Chapter One
I
should start out by saying that this will be more of an analysis than a
review; it's hard for me to be unbiased towards Masterbook due to
my long experience with Torg, which is what Masterbook's mechanics
are based on, and I was rather disappointed with Shatterzone (sort
of an intermediate step between Torg and Masterbook) so I may
not be looking at Masterbook with a completely unjaundiced eye. So
if you find the tone of this post rather negative, it probably is (but there
are things I like in Masterbook, I just tend to focus more on the
things I don't like....)
One quick comment, I
don't particularly care for the glossy black cover. It actually looks good
but it picks up grimy fingerprints real easily and my copy already looks
grungy (and until last week I hadn't even read the book, I'd just browsed
through it once or twice.)
Before diving into the
nitty-gritty details of the book, a general overview of several different
areas:
Artwork - Passable to good for the
most part though nothing really captured my attention. A decent mixture
of genres represented though a little too heavy on the fantasy stuff for
my tastes. The sci-fi artwork is in general the weakest of the book except
for the very nice piece on page 66 (though I'm certain I've seen it somewhere
else....) I was pleased to see a few cowboy illustrations though I expect
the chances of seeing a Western sourcebook anytime soon aren't that good.
Text/Layout - There's a lot of information
being conveyed here and there are a few places where I momentarily got
lost reading the text, but for the most part I was able to follow things
well enough. There is a rather large amount of white space at the end of
several chapters which is space that might have been better used in loosening
up some of the denser sections of the book.
For example, Chapter
Two (Background Generation) has nearly a half page of blank space at the
end, some of which might have been better used as artwork space a couple
of pages earlier to break up the monotony of several pages of straight text.
But from what I know of the publishing process it isn't always possible
to work things out that well in advance (text comes in too long or too short,
artwork is late in showing up, etc) so this is only a minor complaint.
The main thing I don't
like about the layout is the rules overview at the beginning of the book;
it tries too hard to not just provide an overview but a quick synopsis
of everything and it just ends up looking really cluttered and cramped.
In particular, almost every table and chart is crammed in when most of
them are not all that necessary for an overview; I suppose it could be explained
as an attempt to put all the tables and charts together over a couple of
pages so players won't have to go flipping around trying to find them all
the time, but if you're going to do that either produce a generic Masterbook
GM Screen or put just the tables and charts on a couple of pages in the
back of the book instead of embedding them in a bunch of text.
Cards and Dice (included in the boxed
set; the Cards are also available seperately from WEG) - When the
Masterbook boxed sets first came out a lot of people complained about the
cards being poorly cut. Mine do not appear to be that bad though there is
a noticable difference in the way the two stacks were cut (the deck comes
broken up into two stacks), one of the stacks does not have as smooth of
corners as the other stack but you have to look pretty close to be able to
tell. When the stacks are shuffled together the deck does look a little ragged
due to the different corners but if people hadn't mentioned it before I got
my copy of the game I probably would not have noticed the difference.
The dice are nothing
special, unlike my Shatterzone dice they don't seem weighted towards rolling
10's all the time. 8-)
Overall impression - I'm having great
difficulty in summing up my opinions on Masterbook. I am trying
to avoid looking at it through Torg-tinted glasses but it's not easy;
most people who are going to read this review are quite familiar with
Torg so comparing Masterbook with Torg is a easy way to
describe the game, but from a Torg standpoint Masterbook is
like a cousin instead of a direct descendant. Compared to the larger-than-life
mechanics of Torg, Masterbook seems mundane and ordinary
instead of the more-realistic-but-still-exciting mechanics I would expect
from a generic version of Torg.
But I know that I'm
not being fair to Masterbook when I say that; at its heart it is
still based on the Torg mechanics and that makes it better than a
lot of other RPGs on the market today. I guess my biggest problem is the
same one I had with Shatterzone; I was expecting it to be "just like
Torg , only better" and when it wasn't (from my viewpoint), I lost
most of my enthusiasm for it.
To me, the crowning
point of Torg wasn't the wonderful mechanics or the Drama Deck, it
was the heroic scope and feel of the mechanics and what they allowed.
Shatterzone and Masterbook don't have that scope and feel, they're
much more "believable" and "realistic" than Torg, so my gut reaction
is that they can't be as good as Torg. Overcoming that gut reaction
is proving to be more difficult than I anticipated, probably because my preconceptions
for a setting like World of Indiana Jones is much more Torg-like than
Masterbook's mechanics will support.
So I'll qualify my overall
opinion this way: Torg players and people familiar with Torg
are likely to find Masterbook a bit too confining and restrictive.
