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So, a game of World War I flying aces, with the key ingredient that's been lacking from other aerial combat games: intelligent apes... now, I cannot say that I've ever felt the lack of apes, intelligent or otherwise, in any aerial combat game I've played but... now I've read this, there's a certained warped corner of my mind that sees that they could be an asset!
The premise is simple. Back in the 17th and 18th century, human explorers from Europe found civilisations in distant jungles built not by primitive men but by apes. Urang utans swarming over the Indies. Chimpanzees in West Africa. The apes took advantage of the encounters every much as humans did, and by the beginning of the 20th century, they lived in the west enjoying all the benefits of civilisation in harmony with their hairless cousins, human beings. Five ape species have stepped up to take their place in society: Orangutans, Gorillas, Bili Apes, Chimpanzees and Bonobos.
After this swift yet comprehensive history we move on to Character Creation, which uses the QAGS ruleset (which you will need to make the most of this game). Characters may be humans or one of the ape species and details of the 'ape modifier' that you apply to any ape character are spelled out here. Given the original premise of the game, characters are intended to be pilots... but there is plenty of material if you intend a more general early 20th-century alternate history game where aerial action is not quite so important.
The next section discusses the Great War, weaving actual and alternate history into a seamless whole to set the scene for the game. Positing a date of 1916 when combat had settled into trench warfare with biplanes buzzing about overhead, the next section looks at the Flying Squadrons and how aerial combat was conducted. Aircraft, the nascent art of war in the air, even uniforms and squadron life are covered. The section ends with game details for several different aircraft.
And then... Flying Monkeys. It doesn't matter if you are human or ape, you need to be aware of certain details - and the rules that will model them. The effects of altitude, even frostbite, must be survived. A system for aerial combat itself is then presented, which a few die rolls and prangs later can be reported to be mostly workable, although a knack for abstracting and presenting the combat in narrative form improves things greatly. It's not about rolling dice, it's about adventure and derring-do, after all!
Finally some notes on the sort of adventure that ought to work well are followed by a fully-developed one, Masque of the Black Death. There's plenty there to get a good flavour of the game. A whole raft of appendices deal with the timeline of the alternate history, pre-1916 aircraft, the major nations, other theatres of war, speaking ape (common ape slang), a Great War glossary and (of course) some dumb tables to exercise your die-rolling skills upon. There's even a page of Inspirations, a GM cheat sheet and a character sheet - everything you need, really.
All jolly good fun, what? Gentlemen, gentleapes, start your engines!
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The only product I've seen from Hex Games prior to this book was QAGS, but the two are worlds apart. QAGS is a silly if well-constructed system for rapid, rules-light role-play. Magic rules is a comprehensive, in depth look at a fluid and infinitely adaptable magic system for any style of play. If you are looking for a magic supplement to any Hex Games product, this book is for you. If you want a solid resource for modifying the magic system of any other game, Magic Rules has something for you too.
For the low price of "free" there's really no reason not to look it over!
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Preaching to the converted here: for me role-playing is all about creating an altenate reality and populating it with believable characters that 'come alive' within the context of that shared alternate reality... and so of course I applaud any effort to make that task easier.
Some of it seems banal, and I do question the wisdom of suggesting that you answer questions about the character you are creating out-of-character rather than in-character. If nothing else, when I'm creating a character the easiest way for me to find out what he's like beyond numbers in a stat block is to channel him and find out what he's got to say. It can also be regarded as an on-going process, I often get to know a character properly as I play him, rather than have him spring to life fully-formed from the outset.
However, the concept of using a string of questions to ferret out what a character is like as a person is sound; and the questions chosen do a good job of empowering you to look at some of the fundamental things that make him tick.
Then things get a bit tangled, as there is a section - which SHOULD stay out-of-character - about what you, as a player, are looking for from the game for which you are preparing the character. Useful information for the GM, to be sure, but something to keep apart from who that character is and what he is like.
Ultimately, the more you know about your character, the better you will be able to play him. Try to internalise as much as possible - when your instinctive response turns out, when you think about it later, to be bound up in the personality and background you've devised for him, you'll know you're getting it right.
A useful little tool to help you think about who 'you' are in the shared alternate reality you are about to inhabit.
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Whether you want to run something only slightly more realistic than the Whacky Races using the QAGS ruleset or intend to retool this excellent concept for a real-world interpretation of international spies, there is a wealth of ideas and materials here.
After a brief introduction which sets the scene with a bit of flavour fiction and makes the assumption that you want to play a game set in the 1960s, it dives straight in. Chapter 1 develops a background based on the fictional Global Racing Group which organises international races and has some very interesting ulterior motives (which characters may never become aware of, depending on how you decide to run your game).
Next, Chapter 2 takes a look at 'real world' racing of the 1960s, with a brief mention of some things that didn't happen then for those of you who weren't around at the time. Then Chapter 3 looks at the sort of characters that might play a role in this game, concentrating mainly on actual drivers and replete with sample characters, and Chapter 4 covers vehicles and the rules necessary for running your races - useful if you intend this as a standalone QAGS game or are using the spy 'core' book Sex, Lies and Ultraspies. (If you are using a different ruleset, you may prefer the chase rules presented there instead: Spycraft 2.0 has particularly good chase rules, for example, and the rest of that game is quite compatible with the tongue-in-cheek approach of this book.)
