RPGnet
Reviews | Game Index | Forums | Press | Wiki | Columns | Store
 

Go Back   RPGnet Forums > RPGnet Appendix > RPGnet Reviews

Reply
 
Thread Tools Rate Thread Display Modes
  #1  
Old 11-27-2006, 01:00 AM
RPGnet Reviews
Guest
 
Posts: n/a
[RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

http://www.rpg.net/reviews/archive/12/12602.phtml

Joseph Sala's Summary:

Passages is not only a new Victorian game, but a door to many new worlds.

Go to the full review for more information.
Reply With Quote
  #2  
Old 11-27-2006, 06:26 AM
C.W.Richeson's Avatar
C.W.Richeson C.W.Richeson is offline
RPG Reviewer
 
Join Date: Feb 2005
Location: Knoxville, Tennessee
Posts: 8,909
Sounds neat!

It sounds like a neat product!

Just an FYI, you might want to tag PDF reviews as "virtual downloads" and enter in the relevant PDF information instead of the book info. This product, as a PDF, is only $13.95 for example.

In your opinion, how was the editing on this product? Were there many grammatical mistakes or misplaced words?
__________________
Latest Reviews: Martial Power, Diaspora, Chronica Feudalis, Monster Manual 2, Baby Names, Open Grave, Ultimate Toolbox, Manual of the Planes.
Next Review: Dragonomicon, Geist.
My Article on RPG reviewing for those considering taking it up!
LiveJournal
Reply With Quote
  #3  
Old 11-27-2006, 06:56 AM
Keith Burkhead's Avatar
Keith Burkhead Keith Burkhead is offline
Lobstrosity!
 
Join Date: Jan 2002
Location: Naked on Everest-it's cold above and below.
Posts: 3,424
Re: [RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

Sounds cool....one probably stupid question....is this a stand-alone D20 product, or does it require any WotC products to play?
Thanks,
KB
__________________
"(Why? Because I got a little too clever and let slip the yipping Chihuahuas of infowar)."

Bob Howard in The Jennifer Morgue on why villian has suddenly decided to scuttle his yacht with Bob still on board.
Reply With Quote
  #4  
Old 11-27-2006, 07:16 AM
Joe Sala Joe Sala is offline
Registered User
 
Join Date: Nov 2006
Posts: 69
Re: [RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

I didn't notice any grammatical problems, but English is not my mother language, so maybe it's just me.

Passages is completely self-contained and no WotC books are needed to play it. In fact the system is quite different from D&D or d20 modern, so conversions aren't easy.
Reply With Quote
  #5  
Old 11-27-2006, 10:07 AM
MisterGuignol's Avatar
MisterGuignol MisterGuignol is offline
Registered User
 
Join Date: Aug 2005
Posts: 378
Re: [RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

Could you comment more on the supernatural advantages available for characters? What kind of abilities do they cover?
Reply With Quote
  #6  
Old 11-27-2006, 06:11 PM
Dan Davenport's Avatar
Dan Davenport Dan Davenport is offline
Texas Moderanger
 
Join Date: Jan 2002
Location: Dallas, TX
Posts: 7,794
Re: [RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

A very informative and concise review, Joseph!

Regarding the Combat skill: does it cover <u>all</u> forms of combat, and what attribute(s) does it use?
__________________
RPG.net Moderator
Moderator comments in red.
Challenges to moderator calls should be posted in Trouble Tickets or mailed to Admin.rpgnet @gmail.com

dan.rpgnet@gmail.com
Forum Rules & Guidelines

Running: ---; Prepping: Earthdawn; Playing: Buffy; Reviewing: GODSEND Agenda; Reading: Earthdawn, Corporation
The hat of me know no limit!
"Did you know that your reviews take on an entirely new light, if you picture them as being read aloud by Frylock, as Meatwad listens intently?" - Cith, in #rpgnet
"You're more the lovable sort of odd. Like a retarded bear" - an IRL friend
Reply With Quote
  #7  
Old 11-28-2006, 04:48 AM
Joe Sala Joe Sala is offline
Registered User
 
Join Date: Nov 2006
Posts: 69
Re: [RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

Mister Davenport, I'm glad you liked my text. No review is complete without the Great Reviews Reviewer's approval!

Anyway, there's only one Combat skill. It uses Dexterity and has three sub-skills: Attack, Defend and Initiative (the first two are compared when attacking, and the damage is based on the spread).

MisterGuignol, some supernatural advantages are: aura of fear, camouflage, ignore damage or natural weapons. So they're more supernatural powers than magic spells. Some of them can be used up to three times per adventure.
Reply With Quote
  #8  
Old 11-28-2006, 09:47 AM
Justin D. Jacobson's Avatar
Justin D. Jacobson Justin D. Jacobson is offline
Old Blue Himself
 
Join Date: Jan 2004
Posts: 858
Re: [RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

Just a couple of notes:

First, thanks for taking the time to review they product. They are always appreciated.

