In the arena of retro-toons of the 1980's, Cartoon Action Hour brings unparalleled fun, nostalgia, and smiles. In this shiny new edition, the system has been modernized and streamlined. This is a pre-release playtest review.
Re: [RPG]: Cartoon Action Hour: Season Two, reviewed by xenongames (4/5)
This sounds pretty interesting. I've checked Zman Games and Spectrum games, but both CAH pages look like they haven't been updated since 2005/6.
Is there any information on the finished product? Page count, binding, retail price, planned supplements?
-I.T.
__________________
As he sips my untouched drink, I say "I can't be who I think"
He says "You are, and you're not, and I am too.
Are we figments of our gin? Are we long-lost orphaned kin?
Or the mad descendants of a writer's pen?
No one's sane behind their mask. Ask what you really want to ask."
And I close my eyes and whisper, "Can you take me back again?"
Re: [RPG]: Cartoon Action Hour: Season Two, reviewed by xenongames (4/5)
Quote:
Originally Posted by Inamoena Tempora
This sounds pretty interesting. I've checked Zman Games and Spectrum games, but both CAH pages look like they haven't been updated since 2005/6.
Is there any information on the finished product? Page count, binding, retail price, planned supplements?
-I.T.
They are going to do it earlier--but they hit a tech snag--according to The Cartoon Mistress Christy Celeste Miller. The planned supplement for now is a book, "After These Messages" (which was the name of their magazine that only lasted two issues), which deals with lighter series (Smurfs, Snorks, etc.).
__________________
Logging off,
MadWritter
a.k.a Dr. Thinker
Gained:1 Laugh Point, 1 Yet More Irony Point, 1 "I failed to recognize the Ramones" point
Re: [RPG]: Cartoon Action Hour: Season Two, reviewed by xenongames (4/5)
Quote:
Originally Posted by Inamoena Tempora
This sounds pretty interesting. I've checked Zman Games and Spectrum games, but both CAH pages look like they haven't been updated since 2005/6.
Is there any information on the finished product? Page count, binding, retail price, planned supplements?
-I.T.
Well Z-man games will not be publishing the game, Cynthia will be using Lulu to publish the game. I am not sure of finale cost or page count, Cynthia is still working on getting the game done. (She has most of the chapters done, know working on the appendix and supplemental material.)
I should note that I remember Cynthia saying Z man games wanted to get out of doing rpg's and the break up between the two companies was friendly.
Cynthia is working on a new website, but they are having a few problems getting it started and she hopes to have it ready for next month, but no promises.
As MadWritter mentioned the first supplement will be "After these messages" and will cover will include a few show types. Including a look at 80's anime and how to handle it in CAH. This supplement still in very early development.
AFter these messages is also the name of the old digital magazine/supplements that went out for season one.
__________________
Dragon with Laser Vision, BAD monster Design
Cartoon Action Hour fan, Author of Going Japanese
Knowing is half the battle, the other half is 50 ton mecha with large plasma cannons
Re: [RPG]: Cartoon Action Hour: Season Two, reviewed by xenongames (4/5)
Thanks for the very fair and insightful review, Patrick. I do, however, want to address a few things written in the review.
Quote:
Nor did my copy have the series guide, which I think will have a sample setting.
Actually, the appendix contains three full, ready-to-run series: Warriors of the Cosmos, Strikeforce Freedom and Transbots. Each series features a backstory, character creation guidelines, setting history, interesting locales, sample episodes to run and, of course, loads of characters.
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In the realm of anime, CAH:S2 would work well for Slayers, Pokemon, or other lighthearted or "kids" shows.
The first sourcebook, After These Messages... will have a section that deals with adapting/running anime and kiddie shows with CAH:S2 (along with live-action 1970s kid-vid shows).
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The first edition used broad, present Traits like Athletics or Stealth. Personally, I liked this approach and was sad to see it go. As the GM, you are always forced to make a judgment call whether or not a Trait is appropriate or not, which was something I did not enjoy when I ran Truth & Justice. Also, player-defined Traits are very hard to balance and differentiate. What is the difference between Con Artist and Fast Talker? Isn't Crack Shot (which might only apply to guns) more restrictive than Soldier (which could cover all weapons and other out-of-combat uses)?
I understand where you're coming fom. However, one of the reasons I switched to a more freeform Trait system was because having a definitive Trait list seemed too confining for the genre, no matter how exhaustive it was. Furthermore, it defeats the freewheeeling nature of the game and genre if you have to pour over a long list of pre-made Traits. Sure, questions may arise about the difference between "Con Artist" and "Fast Talker", but common sense sorts it out easy enough. They are essentially the same, in this case, the differences lie only in the color they provide.
