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WHAP is a bare-bones, almost no "flesh" quasi-ruleset for playing pulp action adventures that would date from the 1860s to the 1930s. This is a short, 50 page book that is severely over-priced. When I downloaded the product, it didn't even come with the cover (seen here). I don't know if the PDF is only a part of the printed work, or if it is, in fact, the whole enchilada. Whatever it is, this game feels like it is unfinished and headed on the wrong track, mechanics-wise.
RATINGS: Is it ...
1) Straight-forward? Yes, but that's done by accident - not design. There isn't enough typing, background info, explanation, or story-line present to cause any kind of deviation from the subject.
2) Easy to Teach? No: this game uses formulas of addition, mixing and matching abilities / attributes, to produce calculated secondary attributes. This method is not "going the extra mile"; it's "going in the wrong direction".
3) Easy to Play? Not really: the results are gleaned after reading formulas - not after reading dice or reading the GM's reaction.
4) Appealing? Yes, the idea is appealing, and the cover art seems promising (on the computer, reduced in size). However, close examination and reading the rules will kill any pre-conceived joy.
5) Functional or Creative? Neither: in my opinion, this game, this game book, this rule set is not finished. It's not even out of the gate.
I am not happy with this purchase. Peryton Publishing needs to drop back and punt on WHAP ... or, send it to the side-lines for good.
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