOPE uses stats in the 1 to 5 range and skills typically give a +1 or so. To succeed in a skill test you roll under stat + skill so typically four or five. You roll d10 and try and get equal to up under your stat + skill. You also roll a second d10 as the critical die and if it matches you skill roll you get a critical success or failure. So in effect this is Zwei stats and skills divided by 10.

The professions are rather zwei-like but they go hand in glove with the skill system, rather then being more like character classes where everything is bundled up together.

When you get to the combat side, mutants and monsters it starts to feel much more like old school Gamma World. You are using a full set of polyhedral dice with weapons doing from 1d4 for something small and improvised to 2d8 for big bad shotguns and magnum ammo.

And then there is the Hope settlement. This is where it starts to get a bit MY:Z with its Ark or even Zombie Run with Able Township, for the fitter roleplayers (LARPers?). One of the starting objectives in HOPE rpg is to defend and build up the Hope settlement in to something safer and more sustainable.

Impressions?

Given that I have only skim read the rules I have come away with two overall impressions. The first is that although this game claims to be grim and perilous and characters don’t live long, it actually looks a lot more fun than Zwei and more survivable.

The second impression is that this simplification of the core Zwei mechanics means that the game should play quite quickly at the table. I am going to start making characters this week, probably tomorrow. I get the impression that a character on a post-it may be a viable goal for this game. I like games where you don’t need a playbook just to know what your character is capable of.

I will blog about this game later this week or early next week when I know more.

Eclipse Phase Second Edition Open Play Test

This game is currently in open play test and to me looks really good. I mean that both literally, the art and book layout of the quick start PDF is outstanding and as a ruleset it looks really solid.

The Open Play Test Bundle

Being a second edition, this is more evolution than revolution but there are plenty of tweaks from the looks of things. I have joined the development forum this week and it is nice to see a lot of positive feedback from the Eclipse Phase community.
I know plenty of GMs that fix dice rolls to make sure players survive fights but that is one of the cool thing about Eclipse Phase and being transhuman, death of the body is a mere inconvenience and if anything adds some interesting role play potential. If your body dies a back up of your personality or ego can be downloaded into a new body, resleeved, and away you go again but the back up only know what you knew at the time of the last backup. So if you meet someone it could be the first time for you but the second time or more for them.

There is an active discussion over at another forum I take part in about how GMs bring the party together so they will stick together. Eclipse Phase does not have that problem as the players are all cast as Sentinels, or agents of Firewall and so they are a team that has been brought together for a mission(s). This also means that it will be easy to introduce new players to an existing game, you just have the powers that be parachute in an additional team member. Likewise if someone drops out of your game then you have Firewall pull the character out for a different mission.

Game mechanics-wise this is a sort of ‘roll under’ system where you have to roll under your current skill but having said that when to skills are opposed such as you trying to hide and someone trying to spot you then if both succeed at their skill rolls the person who rolls highest wins. So you want to roll low but not too low. To me that sounds quirky but I like it. Skill rolls have plenty of opportunities for critical successes and critical failures that can give he GM plenty to play with.

As this game is currently in play test it is a great time to get involved. The playtest download from rpgnow. What you get is the quick start rules but also the beta test rules for the full second edition of the game. These take the form of a bundle of text based documents, one for each aspect of the game such as character creation or combat. Each document is typically 5 to ten pages in length. This makes them pretty easy to read and digest. Some play tests I have been involved with have been single 500 pages mammoths and it is nigh on impossible to remember if a reference to something on page 50 is consistent with an example of play of page 450!

Behind all of this is an community based around a forum where you can post questions, make suggestions and get more support.

I think if ever you want to try Eclipse Phase now is the time to do it and at the same time be able to give something back to the developers, even if it is just feedback on how your play sessions went.