Before I forget: I bought this with my own money.
First off, I want to say, I love the Iron Age of Comics, but I'll also be one of the first to say that a lot of it was crap. Mostly an excuse for blood fueled, ultra-violent revenge porn. But when it was good, it was fabulous, and deep, and dark and went places that the still somewhat active Comics Code would not have allowed. And a lot of modern comics and stories still don't. So finding this game and with someone talking a serious take on it, without going into self-parody, like Marvel's Deadpool (who was the poster child for all bad Iron Age characters, in my opinion) or pointless violence (like a lot of DC's Vigilante, Deathstroke the Terminator and Marvel's Punisher comics of the early to mid-90's. And most of Images comic lines, I'm sad to say), was a Godsend. And exceedingly rare.
First off, I want to say, I love the Iron Age of Comics, but I'll also be one of the first to say that a lot of it was crap. Mostly an excuse for blood fueled, ultra-violent revenge porn. But when it was good, it was fabulous, and deep, and dark and went places that the still somewhat active Comics Code would not have allowed. And a lot of modern comics and stories still don't. So finding this game and with someone talking a serious take on it, without going into self-parody, like Marvel's Deadpool (who was the poster child for all bad Iron Age characters, in my opinion) or pointless violence (like a lot of DC's Vigilante, Deathstroke the Terminator and Marvel's Punisher comics of the early to mid-90's. And most of Images comic lines, I'm sad to say), was a Godsend. And exceedingly rare.
Having read the game, but not tried the
system, I can't honestly say how it runs. And so I won't. I will
however go into impressions from what the game gives me, via the game
system, the setting and the overall tone.
First off, the basic premise is that
most characters are beginner vigilantes, whether they're street level
paladins like Spiderman and Daredevil, Batman and Nightwing, Cloak
and Dagger, heroic mercenaries like Luke Cage or Daniel Rand AKA Iron
Fist, or out and out killers for justice like the original Vigilante
or Punisher. However, it also implies that they're not very well
trained, having a basic level of combat and investigative training.
Which if you ever read most Iron Age styled comics, this is not the
case, most vigilantes have a background from which to draw on a lot
of skills, usually military and/or police, or if not, they'd have
done some sort of training or have powers, that make them more than a
match for multiple gang members at once.
A lot of the pre-made characters
certainly seem capable of doing so given the dice numbers, according
to the basic math I've done, which is by no means exhaustive, or
sadly, likely accurate, White Room testing can only do so much.
Oddly the text keeps inferring that death should be feared at all
times, but that's unlike most of the setting material it draws from,
it creates a bit of a disconnect. Heroes and Vigilantes should not
fear death, it's something they have had to deal with, will have to
deal with. Their own, or others. It's how they deal with it that
matters. Most of the enjoyment of a game like this is more the moral
quandaries and situations that don't always involve murder.
Although, admittedly, some villains just need a good killing. Death
should have meaning, after all, most vigilantes will encounter it
often, whether caused by their own hands, or they have to deal with
the victims of crimes.
The powers are a nice touch, most
street level heroes don't have any or much if they do have some. And
they're kept, for the most part, relatively low powered, save for
two, but they've always been a bit of a game breaker, but at least
here, they've kept them from breaking the system too hard. The two
I'm talking about? Invisibility and Phasing. The ability to bypass
a lot of situations always break the system.
The gear is typical grim and gritty,
typically found in the stuff like Sin City or The Punisher. No fancy
wrist guns or the like. Which for the most part is well within
setting. The issue is the armour. Now, realistically, armour
technology has almost always lagged behind weapon technology.
However, in most comics it's almost always at parity. The Punisher's
body armour has always been reasonably bullet resistant, as he's
usually one man taking on an army of goons. Most vigilantes, which
tend to get together in groups no larger than two or three, rarely
four or higher, tends to face off on groups of twenty or more,
sometimes even at once. So a lot more protection is necessary than
what is provided.
You could, in theory, go for the Powers
to mimic the higher level of defence, but forcing the players to up
their arsenal by using a subset of the rules, that apparently are
supposed to be rare seems a little counter intuitive to me. The
amount of money given at character creation is also a bit lacking.
