Sparky McDibben
2023-01-15, 05:54 PM
Alright, y'all, Sparky's had a rough week. Today was supposed to be my day off, but that plan got waxed within about 5 minutes of waking up. So I'm going to work through my feelings in a manly fashion: by screaming RPG critique into the callous, unfeeling void of the Internet until tears stream from my cheeks and my voice gives out!
So if I seem a trifle harsh during this review, that's why. Don't worry - we're not going into tenfootpole.org territory here. I gotta keep it classy, both because y'all fine SOBs deserve it, and because my small children occasionally like to try reading over my shoulder. Hence why I used SOB, instead of the other thing.
Alright, so Escape from New York is an adventure that's based on the iconic action movie of the same name, starring Channing Tatum with an eyepatch. I purchased it for $19.99 on DTRPG in pdf format. It's designed to be run with Everyday Heroes (https://www.drivethrurpg.com/product/415709/Everyday-HeroesTM-Core-Rulebook) (reviewed here), (https://forums.giantitp.com/showthread.php?652619-Everyday-Heroes-Third-Party-5E) a 5E-based ruleset for modern adventures.
Be advised of two things:
1) You will have to redo the bookmarks - there's a bunch of great tables that aren't linked to, so you'll need to drop some of those in. That wasn't a problem for me, but I don't know your pdf viewer situation.
2) Save this thing as an optimized file - the art is fantastic, but d@mn does it slow down the reading experience to wait five seconds every time I hit "Page Down."
The text is 128 pages long, and divided up into five parts:
1) Introduction
2) Hero Options
3) New Rules
4) GM Advice
5) The Actual Adventure
They don't short-change you; the adventure is about 51 pages, by far the longest part of the book. Right now, though, we're only going to go over the first four sections, because the adventure is going to require some in-depth review.
The book kicks off with a foreword by friend of the forums Sigfried Trent, describing his love for the movie and the characters. Good stuff; this definitely reads like a passion project. One other thing to note is that Mr. Trent is one of three credited adventure designers (the other two being Kim Frandsen and Thomas Pugh). I'm not familiar with many of those names, but a quick jaunt through their DTRPG credits will tell you they are generally well-regarded by the market.
But I'm not the market.
https://i.imgur.com/RUC7k8H.jpg
Look, everybody wants to be Batman - I'm just being honest with myself (one of my New Year's Resolutions!)
The Introduction lays some pipe for how this world is different from ours, starting with some content warnings to discuss with your players. For example, if you're playing with Paul Verhoeven, you should probably call out that there are some fascist themes in the adventure (though always framed as evil). Likewise, if you're playing with Critical Role fans, there are also portrayals of religious zealots that might make those players uncomfortable. (I joke, but this actually is a good trend in gaming and I think it's useful as a DM)
After that, we get taken through an alt-history timeline, starting with Nixon opening China and ending with Snake Plissken blowing up world electronics with a mega-EMP hit. This runs for three pages, and actually runs past Escape From New York. While it's easy to read and relatively simple to follow, it's also mostly unnecessary for the actual adventure. If you need to run a whole campaign in this world, it's helpful. Otherwise, you need to know three things:
Sh!t's f*cked; World War III has already happened, and the US is veering rapidly towards fascism
Manhattan Island is now a penal colony and also populated by insane victims of nerve gas exposure
There's a nuke in Lady Liberty's head
BAM. Three pages saved. The rest of the intro goes over the martial law cops, some of the revolutionary groups, and goes into more detail on the security around (and situation inside) Manhattan island (called New York Max). There are some writeups on what each of the gangs inside NY are, their colors, sigils, and some weird shorthand for their strengths (Reputation, Influence, Strength, and Resources). Unfortunately, relatively little of this (and nothing of the Rep/Inf/Str/Res shorthand) makes it into the actual adventure. It'll be useful if you wanted to run NY Max as a dynamic sandbox, but otherwise, I recommend highlighting no more than three of the 13(!) gangs they detail.
There is also a great little CRT-style map of New York Max:
https://i.imgur.com/aBYTrm2.png
Now, you're probably looking at that and thinking, "Aha! What a great set up for an urban pointcrawl!" You would be wrong - there's no random encounter table at all, and no mention of saves vs poisoned groundwater, mutated animals, etc, nor any timeframe given (nor scale) for how long it takes to go from one point to another. However, each of the 19 Notable Locations does get a nice little one-paragraph summary, which is a pretty solid write up.