With regard to Combat, the skill covers all forms of combat other than Grappling, which is its own skill. Combat is Dexterity-based and Grappling is Strength-based. However--and this is an important concept--the attribute associations for skills are simply the default. Per the rules, players may "negotiate" to use other attributes for a given skill check, and it's up to the Narrator to accept or reject the suggestion.

Joe, quick question: In the review, you say that "I have to think more about it, but after a first read the energy costs look quite unbalanced." Did you mean to say "unbalanced?" If so, I'm curious what gave you that impression, since I obviously put a lot of time in to ensure that they were balanced. Given the tone of the sentence and lack of an example, I'm wondering (hoping) you meant to say "balanced."

Finally, in regard to the call for adventure support for the Narrator, I will be posting a free full-length introductory adventure on the website within the next couple of weeks. I will also be posting recurring entries in "A Cast of Thousands" featuring write-ups for new literary NPCs each with their own adventure hooks.
__________________
Blue Devil Games - Fiendishly Clever ** One Bad Egg - Hatching the Best Stuff for D&D ** Tokyo Rain - Killing Is the Easy Part -
A licensed game based on the bestselling John Rain novels by Barry Eisler.
Reply With Quote
  #9  
Old 11-28-2006, 02:16 PM
Joe Sala Joe Sala is offline
Registered User
 
Join Date: Nov 2006
Posts: 69
Re: [RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

Justin, in your book you say that characters must be awarded around 10 energy points per adventure. Then they can buy the following advantages:

- +1 to an attribute check of your choice, including skill checks using that attribute (2 points)
- +1 to an attribute score (2 points)
- 2 hit points, 3 if Con is 15+ (1 point)
- 1 plot point (4 points)
- 2 skill points, 3 if Int is 15+ (2 points)

So, if I am not wrong, after only one adventure I can increase Strenght in 5 points, or even better, have a +5 in ALL Intelligence checks, including the related skills. So why should I increase skills? Don't you think that players will first increase all attributes to 20 before buying something else? (Yes, I now that munchkins are not the target for Passages, but anyway...)

Maybe I am missing something, so please tell me.
Reply With Quote
  #10  
Old 11-28-2006, 02:33 PM
Justin D. Jacobson's Avatar
Justin D. Jacobson Justin D. Jacobson is offline
Old Blue Himself
 
Join Date: Jan 2004
Posts: 858
Re: [RPG]: Passages: Adventures Penned by Literary Giants, reviewed by Joe Sala (5/4)

Quote:
Originally Posted by Joe Sala View Post
Justin, in your book you say that characters must be awarded around 10 energy points per adventure. Then they can buy the following advantages:

- +1 to an attribute check of your choice, including skill checks using that attribute (2 points)
- +1 to an attribute score (2 points)
- 2 hit points, 3 if Con is 15+ (1 point)
- 1 plot point (4 points)
- 2 skill points, 3 if Int is 15+ (2 points)

So, if I am not wrong, after only one adventure I can increase Strenght in 5 points, or even better, have a +5 in ALL Intelligence checks, including the related skills. So why should I increase skills? Don't you think that players will first increase all attributes to 20 before buying something else? (Yes, I now that munchkins are not the target for Passages, but anyway...)

Maybe I am missing something, so please tell me.
I'm guessing the principle disconnect is in what constitutes an "adventure". My expectation is that adventures in Passages will be longer (in real terms) than what we think of as adventures in, say, Dungeons & Dragons. But what you're talking about is character advancement. If you think that advancement is too accelerated, simply award fewer points. The 10 points is explicitly a suggestion and is certainly not required.

As for the comparison between attribute check bonuses and skill bonuses, 2 cep gives you a +1 bonus in an attribute check or 2 skill points. The 2 skill points you can use to get a +2 bonus in one skill or a +4 bonus in a sub-skill (or 2 bonuses in two different sub-skills). So, it's an issue of increasing bonuses for greater specialization. Whether someone wants to get a +1 bonus in all Intelligence checks or a +2 bonus in Sabotage or a +4 bonus in Sabotage (Demolitions) is a matter of personal preference.
__________________
Blue Devil Games - Fiendishly Clever ** One Bad Egg - Hatching the Best Stuff for D&D ** Tokyo Rain - Killing Is the Easy Part -
A licensed game based on the bestselling John Rain novels by Barry Eisler.
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 02:54 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
© 1996-2006 RPGnet® and individual posters. Compilation copyright RPGnet.