People coming to Masterbook without much or any previous Torg
experience are likely to have a much more favorable opinion of the system.
And now, onto specific
details and comments concerning the Masterbook rules. I'm afraid
that to make things easier (and shorter) I will be assuming a basic familiarity
with Torg, Shatterzone or Masterbook mechanics on the part
of the reader of this review, so anyone who doesn't have that familiarity
is likely to get lost and may want to bail out now...
Skipping over the Table
of Contents (which appears fairly complete, though I noticed that it doesn't
have the correct title for Chapter Two) and the Overview, the first chapter
deals with Character Creation. To be specific, it deals with generating
the attributes and distributing skill adds. Character Advantages and Compensations
are covered in Chapter Two.
The first step of designing
a character is of course the character concept, which is briefly covered
with an example (the same example character is used to demonstrate all the
procedures in this and the next chapter.) My only comment is that there
aren't too many guidelines offered here, their advice essentially boils
down to "talk it over with your GM". That's good advice of course but it
stikes me as being rather skimpy. However, more advice does appear in Chapter
Two so it's at least covered somewhere. I do wonder though if it might work
better for the player to generate the character's background first and then
develop the attributes and skills second, but I suppose either method is
a valid one.
The attributes in
Masterbook are the same as in Shatterzone but slightly different
than in Torg; Dexterity and Toughness have been broken
up into two attributes each (Dexterity and Agility, Endurance
and Toughness) and a few of the other attributes have been renamed
and redefined a bit.
Agility now represents
gross motor coordination and balance while Dexterity is fine motor
coordination and hand-eye coordination. I like the distinction and it does
make Masterbook much more applicable to generic situations and characters
than Torg.
Strength is still
Strength, the only real change here from Torg is that climbing
is now an Agility skill, leaving lifting as the only Strength
skill. Strength is now figured into movement values and is also used
to determine Toughness, which is no longer a primary attribute but
a derived attribute.
Endurance has
replaced Torg's Toughness attribute in all ways but one; Toughness
is still used to resist damage. A character's Toughness is now determined
by his Strength and Endurance attributes. I will concede
that this does make some sense, someone with muscles bulging out all over
his body should be a bit tougher than someone with an average muscle build.
However, I don't feel
comfortable with the derived nature of Toughness; it's an unnecessary
complication. Plus I notice that while Toughness is supposed to
represent "physical hardness and natural armor", animals in WoIJ with natural
armor are not given a naturally higher Toughness but a Toughness
with an additional armor value - this could be an error that slipped by
due to WoIJ being written at the same time as the Masterbook rulebook
but I think it illustrates that Toughness as a seperate attribute
isn't all that necessary, the armor could in most cases just be added to
Endurance for about the same resistance to damage.
I also do not like how
Toughness is determined in Masterbook. Shatterzone used a formula,
(STR+END+END)/3, while Masterbook uses a table. The problem with
the table is that the results it produces are IMO bogus. The table has a
secondary problem of only covering a range of 5-13 and the suggested rule
for attributes outside that range seemunreasonable; every point outside the
range is a direct 1:1 modification of Toughness, which makes me wonder
what kind of Toughness a creature with very high STR and END is going
to have - for example, a dragon might have a STR and END of around 22 which
would give it a TOU around 30, much higher than the attributes themselves.
But back to the realm
of player characters and their numbers - lets look at an average person
with an 8 Strength and Endurance, since 8 is defined as being
"low average" for all the attributes. To me, that means this person should
have a low average Toughness, also 8. But that's not the case, he
has a 9 Toughness, a "high average" attribute.
What about someone who
has slightly lower average attributes, a 7 in both Strength and
Endurance, will he have a slightly lower average Toughness? No,
he also has a 9. How about at the bottom of the scale, someone with a 5 in
both Strength and in Toughness, described as "almost no physical
ability"? They have a low average Toughness, a 7. What about the
top end of the scale? The highest it can get is 12 even when the attributes
are 13.
I see an additional
problem in addition to the variable definitions of "average" in use here.
It means that a character cannot hurt someone with identical attributes
without generating at least a +1 bonus to damage - unless he has a
Strength of 13, then he can hurt his duplicate because his Toughness
is only 12! It also means that a small child or animal (STR & END 5,
TOU 7) can withstand damage almost as well as the average adult. I hope I'm
not alone in finding this a bit unrealistic.
Moving along, Intellect
and Mind are the mental attributes (duh!) and while they're essentially
the same as Perception and Mind in Torg their definitions
have been changed a bit and some skills have been shuffled around. I don't
particularly agree with some of the skill changes but I'll save that for
when I discuss the skills.
