Independent Reviews
 
 


 

Australian Realms (Issue 26)

Reviewed by Lee Sheppard

At long last, a gaming product that is both great fun to read and enjoyable to play. Reading through the GateWar RPG, I was immediately transported back to my early gaming days, before role-playing got so damned serious that you now need a degree in grief counselling before you dare open the latest release. A time when laughter was a common ingredient in any role-playing session, simply because you were all just-enjoying- yourselves.

Putting aside the obvious similarities with Raymond E. Feist's Riftwar saga, Vinya (the GateWar setting) represents a world that has been invaded by scores of different alien races, many of which have subsequently taken a hold on large parts of the planet. Overall, these alien (and native) races are excellent, with many deserving a home in any fantasy campaign, GateWar-based or not. However, I found the other background material provided on Vinya to be fairly minimal, and even somewhat confusing on occasion.

The GateWar RPG falls into the AD&D, Chivalry & Sorcery, and Dangerous Journeys RPG mould of "a table for everything, and everything in a table". Nearly every page of the 280 page rule book has one, two or even three tables containing rules, random events, price lists and miscellaneous lists. But don't let that put you off. A quick read of some of the tables and you soon realise that many of the actual contents are quite tongue-in-cheek. In fact, many of them are (intentionally) hilarious. (eg. Unique Tavern Characteristics: Smells like a gym; U-killed-it, U-cook-it; Free bulbous roots with entree). The A-Team would love this game.

The game's designers have obviously listened to the wishes of the over 2000 playtesters. Nearly every rule has its own accompanying example to aid player and referee understanding. One appendix even provides a much larger example, showing how all the various rules fit together. A comprehensive glossary and index are included, and a short introductory scenario helps to get new players started. Even the binding of the book is designed so that it can be opened flat for reading! The rule book is also packed with illustrations, most of a generic fantasy feel, but all of high standard. Like much of the text, many illustrations are comical, helping to maintain the great sense of fun that runs throughout the whole book.

Once again though (and I'm not purposely singling out Escape Ventures over this feature, it's common enough in other RPGs as well), it is the treatment of female characters that keeps this game from truly standing out as a refreshing change in the fantasy RPG market. One of the player character classes is a race of female warriors called Nequitar. Instead of breaking the "chainmail-bikini" stereotype however, we instead have a race of females that wear magic bracelets that allow them to "shun restrictive garments" and whose character attributes include large breasts, tanned skin and puffy lower lips. Given the high quality of the other character races, this really stands out as an ill-considered inclusion.

Having said all that though, the positives of GateWar far outweigh the negatives. Obviously, you don't have to use more than a few key tables during play (a point the writer's are keen to stress as well), you could simply spend many a session just monster bashing (it's worked for AD&D for over 20 years!) until the supplements do become available (and I'll certainly be looking forward to having a read of those) and your own playing style will determine how seriously you take the less "politically correct" aspects of the game.

Definitely worth a look.


 

KAOS Magazine (Issue #40)

Review By Ciro Alessandro Sacco, KAOS Magazine
Translated from Italian with minor changes for readability (content of meaning not changed):

GateWar is a fantasy RPG consisting of a big book of almost 300 (written in a very small type) with character creation rules, combat, background, bestiary and a campaign.

This game is amazing because of its sheer mass of rules: there are hundreds of tables to determine, by dice rolls, almost everything, from a very accurate description of every part of the character to the power of alcoholic beverages. The various types of humanoids that a gamer can play are standard fare, more or less, (but they have unusual names), except for two classes: a people of Amazons and their (more or less) male counterparts. The setting of PC's actions is the world of Vinya, once an ideal place to live, but now, after the opening of a "gate", invaded by a large number of aliens that have destroyed the world's balance making Vinya the perfect place for adventurers.

After spending a lot of time in the character creation process, it is possible to start playing. As you can guess, the game is quite complex and it leaves almost nothing unanswered: it's based on percentile dice with a chance for succeeding depending determined from a base factor (weapon type, for example) and and endless list of modifiers (terrain, character's size, visibility) that, in part, must be obtained every round. Parrying and dodging must be rolled for every adversary attack: this is not the complexity of other rulebooks, ICE's for example, but a combat can be quite long to decide.