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For The Dragon Warriors of Xim, I created eight pregenerated characters (6 PCs and 2 NPCs that could be run as PCs if needed). This proved harder than I thought it should be. With 30 build points, you can give a PC 7 Traits at rank 4 (World-Class) and still have points left over. To me, this seemed far more than I needed or wanted.
Please keep in mind that the 30 PoPPs allotment is just a default, a guideline. Each series will have its own PoPP total and I would certainly suggest less than 30 for creating teenagers. The Series Guide always tells exactly how many PoPPs characters receive.
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Ick. I'm sorry, but I really dislike random advancement, especially when there is no randomness in character creation.
Generally, I'm not a fan of randomness in character advancement either. However, for a genre as whimsical as the retro-toon genre, I feel it's appropriate. If you don't like it, I might suggest simply adding 6 to the Experience gained.
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Cynthia not only mentions that, but also gives suggestions on how to integrate those kinds of details into the game; it's in the section titled "Cheese and How to Use It."
Not that it's important or anything, but the "Cheese" section was by far the most fun section to write.
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Too often when I read a roleplaying game, I have no idea what to do with it. Even a good game may leave me without the inspiration or motivation to run a scenario. Some of the most detailed and rich settings can leave me thinking, "yeah, but what are the PCs supposed to do?" After reading CAH:S2, I wanted to run something. Ideas were popping into my head with every page and I couldn't wait to get started.
I cannot stress enough how happy this makes me. When I write a game, I try to ensure that there's an immediate sense of "Okay, this is what I can do with it". I never try to limit what can be done, but I like to give a strong direction that can be used out of the box, so to speak.
Re: [RPG]: Cartoon Action Hour: Season Two, reviewed by xenongames (4/5)
Quote:
Originally Posted by laserstardragon
I should note that I remember Cynthia saying Z man games wanted to get out of doing rpg's and the break up between the two companies was friendly.
That pretty much sums it up. Spectrum Games and Z-man Games are on very good terms. It was purely a business decision and there was never any drama accompanying it. Zev and I get along extremely well.
Re: [RPG]: Cartoon Action Hour: Season Two, reviewed by xenongames (4/5)
Quote:
Originally Posted by Inamoena Tempora
This sounds pretty interesting. I've checked Zman Games and Spectrum games, but both CAH pages look like they haven't been updated since 2005/6.
Is there any information on the finished product? Page count, binding, retail price, planned supplements?
-I.T.
Thanks for your interest in CAH:S2. As has been mentioned by others, we're working on getting the website up to snuff and redesigned in time for the release. It's been a big mess.
As for the information you mentioned, I can only tell you about the PDF version (due for release next month). I hope to know about the hardcopy version within the next few weeks.
The PDF, however, will cost $15 - $18 and will end up being roughly 150 pages.
Re: [RPG]: Cartoon Action Hour: Season Two, reviewed by xenongames (4/5)
Quote:
Originally Posted by Cynthia Celeste Miller
Please keep in mind that the 30 PoPPs allotment is just a default, a guideline. Each series will have its own PoPP total and I would certainly suggest less than 30 for creating teenagers. The Series Guide always tells exactly how many PoPPs characters receive.
My Ideas
5 PoPPs- Tots
10 PoPPs - Grade School Kids
20 PoPPs - High School Teenagers
25 PoPPs - College Age Youngsters
30+ PoPPs = Adults
Quote:
Not that it's important or anything, but the "Cheese" section was by far the most fun section to write.
And I have fun reading it--I like the reference to Prince Adam and Cringer changing into He-Man and Battle Cat for the stock footage explanation.
__________________
Logging off,
MadWritter
a.k.a Dr. Thinker
Gained:1 Laugh Point, 1 Yet More Irony Point, 1 "I failed to recognize the Ramones" point
Re: [RPG]: Cartoon Action Hour: Season Two, reviewed by xenongames (4/5)
I loved the first edition, but had to resell my copy when i was terribly poor. This review sounds like the various small details that bugged me have been fixed up, so i'm looking forward to seeing this. I have particularly fond memories of a lot of the artwork - the character designs and whatnot were totally dead-on, and I hope you've brought back some of the same artists - or even reused some of the images!
Is there any chance you might also be working with Indie Press Revolution so the book can get into stores? Or are your plans pretty much set on a lulu-direct strategy?