Book Review: Sally Slick and the Miniature Menace

Sally Slick and the Miniature Menace returns us to the world of Young Centurions and to the adventures of Sally Slick and Jet Black, first seen in Sally Slick and the Steel Syndicate. This time around we get right into the action as Sally fumes over being shut out of the local tractor races. With the circus in town, Sally decides to race “unofficially”; of course, Sally leaves everyone else in the dust. After showing up the local bullies and drawing the attention of the circus owner, Sally’s prized tractor goes missing! read more

Book Review: Sally Slick and the Steel Syndicate

Sally Slick and the Steel Syndicate visits a 14-year-old Sally Slick in the years before she grows into her role as a Spirit Centurion. It introduces us to Sally’s fellow Centurion Jet Black and a host of supporting characters, both villainous and otherwise. The novel sets the stage for the Young Centurions RPG, from 1910-1916. The first time I read this book I was charmed and very impressed; the second time I was still charmed but more aware of the story’s flaws. It’s a good book, the content aimed solidly at a teen and pre-teen audience with high-school reading skills. read more

RPG Review: Young Centurions

Visit a world of pulp action-adventure in the 1910s with the Young Centurions RPG from Evil Hat Productions. If you’re new to Fate or to the Spirit of the Century setting, this book belongs on your shelf. If you’re already familiar with either of those, take a minute to see if this book is going to add value to your collection before you jump on it. In Young Centurions, you take on the role of a unique individual, born in the first minute of the first hour of the first day of the new century. You embody a Spirit of the age, an aspect of the new century that shapes your character with the positive energy of things to come. Shadows oppose you, those people born on the last minute of the last hour of the last day of the previous century, empowered by the energetic detritus of what has gone before. It’s not always easy to separate Spirit from Shadow in the confusion of the new century, even when it seems you’re all working toward the same goals. And oh yes, you’re all teenagers. Young Centurions is the prelude to Evil Hat’s Spirit of the Century and Strange Tales of the Century, books that focus on adult characters of the 30s and 40s. Those books use the original Fate or Fate Core rules while Young Centurions uses the Fate Accelerated rules. Characters in Young Centurions tend to be less powerful, less capable, and more vulnerable than adult Centurions, both because the rules of the game provide fewer powers and because, well, you’re all teenagers. That emphasis on the characters as teenagers dealing with unique teenage problems is one of the strongest aspects of the game. (Fate pun…) We’re not talking teen angst here; the responsibilities of teenagers involve personal and family matters far more often than issues of society. Adult heroes make decisions that impact the world at large in ways that shape the events of society as a whole. Teen heroes make decisions that change their family dynamic and potentially jeopardize and hurt the people that matter most in their life. The book does a lot of things right. It provides a set of character archetypes to use as a foundation, with aspect questions and stunt packages that quickly get players into the meat of the game. It explains the use of approaches with clarity and through the use of examples. It teases the flavor of the world with story snippets and plot hooks as a springboard for your game. The GM chapter contains solid advice on gaming with teens as both players and characters, as well as tips on how to use the unique elements of the Young Centurions setting. The setting chapter gives us an intriguing glimpse of the world and just what role we’re going to play. Most important, the book makes me want to be a part of this universe. Still, there are things that I wish Evil Hat would have done differently. I see no need to reprint the Fate Accelerated rules, not when they make the FAE book so readily and inexpensively available. Young Centurions does nothing to significantly change the rules; simply adding the setting-specific material would have been sufficient. For all the intrigue generated by the setting teasers, the book leaves us completely cold when it comes to running the foundational elements of the background. The setting has no central conflict around which to build a campaign, though opposing agendas are implied between the Century Club and the Shadows. The book leaves the GM with a great deal of work to do in order to construct a group template, including deciding the specifics of the supporting structure and writing up stats for the opposition. I wanted more details on the Century Club, Doctor Methuselah, and the Steel Don. I want to draw inspiration from that material for my stories; I don’t want to have to create everything from scratch. I find only one critical fault with the book. Young Centurions games follow a story structure rather than a tactical structure, but the book provides no instruction on how to set up a game. This means you can’t simply stock a building with mooks and repeatedly kick down doors. You need to construct your game for narrative flow and problem solving. The Fate Core book includes a whole chapter on how to construct conflict scenes and tie them together. That instruction is absolutely essential to Young Centurions and its absence creates problems for GMs without a strong narrative background. So I’m conflicted. I want to like this book. The premise appeals to me a great deal. It’s a fairly solid introduction to the world of Spirit of the Century. It’s self-contained, since it reprints Fate Acceleratedand does a pretty good job with the rules. It captures the flavor of teen adventure and preserves a spirit of optimism. This is a setting for stories that I really want to read, but it’s also a game that I really don’t want to try to run. Story structure games put up a truckload of work for the GM and require a whole table of players that know how to effectively resolve conflict within a story structure. Spirit of the Century at least gives you the option to focus on the action scenes and talk through the rest without detracting from the game play. At the end of the book, I find myself wanting more. I really think there should have been more background material and a chapter on game construction. At only 160 pages, there’s ample room to push the page count up to 198 and create a truly complete product. The price point is good, only $20 for a full-color hardcover – half that for the PDF. It’s a great introduction to Fate and the to Spirit of the Century setting. By the same token, if you’ve already got Spirit of the Century or Strange Tales of the Century this book adds very little to either rules or setting. Even if you’ve already got the Fate rules in one form or another, this book adds some nice new mechanics and just barely enough flavor to make Young Centurions worth the purchase. My copy came from the original Fate Core Kickstarter, though when Evil Hat’s Magic 8-Ball selected me as a Young Centurions reviewer they also provided a digital copy. They have also requested reviews of the two Young Centurions novels: Sally Slick and the Steel Syndicate, and Sally Slick and the Miniature Menace. I read Steel Syndicate back when it was first released and loved it; I’m looking forward to reading it again on my way to the Miniature Menace ARC. See you then! *** Winston Crutchfield reads far more than is healthy, but is attempting to compensate by foisting his favorite books onto his rebellious teenagers. He’s always open to discussion about books and looking for reading suggestions. He can be found on the Christian Geek Central forums as “MindSpike” or on Goodreads under his own name.