Another part of the rules covers non-combat actions, with the same abundance of tables; water travel, land travel, characters and other people's skills and occupations, inns' features You can also find a table to determine the personalities of various semi-intelligent mounts used in the cities of Vinya.

There isn't a specific magic-using class and the spell list for magic-using characters is quite short: none the less, you can use "magic spheres" (a sort of "ready to use" spell) and particular gems, but the only people that can really handle magic are those rare individuals that control one or more elements. In the end, the bestiary with (a good idea!) not only the strongest monsters but the normal plants and animals indigenous to the world. We can also find many details here: for every being there is a list including appearance, tracks, habitat, behavior, type and quantity of food it provides (and the risk of contracting diseases.) After this, a brief campaign with suggestions for the game master in creating adventures. The tables, the true basis of this game, are clearly written and descriptive-near the number there is often a little explanation not without some sense of humor (in the table for Courage, the highest number is followed by the description 'The character will, generally, order the wine suggested by the innkeeper'. and the drawings are not very beautiful but very funny and enjoyable.

Text: ****

Graphics: ***

Illustrations: **

The impression: Well done, but would somebody dare use every rule?


 

Scribe Electronic Magazine


Playtesting. A decent period of playtesting is necessary to get a game to work. But what should one think about a game thats been in playtesting for fifteen years?

EVPA has spent a lot of time in playtesting their own designs as well as those of other companies (including Sage Lore). Well, as far as their game, they're done for a while. GateWar is out on the market now. The system works, but the fashion has changed. Basic fantasy is rapidly going "out of style," but since there are still tons of gamers who find this genre really appealing. GateWar is for them.

GateWar is set in Vinya. Vinya is a standard fantasy world, with the center including a space-time gate from which people and monsters continually emerge. Whole species of gate refugees have established places for themselves in Vinya. The world is not in any particular peril right now, even though there are monsters around. The peoples are not united, but they tolerate each other and are loosely organized. Who rules? What kingdoms are there? Is anything happening? It's hard to tell, and it's all up to the GM. GMs build their own Vinyas, deciding for themselves all those things.

One thing that is settled are the seven PC races. There are Half-Trons, who are related to a monster species. Thus they are feared, but also very strong and tough. One race has split into two societies based on gender. The males become Zod Bowmen with living bows, while the females become Nequitars. The Nequitar are an amazon society of sorts, who are fierce in battle and not very inhibited in the rest of their lifestyle. Thanks to magic bracelets, they don't need armor, and thanks to their temperament they don't need a lot of other clothing either. There are also the coast-dwelling Unspeakables, who are actually gregarious and voluble, but don't give out their true names to anyone outside their extended families. The Vinyan equivalent of a generic human is also available, of course, which should make some players a little more comfortable. (Imagine an introverted guy trying to play a flirtatious Nequitar; it would be either liberating or horrifying.)

GateWar characters have typical stats (Strength, Luck, Intelligence-the basics) that are rolled on 5d4. Once modifiers from the chosen race are added, the average stat is about 12-13. The player then gets 150 points to buy skills with in EACH of three categories. The three are mental skills, physical skills, and weapon skills. Each skill point spent adds 1% to the base chance of success using a skill. Even though most skills have default values that the "every man" can use, characters can raise their abilities significantly for some skills-but not all. On the other hand, a beginning PC can have very good skill in a favorite weapon, with separate skill levels for attacking and parrying. The character's height and weight are used to determine how many hit points he has; the points are distributed to the places a character can be hit, while the total shows how much blood he cal lose before dying. The GM has the option of having the player roll on charts for things like former profession, relative greed and general moral posture. Fortunately it's a OPTION.

Most characters also have some experience with magic-most will know at least one spell. Magic ability is based on Magic Points, which are one of the things players roll for. The player then rolls to see if he gains any power; he then has the choice of rolling for a random spell to know or build up his MPT.