This left me feeling a little underwhelmed. The information presented is done well, but I don't have the tools I need to play the city as a dynamic environment, with it's own stuff going on. It's going to feel like the city revolves around the PCs, and that's generally what I want to avoid.
Next up is the section on hero options. We lead off with new Backgrounds, including "Legend" and "New York Native," along with a couple of others. These are good, and give some decent options for characters tied to this adventure. After that, we get several new professions, many of which are affiliated with organized crime in some way. There's the "Charm" for example, who is someone who deals in trading sex (or other favors) for what they want, and the "Prison Gladiator," which is exactly what it sounds like. These are decent, and the already useful Professions features in the core rules are very useful in NY Max.
After that, we get three new classes. For those of you who skipped the Everyday Heroes review, classes in this game are equivalent to a subclass in base 5E. I initially thought this nomenclature was a baffling departure from base 5E naming conventions, but recent events have forced me to revise that opinion.
The three new classes are:
Gutter Rat (Charming Hero)
Motorhead (Agile Hero)
Street Warrior (Strong Hero)
The Gutter Rat is an outstanding urban hero, using traps and various tricks to inflict the Distracted and / or Blinded effects, making the enemies much easier to gang up on. The Motorhead is going to be really good in their vehicle, and so invaluable during chase- or race-heavy games. Outside of that...their contributions will depend on player ingenuity and seeking out opportunities to put their toolset to use. The Street Warrior is a type of hero who gets more dangerous the more they screw up. There's some bookkeeping here, but I think the implementation they went with was probably the best variant of this Bolivarian archetype I could see.
There are three non-Multiclass feats, including one that is particularly nasty - Go Behind lets you use a reaction in response to being missed by a melee attack, to go behind your enemy and make an attack with advantage. That's gonna be a must-have for most rogue-type characters.
The new equipment packs take into account that most guns on NY Max are out of ammo and exceedingly rare, so the new weapons are stuff like shivs, spiked baseball bats, etc. But the real meat of the new equipment are the vehicle modifications. Do you want to weld sick iron spikes to your ride? Install a nitrous-oxide system? Put in a James Bond-style oil slick creator?
Hell yeah you do, you glorious bunch of psychopaths, and Evil Genius Games has got you covered. Honestly, this is great, and I love that it's in here.
Alright, friends, I'm going to stop there because my head's pounding and I'm exhausted. Next time, we're going to pick up with new rules for this setting, and then we're going to carry on to the adventure!
Thanks for coming along!
So if I seem a trifle harsh during this review, that's why. Don't worry - we're not going into tenfootpole.org territory here. I gotta keep it classy, both because y'all fine SOBs deserve it, and because my small children occasionally like to try reading over my shoulder. Hence why I used SOB, instead of the other thing.
Alright, so Escape from New York is an adventure that's based on the iconic action movie of the same name, starring Channing Tatum with an eyepatch. I purchased it for $19.99 on DTRPG in pdf format. It's designed to be run with Everyday Heroes (https://www.drivethrurpg.com/product/415709/Everyday-HeroesTM-Core-Rulebook) (reviewed here), (https://forums.giantitp.com/showthread.php?652619-Everyday-Heroes-Third-Party-5E) a 5E-based ruleset for modern adventures.
Be advised of two things:
1) You will have to redo the bookmarks - there's a bunch of great tables that aren't linked to, so you'll need to drop some of those in. That wasn't a problem for me, but I don't know your pdf viewer situation.
2) Save this thing as an optimized file - the art is fantastic, but d@mn does it slow down the reading experience to wait five seconds every time I hit "Page Down."
The text is 128 pages long, and divided up into five parts:
1) Introduction
2) Hero Options
3) New Rules
4) GM Advice
5) The Actual Adventure
They don't short-change you; the adventure is about 51 pages, by far the longest part of the book. Right now, though, we're only going to go over the first four sections, because the adventure is going to require some in-depth review.
The book kicks off with a foreword by friend of the forums Sigfried Trent, describing his love for the movie and the characters. Good stuff; this definitely reads like a passion project. One other thing to note is that Mr. Trent is one of three credited adventure designers (the other two being Kim Frandsen and Thomas Pugh). I'm not familiar with many of those names, but a quick jaunt through their DTRPG credits will tell you they are generally well-regarded by the market.
But I'm not the market.
https://i.imgur.com/RUC7k8H.jpg
Look, everybody wants to be Batman - I'm just being honest with myself (one of my New Year's Resolutions!)