The final section of the book is a full-blown adventure, Who Killed Team Unity? This is primarily centred around a race but whilst that's the main focus (until the climax, that is...) there are a few side bits that take it beyond that and will provide scope for future adventures both on and off the race track. An appendix-full of suitable pregenerated characters are provided if you want to jump straight in, or you may prefer to come up with your own.
Overall, Spy Racers is a brilliant core concept for a spy/adventure campaign, and it's open to you to play it as presented or go for a more realistic (or at least, thriller-style) interpretation. I can see it working with Spycraft or Night's Black Agents, or even if preferred with a superhero game. Lots to think about, to inspire you even if you don't play QAGS (why not, it's a fun game... even if you also like more realism in your alternate reality most of the time).
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If seriously out of ideas or in search of something completely and wierdly different, you might want to take a look at this... cautiously. Some of it almost makes sense, or could at least get your creative juices flowing.
Other bits do live up to the title of being 'dumb' tables. And unless you are good at movie trivia, especially actors taken out of context of the characters they've played, you'll find yourself doing a bit of research to find out what you actually rolled up anyway. (Or put it another way, I haven't even heard of most of the actors mentioned...)
It's all quite entertaining, though, and quite enjoyable to wonder what would happen if you did write an adventure based around random rolls on the tables in this product...
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It's true that I'm a little biased when it comes to Hex Games products, since I know several staff members on a personal basis, and I've been running Hex Games events at conventions for several years now. Having said that, I picked up “Hobomancer” last week.
I know how much time and effort went into this product, and the meticulous nature of the background and research within the supplement shines bright. Hex Games has gone above and beyond in this project, and delivers a unique and interesting setting that is unlike anything else I've ever played.
If you're like me, you have little understanding about hobos in general, but the rich detail of information about life on the rails in this supplement sets the player up perfectly to jump right into the world of Hobomancer. The Hex Games staff does a fantastic job of capturing “the spirit of the times” and blends it well with the fantastical magical world they've created. This is probably the deepest supplement the staff has completed to date, as it is full of information and goodies for players and G.M.s alike. Hobomancer has the unique quality of blending reality with fantasy just enough to make it plausible.
If you're a fan of Hex Games, or just one of the masses looking for “something different” to play, Hobomancer is the supplement for you.
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QAGS is a simple and flexible game system. As the authors put it, it is aimed at modeling fiction, so the focus is on character interaction and narrative, rather than simulation. This puts it apart from some other generic RPG systems.
The first four book chapters (28 pages) contain all of the game rules. The rest of the book contains player and GM advice, which is a necessity to make a generic game system accessible to those with less experience with RPGs. There are also useful chapters on modeling different game settings with the rules. The text is written in a conversational, humorous style that is easy to read.
Characters are defined by three fixed, catch-all attributes and at least three freeform ones. This gives a lot of flexibility to create different character concepts. On the other hand, it may require some discussion between players and game master.
There is a uniform resolution mechanic for all actions in the game, with only a slight variation for opposed and unopposed actions. This helps making the rules simple and easy to learn and is coherent with the focus on story instead of number-crunching.
Although there are rules for character advancement, I feel that the game system is better suited for one-shots or short campaigns, where it won't really matter. Still, I'd have to play more to be sure.
All things considered, it was a good purchase.
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This is a good little SF adventure for QAGS that is a tad more serious than most QAGS products, but is still fairly lighthearted and very much space opera. It does a decent job setting up a background for the adventure, and it's a shame that QAGS never followed up on it.
It also has the best cover art of any QAGS product by far.
The adventure itself, while again very much meant for fast and simple play, could be adapted to many SFRPGs, even traveller, if one were so inclined.
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It is the acronym for Quick Ass Game System, and that is pretty accurate. What is QAGS or more to the point why is there a QAGS?
Well QAGS grew out of the same need that gave us Fudge, Fate and GURPS and even d20.
QAGS though is a little looser than GURPS, but not quite as loose and Fudge or FATE.
QAGS is nice because it works well as an entry to Role-playing that is not a kids game (by no means is this one for kids!) and it can be used by the old pros out there. Yums-Yums aside of course!
Chapter 1 then is all about Character Creation. What I like about QAGS are such things as the descriptors of your character. In fact they are not even called abilities but "Words". So there is much more of a author feel to this than say character creation. You describe your character in terms of these Words, such as Body, Brain, and Nerve as the base ones, and others like Job, Gimmick and Weakness. I also like the tacit nod to "Who Will Play the Character in the Movie" which is something everyone does anyway. I snarkily always say "Gary Oldman" cause he can play anything and anyone. Like with other games I have played, there is something to learn here. This chapter could help you define who your character is regardless of what game you play.
Chapter 2 is Doing Stuff or how to play. The system is pretty simple really. Words are given a value of 6 to 16 and skills can add up to 5 to these. These numbers then become the target numbers.