Charisma is
Charisma, not much to say there. Confidence is the Spirit
attribute from Torg expanded a bit, it now includes some of the skills
that were under Mind and Charisma. I don't really mind the
expansion of the attribute, it was pretty underutilized in Torg. My
one dislike is that while Confidence may be more descriptive than Spirit
for what it now does, it just doesn't sound like an attribute.
Before I get to the
derived attributes such as movement rates I'll address the number of attribute
points you get. Specifically, you get 68 points for your eight attributes
(remember, Toughness is based off of Strength and Endurance
.) Immediately you should notice that the average Masterbook character
is not going to be anywhere as well off as the average Torg character
which gets 66 attribute points for 7 attributes, an average of 9.4 vs 8.5
for Masterbook.
I find this to be one
of the main contributing factors to Masterbook's "mundane" feel,
the ordinary attribute levels that characters will have. Also, unlike Torg
where the Ords were built on 10 less attribute points, there's no difference
between the PCs and normal NPCs, they're built on the same amount of points.
So essentially it's like playing an ord in Torg.
The odds of a character
increasing an attribute under Masterbook looks pretty slim, so for
the most part (barring background Advantages) characters are stuck at being
more or less like everyone else. True, players can bump up one, maybe two
attributes to above average during character creation but the game's going
to balance that out by forcing them to take equally low attributes somewhere
else or taking high-level Compensations to make up for any extra attribute
points taken as an Advantage. So characters either end up hopelessly average
or deficient in some area just to be above average somewhere else.
A problem I see with
this is that it will end up enforcing stereotypes much more than Torg's
templates do - every athelete of reasonable ability (ie, high physical attributes)
is going to be on the dumb side or uncharismatic due to low levels in his
non-physical attributes. For example, a football player with Strength
and Endurance of 11 is going to average a 7 in some of his other
attributes and an exceptional football player with a 12 or 13 in those attributes
is going to be even worse off.
And at the other end
of the spectrum, every natural genius could end up being a 98-pound weakling.
There just doesn't seem to be much opportunity for a wide variety of attribute
combinations without falling into the "big and dumb", "brainy but wimpy"
or "charming but empty-headed/frail" stereotypes.
I suppose that Masterbook
may focus primarily on skills over attributes so it expects most characters
to take median attributes without too many high/low ones. If so, I guess
many of these complaints can be handled by saying that a one point difference
in an attribute is a substantial difference but I don't see that in the
game mechanics, it looks more like a two point difference is required before
there's going to be much of a change in a character's potential.
Next up are the movement
rates, which like Toughness are derived from some of the attributes.
The four movement rates are naturally enough running, swimming, climbing
and jumping (long jump). Each form of movement has a limit value that is
the maximum speed a human can have regardless of his attributes.
The Masterbook limits are the same
as the ones in Shatterzone but are slightly less than the ones in
Torg; I have no problem with this, the ones in Torg are definitely
not for normal people (and even with Torg's larger-than-life atmosphere
I still I find Torg's Running limit of 10 a bit hard to swallow.)
For the record, the limit values are Running 8, Swimming 5, Climbing and
Long Jumping 3. (Oh yeah, Torg's Climbing rate is 2 so SZ and
MB are actually allowing more than Torg here!)
My concern here is that
for average characters the numbers may not be that believable; someone with
an 8 Agility and Strength will have a running value of 6, which
translates to a running speed of 15 meters a round (10 seconds). What's wrong
with that? The same person can walk 12 meters a round (two times the running
value number); is three meters in 10 seconds really all that much of a change?
Yet for this character, moving 12 meters is a simple action but moving 12-15
meters is a complex action and will affect other actions.
Even worse, take someone
with 5's his Strength and Agility - his running value is
4, which means he can walk 8 meters in one round but can only run 6 meters
in the same amount of time! Granted, most characters are not going to have
attributes this low, but I don't like seeing rules break down this way. Note
also that someone with a movement rate of 5 runs exactly as fast as he walks
(10m and 10m)!
The difference between
walking and running speeds also grow rather quickly; our average person
with the 6 has rates of 12/15 but 7 goes up to 14/25 and 8 is 16/40; one
person's 3 meters is another person's 24 meters, all from just a two point
difference.
The other movement rates
don't really have this problem but they're so much lower and more restricted
that there really isn't an opportunity for this kind of a problem to show
up. (I also don't have enough personal experience with swimming, climbing
or long jumping to draw real-life comparisons like I can with running and
walking.)
Now don't get me wrong,
I actually like that there's finally a rule to determine what speed a person
walks at as compared to his running value, I just don't agree with how
these rules work.
