If you always wanted to do a British crime-caper game, a la <i>Lock, Stock, and Two Smoking Barrels</i> or a Quentin Tarentino-style game, or <i>Intacto</i>, I can't imagine a better game engine. <i>Ocean's Eleven</i> would also blend in seamlessly, as would any of the <i>James Bond 007</i> films. It's hands-down the most exciting \"generic\" game I've ever read, and that says something.
Anybody know where to find a roulette wheel cheap?
Post originally by Manga Boogie Man at 2004-12-27 22:48:31
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Having played a number of generic game systems over the years (the oft-overlooked, vehicle-unfriendly, otherwise well done "Masterbook" system, by West End Games, was a particular favorite), I think I would put some heavy miles on this game. I also think that I'd want to play it with a roulette wheel at least once, since the 2d6 method would tend to provide more of a bell-curve result (which would be an aid in betting, as the odds would be a bit more predictable, but would detract from the chancy feel of the game to some degree).
The real issue would be getting ahold of a roulette wheel, especially on a gamer's budget (poker chips are definitely no problem, what with the holiday craze for Texas Hold 'Em poker sets, cards, and casino-grade poker chips). I have absolutely no idea where you might get one of these things, and the local Wal-Mart sure doesn't seem to have them. Can anybody offer any suggestions?
Post originally by Lxndr at 2004-12-28 01:02:52
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First, thanks for the review, especially a positive review! I love my little game that could, and I'm happy to see it finally getting some attention. I'd call Fastlane "universal but not generic" for much the reasons you listed about genericity - it's got a definite feel/flavor that keeps it from being "generic", but it's flexible enough to be "universal".
I'm a little sad that the style rating is so low - it was a conscious decision to include zero art within the project (I didn't want to bias the game towards any particular setting or genre, which meant either zero art, or a LOT of different and varied art). I hired someone who said they'd be able to make a rockin', stylin' layout without any art, and I really think they succeeded. Maybe I just don't know what "style" means in the context of rpg.net, 'cause your rating of it seems to be entirely focused on the artwork. I'd have rated it as a 4, but that's just me, and I'm biased (obviously). C'est la vie, no?
Anyway, back to the positive stuff. I'm glad I was able to communicate the whole attitude I was imagining so well in the text, as well as my excitement for it. Other movies that I imagined it working well for while I was writing for it: Plunkett and MacLeane, Maverick, The Fifth Element, Moulin Rouge, Bandits, Chicago, Romancing the Stone, The Good, The Bad, and the Ugly, and more.
I do want to point out, since it seems you glossed over it, that in addition to humbling, there's also burning, which is when a player chooses to lose points from their characters themselves to try to win the right to narrate, instead of leaving themselves at the mercy of the winner to humble them as they might choose.
Also, you're slightly off the mark with Life - those scores don't give extra chips when they're put on the line; rather, they increase your effective Facet, which give you the potential to bid more chips out of your bank - they don't actually give any additonal chips (I tried that, and it was unbalancing). You also didn't mention that when a Life is threatened, it reduces your effective Facet, thus limiting the amount of chips you can bid.
Ok, now for your comments at the bottom:
* Addictions, generally, manifest best as NPCs that are owed favors - sometimes also existing as a Life. Thus, they can be struggled with.
* A slow-acting poison fits best under the speculation rules.
* Environmental obstacles are either simple obstacles if they're mostly instanced (oh my, a wall!), or can be NPCs if they're more extended problems (oh my, a blizzard!). In fact, making an environmental obstacle as an NPC is a great way to personify a "man vs nature" kind of extended conflict.
I'm hoping to hear more when you actually play the game! Thanks again.
RE: Anybody know where to find a roulette wheel ch
Post originally by Andy K at 2004-12-28 06:16:18
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Also, note that the two 1d6es don't add up, rather you read them down and across on a chart- So there's really not much of a bellcurve, inasmuch that it's just like rolling 1d6.
Post originally by Carl at 2004-12-28 09:32:15
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It's long been a rule of mine to gloss over game rules in a review (include some but not go into any great detail) for two reasons:
1) I'm afraid I'll misunderstand something and screw other gamers up (witness my take on Life, where I tried to condense it and ended up writing the wrong thing), and
2) Writing everything about the rules in a review makes me worry that someone out there is just going to crib my review and extrapolate the game instead of buying it.
Also, 3) it generally takes too damn long to write out a comprehensive review of the rules, plus it gets tedious to read. It took the writer 39 (or more) pages to flesh out the game, how am I supposed to write it out in less than a page's worth of space? It's hard knowing what to include or exclude.
Also, maybe I should have given a more generous rating with Style, as I personally approve of minimal art within games. Give me content, or give me death!
Anyway, thank you for the response and examples. I look forward to playing with this game as soon as I can find a good group and some free time.