The Introduction lays some pipe for how this world is different from ours, starting with some content warnings to discuss with your players. For example, if you're playing with Paul Verhoeven, you should probably call out that there are some fascist themes in the adventure (though always framed as evil). Likewise, if you're playing with Critical Role fans, there are also portrayals of religious zealots that might make those players uncomfortable. (I joke, but this actually is a good trend in gaming and I think it's useful as a DM)
After that, we get taken through an alt-history timeline, starting with Nixon opening China and ending with Snake Plissken blowing up world electronics with a mega-EMP hit. This runs for three pages, and actually runs past Escape From New York. While it's easy to read and relatively simple to follow, it's also mostly unnecessary for the actual adventure. If you need to run a whole campaign in this world, it's helpful. Otherwise, you need to know three things:
Sh!t's f*cked; World War III has already happened, and the US is veering rapidly towards fascism
Manhattan Island is now a penal colony and also populated by insane victims of nerve gas exposure
There's a nuke in Lady Liberty's head
BAM. Three pages saved. The rest of the intro goes over the martial law cops, some of the revolutionary groups, and goes into more detail on the security around (and situation inside) Manhattan island (called New York Max). There are some writeups on what each of the gangs inside NY are, their colors, sigils, and some weird shorthand for their strengths (Reputation, Influence, Strength, and Resources). Unfortunately, relatively little of this (and nothing of the Rep/Inf/Str/Res shorthand) makes it into the actual adventure. It'll be useful if you wanted to run NY Max as a dynamic sandbox, but otherwise, I recommend highlighting no more than three of the 13(!) gangs they detail.
There is also a great little CRT-style map of New York Max:
https://i.imgur.com/aBYTrm2.png
Now, you're probably looking at that and thinking, "Aha! What a great set up for an urban pointcrawl!" You would be wrong - there's no random encounter table at all, and no mention of saves vs poisoned groundwater, mutated animals, etc, nor any timeframe given (nor scale) for how long it takes to go from one point to another. However, each of the 19 Notable Locations does get a nice little one-paragraph summary, which is a pretty solid write up.
This left me feeling a little underwhelmed. The information presented is done well, but I don't have the tools I need to play the city as a dynamic environment, with it's own stuff going on. It's going to feel like the city revolves around the PCs, and that's generally what I want to avoid.
Next up is the section on hero options. We lead off with new Backgrounds, including "Legend" and "New York Native," along with a couple of others. These are good, and give some decent options for characters tied to this adventure. After that, we get several new professions, many of which are affiliated with organized crime in some way. There's the "Charm" for example, who is someone who deals in trading sex (or other favors) for what they want, and the "Prison Gladiator," which is exactly what it sounds like. These are decent, and the already useful Professions features in the core rules are very useful in NY Max.
After that, we get three new classes. For those of you who skipped the Everyday Heroes review, classes in this game are equivalent to a subclass in base 5E. I initially thought this nomenclature was a baffling departure from base 5E naming conventions, but recent events have forced me to revise that opinion.
The three new classes are:
Gutter Rat (Charming Hero)
Motorhead (Agile Hero)
Street Warrior (Strong Hero)
The Gutter Rat is an outstanding urban hero, using traps and various tricks to inflict the Distracted and / or Blinded effects, making the enemies much easier to gang up on. The Motorhead is going to be really good in their vehicle, and so invaluable during chase- or race-heavy games. Outside of that...their contributions will depend on player ingenuity and seeking out opportunities to put their toolset to use. The Street Warrior is a type of hero who gets more dangerous the more they screw up. There's some bookkeeping here, but I think the implementation they went with was probably the best variant of this Bolivarian archetype I could see.
There are three non-Multiclass feats, including one that is particularly nasty - Go Behind lets you use a reaction in response to being missed by a melee attack, to go behind your enemy and make an attack with advantage. That's gonna be a must-have for most rogue-type characters.
The new equipment packs take into account that most guns on NY Max are out of ammo and exceedingly rare, so the new weapons are stuff like shivs, spiked baseball bats, etc. But the real meat of the new equipment are the vehicle modifications. Do you want to weld sick iron spikes to your ride? Install a nitrous-oxide system? Put in a James Bond-style oil slick creator?
Hell yeah you do, you glorious bunch of psychopaths, and Evil Genius Games has got you covered. Honestly, this is great, and I love that it's in here.
Alright, friends, I'm going to stop there because my head's pounding and I'm exhausted. Next time, we're going to pick up with new rules for this setting, and then we're going to carry on to the adventure!
Thanks for coming along!