Oh, one other thing
concerning movement rates; I noticed that while there were Advantages and
Compensations that can affect movement skills, there aren't any that will
affect the movement rates. It seems to me that someone with a "bad knee"
(a level one Compensation) should have a lower walking and running rate
than the average person but this is not mentioned or accounted for anywhere.
I would suggest that
players who take such a Compensation should apply the appropriate skill
modifier to the appropriate attribute when figuring the movement rate, thereby
producing a different number. For example, the "bad knee" adds a +2 DN to
Running, Swimming and Long Jumping skill checks so when figuring the character's
movement rates the player would subtract 2 from their Agility. For an average
person that would drop his running rate from 6 to 5, his swimming rate from
4 to 3 and his long jump would stay at 2 (it's low enough that you need a
massive change to affect it.) I can see a "bad knee" also affecting climbing
but it's not listed in the example.
The last part of character
creation (at least the part in Chapter One) is allocating skill adds.
Masterbook has the same skill setup as Shatterzone, which is slightly
different from Torg. There are still skills that cannot be used unskilled
(though now they're called Trained and Untrained Skills, which I think works
better than "Skilled Skills" and "Unskilled Skills") but there are also
now Macroskills, called Focus Skills in Shatterzone. (Not be be confused
with Macro Skills in Torg which are skills used over long periods
of time.)
These are basically
like scholar and science in Torg, you have to pick
one specific area under that skill instead of being able to use the skill
for everything that might come under that category. The big difference from
Torg is that a lot more skills are now classified as Macroskills
(for example, all the vehicle skills are now Macroskills.)
The specialization rules
are pretty much the same as Shatterzone, there are a few changes but
none really in character creation. For Torg people, specialization
is a lot different under Masterbook; instead of getting a flat +1
to your specialization, you buy skill adds for the specialization that are
then added to the base skill when you use the specialization. So if you
have fire combat +3 and the pistols specialization at +2,
you have +5 skill adds when you're using a pistol (but only +3 for any other
kind of firearm.) Trademark Specialization is still around but it is now
an Advantage you have to get as part of your background. I'll talk more
about it when I cover Chapter Two.
I don't have any real
complaints about the rules for buying skills during character creation,
they're pretty straightforward and the few restrictions are either familiar
(no more than three adds in a skill, skill adds cost one skill point) or
not that difficult to work with (no more than two adds in a specialization
skill, specialization adds cost 1/2 a skill point.)
But there is a potential
for problems in how the number of skill points a character gets is determined:
unlike Torg and Shatterzone the number of skill points characters
get are based off of their Intellect and Mind attributes.
The rationale is that characters with higher attributes are more intelligent
and "well-learned" so will have more skill adds.
But a little thought
will turn up any number of cases where this isn't necessarily so, it's
possible to be intelligent without being well-learned and vice versa. Maybe
that would be represented by having a high Intellect and an average
Mind or vice versa but I figure if we're going to go this far, why
not also account for age and/or experience - shouldn't a 50-year old character
have more skill adds than a teenager? (You could try to account for that
with the extra skill adds Advantage coupled with the Age Compensation but
you'll only get one or two more skill points out of it.)
When Masterbook
originally came out, several of us on the mailing list were worried that
this was going to give mental-oriented characters a huge advantage over physical
or personality-oriented characters; not only would they have a high starting
level for their primary field of choice they would also get more skill adds
on top of that. This could still be a problem but I think for the most part
it is not going to happen too often; to get more than two extra skill points
the character will need an 11 in both Intellect and Mind, forcing
him to sacrifice in other areas, so it's probably not going to happen that
often.
Finally for Chapter
One there's a scale provided to correspond a character's number of skill
adds with his proficiency. For example, +1 add is "novice", +2 is "beginner",
on up to 16+ being "probably the most learned in the world". This scale is
obviously based around the use of specialization adds instead of general
adds as I don't see very many characters getting their general skills up
that high. The scale is a bit vague for my tastes; I would like to know what
a bachelors, masters and doctors degree would equate to but there's no real
definitions provided so a doctorate could be anywhere from 7-15 adds ("advanced
professional" to "master".)
Actually I wonder if
the scale is meant for specializions or general skills; the example they
give is for martial arts, which is not a specialization. it kind
of worries me that they might be expecting characters to get that high in
their general skills (advancement is much slower than it is in Torg, I think
+7 adds in a general skill would be pushing it for Masterbook characters.)
End of Chapter One
Chapter Two: Background Generation
Torg, Masterbook, Shatterzone, West End Games, and WEG are trademarks of Purgatory
Publishing. You can find out more about Torg at www.westendgames.com.
page created 10/26/97, modified 4/11/2000