24 of 28 people found the following review helpful:
5.0 out of 5 stars
This game is a defining statement on the new Cyberpunk, July 31, 2005
This review is from: Ex Machina: Tri-Stat Cyberpunk Genre (Hardcover)
Ex Machina Review:
Ever look at Cyberpunk games and think, ?Oh ma Gosh! Like, gag me with a spoon, like, this is so like yesterday.? Let's face it, the genre is so Big Hair, Culture Club, Japan Inc, Duran Duran, Ramones, and leg warmer'd out it's just sad. I look at Cyberpunk and I think; ?why is there an image of Richard Simmons sweating to the Replicants in my mind??
So why am I looking at a new Cyberpunk game, when I have this bias that the genre is, in essence, a deader horse than the Japanese economy? Largely because this game seems to agree ? this is the cyberpunk genre, and you will recognize it fairly quickly upon opening the book, but it is the genre as we see it in today's science fiction, and not trapped in the 80s like older competing games and some of the other new rivals. Nor is it, thankfully, like another current competitor has been described to me; so obscure that you just can't wrap your head around what's going on and how to play it.
The book is split into sections for the genre history, the game rules, running and playing the genre, and finally ? four complete and separate settings with entirely different themes. Most of the past Cyberpunk RPGs gave you a single predetermined setting around which the entire game revolved, so this itself is something of a notable step in a new direction.
There may be sixteen chapters to Ex Machina, but I'm going to cover it by the major sections.
The Genre Section:
In the genre section we get a ten page introduction into the history and themes of the Cyberpunk genre, starting in its pre-roots of the seventies, moving into the labeling of the genre around the time of Gibson's Neuromancer, and eventually wrapping up with the modern 'post-Cyberpunk' genre.
There is some coverage of how the genre has been forced to change with times ? after all much of what 80s Cyberpunk considered radical is part of the mundane reality of today's world ? Wireless, Hand held Computers, Sprawl, the Net, Genetically modified foods, Globalized Mega Corporations, lessoning of nations and nationality ? or are experimental but real such as Cloning, optical computers, synthetic but real diamonds, single molecule machines, and Neural interfaces. Modern Cyberpunk still looks to the dark side of tomorrow, but the tomorrow of today is not the tomorrow of yesterday.
From there we get a bit on the dX game engine Guardians of Order uses as one of its two house systems, the usual 'what is roleplaying' commentary, and a brief intro on each of the four settings. These intros wet your taste for what is to come, although the IOSHI entry is so vague as to leave at least me completely confused yet throughly intrigued ? seeming to talk about skill chips and split patents rather than the society thus resulting.
Tri-Stat rules for the Cyberpunk genre:
Tri-Stat has managed to solidly establish itself as -the- dominant cinematic rules light RPG. All past Cyberpunk games have been neither of these two factors, which brings us to a natural point of suspicion about this new RPG - are we looking at a bag of apples trying to be oranges?
I'm going to try and show that while it may be the ideal game of apples, it has managed to conquer the realm of oranges as well - that this has ended up as the the best take on a Cyberpunk rules set I've seen to date despite some problems I did end up having with it. As for my ability to compare, I had R. Tal's Cyberpunk 2013 within days of its release, I had a similar jump on for Cyber Hero, Shadowrun, GURPS Cyberpunk, and even ICE's Cyberspace. I went through the 80s, and for Science fictions fans, the Cyberpunk genre was our pet rock and I admit I was there with everyone else.<ul><li>Tri-stat has a very simple core - you have three stats, Body, Mind, and Spirit. In any task you roll two dice and hope to get under a number determined by your value in those stats plus whatever skill is relevant. Further rules allow for opposed rolls, degrees of success, and so on. Injury is a hit point system, and damage is always going to be ACV plus 25, 50, 75, or 100 percent of some number - barring critical hits, where ACV is more or less your 'base to-hit' number.</li><li>Characters are built on points without classes or levels, and a defects system exists to give you more points by defining weak points in the character.
The skills list is large, and has specializations to give it further focus - if you know law, you could then specialize into a field of law. Guns, a type of gun. Etc.
Characters get their real game mechanical depth from a system of 'attributes' which functions as a combination of perks, powers, special gear, and other unusual abilities. On first glance many of these will seem out of place in the Cyberpunk genre. Attributes such as Mind Control, Healing, and Creation (creates objects) for example, on the surface take leaps of logic to fit in. However note that what you are looking at here is a 'game effects' system ? where you take attributes and assign to them a special effect. Mind Control might have limits to be a drug induced effect, while Healing and Creation might represent nanites. Caution should be used by a GM with the attributes section. Tri-stat does not 'game balance' its meta system all that thoroughly and you can easily build game breaking concepts ? such as a Special Attack with both Accuracy and Autofire combined with Combat Technique: Accuracy. Taking both types of accuracy thus enables a character to Trick Shot an Autofire attack and possibly do hundreds of points of damage every round reliably if the attack's base damage is high enough (such as being to deliver 10 hits every round of a 20 point attack ? the second lowest setting). This may be seen as a system buster by some ? a reason to avoid tri-stat ? however this lack of strong built in balance also allows you to simulate many more unusual concepts. Provided you have a GM who pays attention and players willing to compromise, the balance issues can be easily governed and you will be able to reap the benefits of so open a game engine.