Skill use is usually done by rolling percentage dice. The GM multiplies the character's skill by the difficulty of the task, ranging from doubling (an absurdly easy task) to 1% of the skill rating for tasks only total idiots would even think of attempting. Opposing skills are resolved by each character rolling and checking relative success. If you succeed and he fails, you won; if you make your roll by more than he makes his, you're won.

Weapon users must roll under their skill level with a weapon to hit someone; the target can parry to put the damage on his weapon rather than himself. Mr. Shield really is your friend. In each round of combat, a character gets two physical actions and a mental action. The mental action can be used to cast spells.

Spell-casting in this game is faster than weapons! Once you know spells, you can cast them simply by thinking "Cast this spell!" Spells draw from MPT for their power, which is recovered over time (a good night's sleep is usually enough).

As far as systems go, this is pretty good. Once you've built your character, a lot of the other things you do are intuitive. On every action there is a good chance of failure, so nothing is automatic. There is a demonstration battle presented in the book that shows a lot of the system in action, and this demo battle is put together very well.

Which brings us back to Vinya. It would be really nice if there were a more distinctive quality to this world. The gate at the center of the continent continues to bring all sorts of things in, which lets the GM's imagination run wild if he wants a particular sort of creature for the PCs to fight. But until more background material comes out, the PCs will be spending a lot of time slaying such creatures. There are descriptions of places in Vinya that PCs might be visiting, but not a picture of things overall.

One other thing you will find in abundance in GateWar is random encounter tables. The writers are very fond of them. There are tables for people you meet in town, tables for trying to pick up the opposite sex, tables for what you get for lunch.

In fact, the sample adventure consists mainly of such tables. The adventure is about protecting a colony of herbivores called Mips. Mips are small, defenseless, and very tasty. When you get to the end of the line, there's a contest to see who brings in the most, but there are a lot of predators out there who want dibs. Which ones are encountered when is random. It's probably a very easy scenario to run - after the PCs have covered this distance, roll on the charts and see what hazards to throw in their path. But getting a coherent STORY out of it is going to be difficult.

So GateWar is, in essence, an old-fashioned fantasy game that is playable and fun. And since that is EXACTLY the effect its authors apparently wanted, it is a success.


 

Silver Griffin Magazine #33


This new release is produced by Escape Ventures, runs more than 266 pages and retails for $29.95. The artwork, interior layout and maps are extremely well done, giving this product a very professional appearance.

The game system is based upon percentile dice (with the players trying to roll less than or equal to their modified skill rating for success) and players already familiar with other game systems that use percentile dice will have no trouble learning the system. One interesting thing is that difficulty increases or decreases the chance of success in proportion to the skill of the character (thus a character with a lower skill rating would not be penalized as much in percentile points as a character with a higher skill rating would be at the same level of difficulty). Combat uses hex maps (which I like) and uses hit points for different locations (which makes for detailed combat). Another interesting feature is that spell casters get weaker as they cast spells (which means their spells get weaker as they get more tired). This was nicely done. Overall the game system has a lot of small details worked in (such as rules on blood points, intoxication, food require-ments, etc). The game system has also been thoroughly playtested to work out the bugs.

The best part of the game though is the section dealing with the game world. Basically, the game world was a world which lived in harmony until a Gate opened that allowed a variety of Alien creatures to gain entry into the world. This resulted in the harmony being turned into a state of chaos. The game world is like a fantasy world with aliens mixed in. The game have some of the best aliens and monsters I have seen (they even give information on the food value of some of the monsters). There is enough information given about the game world that GMs should have no trouble getting a feel for the game world. The game section (as well as the rest of the book) is well furnished with great artwork to give a good visual impression of what is being described.

Overall this game has a lot going for it and is well worth the money. As it receives support from additional products it's popularity will probably grow among players. Take note though, this game already has a lot going for it without additional support.