Behind the Walls

behind the wallsJust to be clear…. This is supposed to be a prison game. Your characters are hardened convicts surviving in a self-contained and self-sustaining environment that happens to have been ideally placed to survive a 1951 nuclear apocalypse. But great pains have been taken to remove or de-emphasize those story elements that characterize not only stories about prisons, but the way prisons function in real life. To be specific, this setting does its level best to ignore or downplay: gang violence, prison rape, segregation, and racism (p. 2). These are the prime motivators of tension in this kind of setting, instead the text encourages themes exploring claustrophobia (p. 5) along with “institutionalism, culture, and aggression” (p. 23). read more

Atomic Robo the RPG

DSCN2170Atomic Robo premiered in 2007 as a six-issue mini-series, quickly gaining a cult following and branching out into the two ongoing titles “Atomic Robo” and “Atomic Robo: Real Science Adventures”. The story chronicles the adventures of Atomic Robo, a self-aware mechanical man created by Nikola Tesla. Each story arc focuses on a different era in the life of Robo, beginning in the 1920s and continuing to the near future. The stories imitate the pulp action novels of the 30s and 40s, with a healthy mix of Tom Swift in the recipe. Robo’s foundation, Tesladyne, employs “Action Scientists”, which pretty much sums up the book’s approach to storytelling. Recurring antagonists include Dr. Dinosaur (an intelligent deinonychus) and the ghost (phasically fluxed corporeal entity) of Thomas Edison. The creators premiered a free webcomic release for the entire series in January 2015 as a promotion for the tenth volume of the series, “Atomic Robo and the Ring of Fire.” The creators are currently running a Patreon campaign to continue support of the Atomic Robo comic. read more

Freeport: City of Adventure (Revised)

DSCN2098Freeport has been Green Ronin’s signature setting of pirate adventure and Cthulhoid madness since the early days of the d20 System boom. The setting launched with the ENnie award-winning adventure “Death in Freeport”, and has seen several other adventure modules as well as multiple setting expansions centered around the flagship title “Freeport: City of Adventure”. In 2006 the setting went “system agnostic” with the publication of the “Pirate’s Guide to Freeport” which contained no system stat blocks at all. This book was followed (slowly) by a series of “Freeport Companions” for different systems, all containing similar information tailored to different game systems. At this point, the line includes companion books for True 20, 3rd Era (d20 System), Savage Worlds, Pathfinder, and Fate. read more

Eagle Eyes

144754The concept of Roman Noir is not one that seems immediately natural to me, but this setting makes it quite convincing.

“Experience Roman noir firsthand in Eagle Eyes, the latest Fate World of Adventure from Pete Woodworth. Battle cynicism, corruption and murder in the shadow of the Coliseum. Play Eagles, the Senate’s private investigators, and use every means at your disposal to get at the truth behind everything from “ordinary” murders and robberies to high treason, noble intrigue, military coup attempts, and perhaps even the strange and terrible excesses of the Emperors. read more

Cosmic Patrol

DSCN1997Cosmic Patrol from Catalyst Game Labs appealed to me the instant I saw the book. Such classic iconography with the rocket ship surrounded by orbiting bodies. A name so evocative of the pulp stories and radio serials that I love. Elegant graphic design in an attractive digest-sized hardcover. Wait. Digest size? I suppose that’s when I knew that something was about to go terribly wrong. After all, RPG books are supposed to be the full size of a 8.5×11 sheet of paper. It’s only reluctantly that Savage Worlds and Fate won me over to the 6×9 novel-sized format. Certainly Palladium’s decision to publish the new edition of Robotech: the Shadow Chronicles in manga-sized trade made the book completely undesirable from my point of view. read more