The attributes section also contains a list of tri-stat dX attributes not found in Ex Machina ? many of these, such as Teleport and Pocket Dimension are obvious, but others such as Computer Scanning and Owns Big Mecha seem as if they really should have been in the list. Computer Scanning I could understand from looking it up in Silver Age Sentinels ? it is something of a short cut to getting data out of machines that runs right past the difficulty of breaking into a secure system. Owns Big Mecha however, seems to me the ideal way of representing vehicles, and without explanation for its cut I was left a bit confused.
An explanation for that does come somewhat in the templates section. Templates are prebuilt packages to shorten the work of character creation, and one of them -The Teleoperator- suggests using Item Of Power to represent vehicles. The templates are used to give us professions, non humans (such as androids, bioroids, AIs, and so on), and cyberware. I'll cover cyberware under gear, as for the other templates each is built as a list of things you apply to the character, a total point cost, and notes on customization. The list includes all of the 'basic assumptions' of the genre as classic Cyberpunk understands it, with more templates in the four settings for less common ideas.
Finally in character generation we have the earlier mentioned defects. GURPS and Hero players will know these as disadvantages. In tri-stat they -usually- each come on a scale of one to three and are bought either for specific attributes or the character in general. Some of them are specific as in GURPS, such as Phobia, and others are more general like in Hero, such as Restriction. The chapter begins with a discussion on their role in the game, and guidelines for the limits of how many of them you can get (normally from 3 to 5). Taking them will normally give your character 1 to 3 more points each, and given that the norm of Ex Machina is a 75-100 point character, they will not be a major part of your point total ? viable characters can thus be made without them, much like in Mutants and Masterminds rather than what you see in GURPS or Hero.</li><li>Combat ? or, is this Video Game Cyberpunk?
I've heard it said that tri-stat doesn't offer enough tactical options to make for exciting game play in combat. On the list of facts that agree with this the game has only three stats which all play equal importance in combat accuracy and damage, only four stages for damage (25, 50, 75, or 100% of maximum), and movement does not require a play mat ? in fact with fast enough characters it can become awkward. Countering the claim however is a list of maneuvers and modifiers about as long as that seen in d20. It is a hit point system, but there are optional rules for tracking impairment from injury. Armor stops damage, and there are no hit locations though called shots can be used to target specifics. On the downside the team attack from Silver Age Sentinels is not in this game, but it really doesn't fit the genre anyway. The system is cinematic and not exactly all that gritty. It's lethality will vary depending on gear and attributes chosen. It is probably not as lethal as R. Tal's Cyberpunk 2013/2020, but more lethal than Shadowrun 1.0 (but not 3.0).
<font color="red">Consider the average character will have around 80 health points [(Body + Soul) x 5], and that the average gun does 13-14 damage per hit [ACV 8 + 62.5% of 8 or 10]. It will take about 7 hits to kill.
The 62.5 I got from assuming that most hits will do 50% or 75% of max, only every now and then will you get 25% or 100%, and very rarely a crtical (200% once every 64 attacks).
On the other...
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9 of 12 people found the following review helpful:
5.0 out of 5 stars
Cyberpunk re-kindled, October 25, 2004
This review is from: Ex Machina: Tri-Stat Cyberpunk Genre (Hardcover)
Having been an avid roleplayer for over 18 years, games have come and gone, some good, some bad, but most are about the same. This book, and the system that governs it is simply different. The boys and girls over at Guardians of Order (the publisher), really must know what they are doing, because when I started to read the Ex Machina book and the Tri-stat dx system core book, it was like a breath of fresh air was put back in my gaming enthusiasm. Honestly speaking, my desire to game anymore has been diminishing for about 5 years now do to the same old storylines and boring systems that I have been using form the beginning, but the Tri-stat system is so unbelievably flexible and simple, and that it takes away all the limits that are imposed upon other cookie-cutter systems. Not to mention, that once coupled with the inventive and wonderfully written ideas and settings that are contained in this particular tome, you have a combo that really is exciting.
The Ex Machina book is loaded with information and comes with four, yes thats four, different settings to run your cyberpunk dreams. Keep in mind that these are just examples and you can easily create one of your own, if properly motivated. Excellent writting, unique points of view, and vivid descriptions make this book a home run for anyone looking for a change to a better way of doing things. Buy this book and support a company that obviously is more interested in thier work than the bottom line, as they give the core rules for free on thier website!
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