Let's face it, the most famous killer vigilante started out as a
Spiderman villain, but had an arsenal from Day 1. Others have
extreme to superhuman levels of skill to avoid taking damage,
admittedly, but the base system doesn't seem geared to handle that.
Although, that's just me eyeballing the basic math.
However, I will state that most of the
above are easily rectified if you're like me and house rule the crap
out of everything you play. And really, it's just gear, it's not
like you're rewriting the system from the ground up.
The critical damage system, which is
called 'Strain' here has two sides to it, physical and mental, each
having a often crippling effect to the player's character. On the
whole it's a cute idea, but in implementation, I'm finding that it
could lead to issues where campaigns end, because physically injured
characters take a while to heal, and players don't want to go through
that much 'down time', worse, if they are amenable, a lot of these
can be bypassed all together, by simply 'waiting' the prerequisite
amount of time. This is assuming they don't flame out and go in a
blaze of glory during the adventure in which they take any damage
that severe.
The mental Strain chart is a whole
'nother ball of wax, one that, the designer admits, can get sticky
for some crews out there. And even among those that are OK with it,
it can end up with a character that's unplayable do to mental issues
and potential conflicts among the various situations and characters
(not Players, in this case.)
As a whole, I'm not too keen on either
system, although in theory it shouldn't happen too often.
There is an oddity in the book's
layout, however. The investigation creation kit, with suggestions as
to how to create them is just in front of the Game Master's section.
I would have put it in with the rest of the GM's information, simply
because the GM is the one who'll be using that most often. But other
than that, it's a useful resource with three ways to set up an
investigation style adventure. I will touch on the GM's section
below, as I have a bit to say about it.
Now, the setting of New Corinth. This
is an expansive and modestly detailed rust belt-esque city that you
can plunk down anywhere you want. It's a self-contained module with
no outside links to any one nation, although it does assume American
for convenience sake. It's made up five major districts and goes
into some detail, but I'm finding that there's a lack of actual
information on the districts except for key elements. Now that would
be fine, normally but it's written in such a way to leave very little
wiggle room. And the fact that there are no mention of Asian gangs,
which was a huge thing in the Iron Age, especially with it's love of
Ninja and anything martial arts related, is a bit of a crime to me.
But it's full of bit and major
characters, easily fueling that side of the game, there is an
extensive list of types of adversaries (including, yes, Ninja, but no
one that would hire them) both mundane and somewhat supernatural.
All well done and detailed just enough to give one ideas. And
there's even a small selection of premade Vigilantes for the Players
to pick from.
There's a section in the GM's chapters,
explaining what the author believes makes up an Iron Age styled game,
most of which I agree with but, like almost all fandoms, we'll all
have our outliers. However, there's one thing that he keeps going on
about, and that is death, namely player death, and how to make it
meaningful even if it seems pointless. Which is great if you're
trying to run a Noir game, in which the 'hero' such as they are, are
less likely to live at the end of the tale. But in a Superhero type
setting like the Iron Age of comics, even though a lot of them are
not superhuman themselves death of a character is not something that
is feared. Sometimes it happens, as in the case of DC's Vigilante or
Marvel's Scourge of The Underworld, but at the same time, once the
character is dead you lose the character's potential for change,
growth or even epiphany. And frankly, it's so unlike the Iron Age,
I'm not quite sure what the author was trying to do with the game.
Which all boils down to my issues with
this game. It starts out strong with great ideas, but it then dives
into a different genre altogether as if without realizing it.
I'm not going to give this a rating,
I've come to realize that a number is arbitrary and in no way
reflects information given, so instead I shall as a simple question
at the end of each review.
Should you get this book? If you like
the Noir, or just want a setting to riff and rip off? Yes. The
mechanics seem solid, and the investigations section are very useful
for any system. The layout, other than that one hiccup, is easy to
read and flows from one chapter to another. But if you're looking
for a feel of the comics of the mid to late 80s and 90s in a book,
this needs a lot of mental massaging. It can be done, it's just do
you want to?
No comments:
Post a Comment