View Full Version : [RPG]: Vice Squad: Miami Nights, reviewed by ghost-angel (3/3)
RPGnet Reviews
05-07-2007, 12:00 AM
http://www.rpg.net/reviews/archive/12/12973.phtml
Gordon F.'s Summary:
Setting information to take on the hot streets of Miami as either a Cop or Criminal in a 1980s action style using the genreDiversion i system.
Go to the full review (http://www.rpg.net/reviews/archive/12/12973.phtml) for more information.
pspahn
05-07-2007, 06:00 AM
Man, I keep getting a 3 for style, even though everyone feels like it captured the genre well. :)
Thanks for the review, Gordon. I'll try to shed some light on why things went where:
Why the weapons table isn't at the end with the vehicle tables I'm not sure.
The genreDiversion system has its own weapons table (which is different), so I put that at the end of the Optional Rules section. Of course, the Miami Nights Stories section was originally part of the Optional Rules section, but when I split them up into two chapters I didn't even think of relocating the weapons back to the Optional Rules section. Thanks for the catch.
And the Optional Rules, especially the Cliches, really need to be with the Character Creation section.
This was done to stay uniform with the other genreDiversion setting books. Optional settings rules like cliches have always been placed in an "optional" rules section for those who want a more gritty GDi game rather than the over-the-top one that cliches and dice tricks provide.
No Index. Any gaming book these days should have an index, there's no excuse not to have one, even a bad one.
I actually agree with you here for the most part. I thought the parts of the game you would actually need "in play" would be fairly easy to find so I didn't think an index was entirely necessary. I'm planning to release this as a print/PDF standalone game (with the entire genreDiversion system included) and that will definitely have an index.
A few aspects of running a city could have been included, notably local politics and corporations. Especially if you want to cover city corruption as an aspect of the game.
I tried to convey this through the corrupt politician, judge, etc. NPCs. I didn't think of the corporate angle, though, so I will probably write up a Big Corporate type guy or two. Thanks!
Thanks again for the review. Rick Hershey and I will be putting out a new game or two (under Small Niche Games) in the near future so you'll be hearing from me again soon. :)
Pete
ghost-angel
05-07-2007, 05:54 PM
Man, I keep getting a 3 for style, even though everyone feels like it captured the genre well. :)
I rate style more on how the book flows and the presentation of the material.
But, I am by no means the expert of organization and presentation. My general feelings are: Stick all the rules together. Stick all the setting together. Mix as little as possible.
This allows those who don't like the rules to easily take the setting material in adapt it to rules they do like. That's my opinion on the matter at least.
pspahn
05-07-2007, 06:39 PM
I rate style more on how the book flows and the presentation of the material.
But, I am by no means the expert of organization and presentation. My general feelings are: Stick all the rules together. Stick all the setting together. Mix as little as possible.
This allows those who don't like the rules to easily take the setting material in adapt it to rules they do like. That's my opinion on the matter at least.
Yeah, I can see that. Anyway, I'm also glad you picked up on the No Dead Ends section. I don't think adding complications to failed rolls is anything groundbreakingly new, but it seemed like a must-have for an investigative-type game, and I really like the way it turned out (it playtested really well, sometimes with some very amusing results). Thanks again.
Pete
ghost-angel
05-07-2007, 07:00 PM
Yeah, I can see that. Anyway, I'm also glad you picked up on the No Dead Ends section. I don't think adding complications to failed rolls is anything groundbreakingly new, but it seemed like a must-have for an investigative-type game, and I really like the way it turned out (it playtested really well, sometimes with some very amusing results). Thanks again.
Pete
No Dead Ends is by far one of the best concepts that I've never seen explicitely expressed before in the clear manner you have done so.
I know many groups utilize the concept, but to spell it out drives home the idea. Seriously good work there.
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