 

Valkyrie Magazine - Volume 1, Issue 5

Reviewed by Dave Elrick

In the blurb on the back cover, GateWar is billed as "a comprehensive, believable fantasy role- playing system". In GateWar you play the fairly standard sword and sorcery type characters adventuring through the world of Vinya. Vinya is (surprise, surprise) a world under siege from the forces on evil-mainly because of a multiplanar gateway which allows various types of nasties access from their own planes to Vinya. What are the adventurers to do, but resist these "invasions"?

The rulebook is divided into three sections. The first is character creation, which speaks for itself really. Players have a choice of eight different player-character races. These range from the stocky Bruff (i.e., Dwarves) and Geffren (i.e., Elves), to the Nequitar warrior-women and their soul-mates, the Zod Bowmen. Character generation is comprehensive, but not overly complicated (you can generate a character after one read-through of the rules, which is more than can be said of many games available at the moment).

The second section is called Character Performance, and is basically all the rules associated with skill use, or combat. It also includes rules covering character travel around the world of Vinya, along with some of the hazards the characters might encounter. Everything is based on D100 skill rolls, matched against a sliding scale of difficulty levels set by the GM.

The third section (called Character Environment) is where things really start to get interesting. Up to this point, you might have been reading almost any role-playing game- the character generation and skill use rules don't actually provide any new or startling easy to do things. In fact, you might almost be reading a certain generic RPG.

It is clear, however, from even the most basic glance-through that a lot of thought has gone into the world of Vinya. The level of detail is breathtaking in its scope. Descriptions or rules cover almost every aspect of Vinyan society, from the type of government to the many things that you can do, or have done to you(!), in taverns (there is even a table of Vinyan chat-up lines, with such gems as "You don't sweat much", "I bet you're something without those clothes" and that perennial favorite of lounge-lizards throughout the multiverse: "You look just like my mother did before she died"). How can your player characters fail with a line like that?

The blurb on the back of the book says that their are 120 creatures (dubbed "...thinking man's monsters...") detailed in the rulebook. Well, I have not counted them, but in the 78 pages of creature descriptions, there is a vast range of "monsters" ranging from the harmless Mips (which are often kept as pets), right up to the dragons at the "oh my gods we're going to die" end of the scale. Each creature description includes a thumbnail sketch, stats and a description of the creature and its habitat. Each description also includes details of the tracks and signs that indicate that the creature is/was about-offhand, I can't think of any other RPG that gives you descriptions of a creature's spoor for every creature in the rulebook.

This is where the care and detail that have been lavished on GateWar really shows through-I mean, forget fictional chat-up lines, here you have a believable ecology. Some of the creatures are useful as pets, some are just curious (and you'll send your players crazy trying to work out what reason these creatures have for being in the adventure!) and are there as a sort of mobile scenery, and some of them are definitely in the "kiss that and you'll never play the guitar again..." class.

The rulebook is rounded out with a number of appendices, including a narrative example of all the rules in the rulebook in action. Among the appen-dices is the introductory scenario. Obviously, I can't tell you very much about this without giving away a large part of the plot, but it's a fairly simple adventure designed to get your players started.

Finally, all the most commonly-used tables are printed on either the front or back inside covers, where the GM can find them easily and quickly. This is something other game manufacturers (mentioning no names) might want to look at.

As I said before, there's nothing new or special in the rules. Having said that, though, the rules do work well, allowing you to concentrate on the background. In some ways, GateWar reminds me of the earlier editions of Jorune (without the alternative lan-guage), in that there is so much detail that you could easily forget the game and read the book just for the descriptions alone. But, of course, that would be a dreadful waste of money.

There are some major niggles-personally, I'd have preferred for the character sheet to be spread over two pages making each page a little less cluttered, for example. Also I would have liked the map of Vinya to be printed on a fold-out insert (possibly perforated so that it could be removed from the book and spread out for the players to look at), rather than over two pages near the center of the book where its difficult to photocopy or use.

Overall: it's hard to find any serious faults with GateWar, although some of the artwork (including the cover art) may offend the politically correct minority [of which I am not one, I hasten to add].
GateWar would make a good first RPG for an experienced GM, but there is more than enough to keep more experienced players coming back for more.