The Awakening
I'm trying to reread all of the other entries and write something about them. Forgive me if they're a little on the skeletal side.
The Awakening
By David S. Percival
I like the setting. It strikes a nice balance between focus and openness. After the world falls under a mystic sleep for an unspecified amount of time, the PCs awake to a fallen world. Some people have also awakened and built enclaves for mutual protection, others are still trapped in their mysterious slumber (where they babble prophetically), and an unlucky few have been swallowed by their dreams and stalk the urban centers like animals on the hunt.
There's a place for most of the most common types of adventure in Awakening's post apocalyptic Pacific Northwest. There is untamed wilderness with strange creature to encounter, enclaves of survivors to interact with, and ruined cities where nightmare runners (zombies) protect the badly needed resources to scratch that dungeonering itch.
Characters have percentile-based skills, which are self explanatory. Figure out your chance of success and then try to roll under it on a d100. I haven't played many percentile based games, but the system seems solid enough. Most new characters will have a less than 50% chance to succeed with most skill, but since PCs are expected to be average people, these values make sense.
I like that the game has a barter skill which opens up the ability to buff or fast talk. In a game with a different focus bartering might be part of another skill, but in a post apocalyptic setting it is required for survival.
Characters are Awakened, which means they have a randomly rolled Psychic power. Powers of activated through a skill roll (there are four groups of powers with a skill for each group). The powers don't seem crucial to the setting, but I think they fit with the themes presented in the introduction. Though I do feel a little bad for the character that rolls wall climbing, which seems weaker than the other powers.
The number of skills and power provided are fairly low, but there are examples of other skills and powers that could be added to the game. This encourages groups to make the game their own, and makes the system as a whole more flexible.
Skills are improved as they are used--an idea that doesn't get used as often as it should, and is a natural choice for a percentile system (since they have a built in chance of failure which can be used as a chance of improvement). During my first read through I didn't catch that you used your character's base skill for improvement checks, which lead me to become slightly confused when I got to the skill section.
In combat, initiative is handled by drawing cards, which seems like a speedy way to handle things. Players can hold up their cards rather than having people shout out their initiative count at once (a pet peeve of mine). There's also a system for multiple actions that seems both workable without inviting abuse.
At the end of the book there are some example antagonist and enclaves. I really liked the last enclave, Saltspring Island, because the description explains who lives there and suggests the kind of conflict that can be found there. I hate to admit it, but part of me wants to see bartering information (what they have and what they always need) for each enclave.
Conclusion
Awakening is a game that I can easily see myself running or playing. Though I might end up running it set somewhere I'm more familiar with. Luckily, the northeast isn't totally dissimilar to the northwest.
Some minor issues/comment
- I'd get rid of Very Easy as a category of difficulty. Things that easy probably shouldn't require a roll, and you don't have to point out that a character can't get an Improvement check from a Very Easy rolls
- I couldn't find any rules for healing Health Points without a power.
- I would spilt the entries for limbs on wound location chart (page 11) so each limb had its own entry rather than flipping a coin to pick a side.
- Making different headings look a little less like each other would make the book a little easier to navigate.
- To see all of the effects of Adrenaline Points you need to look at two different parts of the book, page 10 and pages 17-18.
- It occurred to me that improvement checks could be replaced by ruling that any roll that goes below the character's base skill improves the skill as another optional rule.
I'm trying to reread all of the other entries and write something about them. Forgive me if they're a little on the skeletal side.
The Awakening
By David S. Percival
I like the setting. It strikes a nice balance between focus and openness. After the world falls under a mystic sleep for an unspecified amount of time, the PCs awake to a fallen world. Some people have also awakened and built enclaves for mutual protection, others are still trapped in their mysterious slumber (where they babble prophetically), and an unlucky few have been swallowed by their dreams and stalk the urban centers like animals on the hunt.
There's a place for most of the most common types of adventure in Awakening's post apocalyptic Pacific Northwest. There is untamed wilderness with strange creature to encounter, enclaves of survivors to interact with, and ruined cities where nightmare runners (zombies) protect the badly needed resources to scratch that dungeonering itch.
Characters have percentile-based skills, which are self explanatory. Figure out your chance of success and then try to roll under it on a d100. I haven't played many percentile based games, but the system seems solid enough. Most new characters will have a less than 50% chance to succeed with most skill, but since PCs are expected to be average people, these values make sense.
I like that the game has a barter skill which opens up the ability to buff or fast talk. In a game with a different focus bartering might be part of another skill, but in a post apocalyptic setting it is required for survival.
Characters are Awakened, which means they have a randomly rolled Psychic power. Powers of activated through a skill roll (there are four groups of powers with a skill for each group). The powers don't seem crucial to the setting, but I think they fit with the themes presented in the introduction. Though I do feel a little bad for the character that rolls wall climbing, which seems weaker than the other powers.
The number of skills and power provided are fairly low, but there are examples of other skills and powers that could be added to the game. This encourages groups to make the game their own, and makes the system as a whole more flexible.
Skills are improved as they are used--an idea that doesn't get used as often as it should, and is a natural choice for a percentile system (since they have a built in chance of failure which can be used as a chance of improvement). During my first read through I didn't catch that you used your character's base skill for improvement checks, which lead me to become slightly confused when I got to the skill section.
In combat, initiative is handled by drawing cards, which seems like a speedy way to handle things. Players can hold up their cards rather than having people shout out their initiative count at once (a pet peeve of mine). There's also a system for multiple actions that seems both workable without inviting abuse.
At the end of the book there are some example antagonist and enclaves. I really liked the last enclave, Saltspring Island, because the description explains who lives there and suggests the kind of conflict that can be found there. I hate to admit it, but part of me wants to see bartering information (what they have and what they always need) for each enclave.
Conclusion
Awakening is a game that I can easily see myself running or playing. Though I might end up running it set somewhere I'm more familiar with. Luckily, the northeast isn't totally dissimilar to the northwest.
Some minor issues/comment
- I'd get rid of Very Easy as a category of difficulty. Things that easy probably shouldn't require a roll, and you don't have to point out that a character can't get an Improvement check from a Very Easy rolls
- I couldn't find any rules for healing Health Points without a power.
- I would spilt the entries for limbs on wound location chart (page 11) so each limb had its own entry rather than flipping a coin to pick a side.
- Making different headings look a little less like each other would make the book a little easier to navigate.
- To see all of the effects of Adrenaline Points you need to look at two different parts of the book, page 10 and pages 17-18.
- It occurred to me that improvement checks could be replaced by ruling that any roll that goes below the character's base skill improves the skill as another optional rule.