Chapter 3 expands on this with Combat.
Chapter 4 is the most entertaining, Yum-Yums. What are Yum-Yums? They are pieces of candy that are character rewards. They are points on your sheet, but they are also a pile of M&Ms or other candy in front of you. They are used like Drama or Hero points in other games, but if you eat them all well then your are literally out of luck.
Chapter 5 is a bit about role-playing your character. Making them more than a concept and stats on a page of paper.
After this we have the GM (Game Master's) section. Chapter 6 covers the basics of being a GM along with the rules and what you can do with your new found power over life and death. Chapter 8 goes into the Fine Art of GMing.
Chapter 7 deals with the story you are trying to create.
The Appendices are rather nice. The first one is a Big List of Words used to describe your character. Which seems to me would have utility in a Fate or Fudge game as well.
Appendix 2 is the quick start rules. 1/2 a page. They got the Quick part right. So quick in fact it is "Qik" start.
Appendix 3 is the section of Genres. Each one gets a page and covers the basics.
Appendix 4 is a collection of sample characters.
Appendix 5 is a list of creatures
Appendix 6 includes some equipment
Appendices 7 & 8 are sample adventures
Appendices 9 & 10 are dumb maps and dumb tables respectively
And 11 is a conversion from QAGS 1st Ed.
Finally ending with a character sheet. The first I have seen that lists Social Security Number.
QAGS is fun, but it might be too silly for groups. Or it might be perfect if the GM opts to play it straight.
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Nominally a QAGS product, but actually very generic, most of these tables aren't that dumb. There are character concept tables, name tables, and a great character actor table (to figure who the character should be played by). There are fun tables, like a bad Silver Age superhero name generator and a lame superpower table. There's a high concept table, where you can generate a campaign idea like "It's Godzilla meets Caddyshack". Okay, there's also a Random Dave Table, and a Random Bruce Willis Movie table, but there's also a random adventure generator that doesn't stink. Fun for a pick-up game or a one-shot, I'd use it with Risus or Primetime Adventures.
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Another great beer-and-pretzels RPG setting book for QAGS, this time offering roleplayers the opportunity to play fratboys from Kappa Epsilon Gamma, who find themselves up against Nazis, robots, dinosaurs. zombies, succubi, and many other foes. Players make characters based on the typical college movie stereotypes, the GM chooses which nasty they're going to encounter today, and the fun begins.
Each of the opponents in Fratboys Vs. has its own set-up and plot to draw them into the story, which makes it possible for the more skilled and experienced GMs to run this supplement completely without preparation.
Like so many other QAGS supplements, this one is packed with laughs from start to finish. If you've ever wanted to play an RPG with Bluto and D-Day fighting ninjas and undead, stop wasting your time and click that "Add to Cart" button right now.
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Goofy superheroics for the QAGS system! This QAGS supplement is highly influenced by comical superheroes akin to The Tick and Mystery Men. It includes gimmicks, flaws, weaknesses, super powers (and ways to get them), and a city stocked with a civilians to protect and serve. Don't miss the Superhero/Villian/Team Naming Table!
This would be a great diversion game to run when your group has grown tired of serious roleplaying and would like to lighten it up for a while. Due to some language and adult themes, I would recommend against letting children read this supplement (despite the very cartoony cover art).
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A setting supplement for QAGS (Quick Ass Game System) set in the early 1900s, combining weird science with the real-world vision and inventions of that era. Henry Ford and Thomas Edison team up to create a mobile weapon that will defeat the forces of Marshovia from invading Florida, and eventually form a special force to hold back any future efforts against the United States - the Edison Force.
This short and sweet package for the QAGS RPG rules comes complete with player archetypes Ex-Soldier, Daredevil, Aviator, Junior Inventor, and more), weird science equipment from the 1900s (a lot of guns that shoot lightning, as you would guess), sample skills, gimmicks, and weaknesses, as well as a sample adventure - Edison Force Versus the Martians, in which the Force is called to investigate some strange walking machines in the Arizona Territory.
The GMs section includes historical characters from the era statted up for play, and there's a great section of inspirational books to get you into the proper mindset. The art and layout are very good, as I've come to expect from Hex Games. It's a small package (37 pages), but it would make a great one-shot campaign for any gaming group that is looking to try something different and unique.
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See my review at http://rpggeek.com/thread/668010/laser-ponies-a-semi-review
In brief: great setting, great art, the system is weak (not horrible, but not strong) - but it's easy to transfer the setting to a system you like better.
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Ok, first let me say that I am writing this review not from the point of view of a man that has been role-playing since the late 80's That would totally miss the point, I think. Instead I will look at this short little book as a father of three little girls that would like to learn to play with their dad someday. First of all, it's short and simple which is perfect for the ages that it is intended for. The art is childish and cute, again fitting the theme very well. However, what really sells me on this product is the fact the my kids haven't shut up about it since I showed it to them. Personally I think there should be more products like this so that our generation can share the joy of storytelling with our kids and families. Not only do I salute Hex Games for Laser Ponies, I give them my sincere thanks as a father!
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