Engel

The world we know has vanished. The sea level has risen dramatically, and the dreadful St. Vitus Dance disease wasted away the adult population. In the aftermath, the children created a new world on the ruins of Europe. And now, centuries later, the fate of all mankind lies in their hands again. The dark and evil Dreamseed reaches out for the earth, and only the heavenly hosts can hope to stop it...





Engel is the new roleplaying game from White Wolf's Sword & Sorcery Studios. The game was originally created by the German game company Feder und Schwert. They've been translating White Wolf products into German for years. As soon as we saw Engel, we knew it was time to return the favor!

A new blend of fantasy and science-fiction elements forms Engel's unique background. This incredible setting uses the popular 3rd Edition fantasy rules, drawn from the System Reference Documents published under the Open Game License.

In Engel, players take on the role of angels who soar into battle against the Dreamseed, daemonic swarms of the Lord of the Flies. But behind the heroic facade of heavenly warriors, the angels of the Lord struggle to retain their sanity as flashes of memory from indecipherable past haunt them. These disturbing epiphanies strike with growing intensity as they grow older…

Five orders of angels serve mankind and the Angelic Church in Roma Æterna. The Michaelites, the leaders of the hosts, the Urielites are the messengers of the Lord; the Gabrielites are the angels of death; the Ramielites are the keepers of knowledge; and the Raphaelites are the divine healers.

In addition to the Engel core rulebook, releasing this fall, this epic new world will come to life in multiple supplements available in 2003.

The game and the stories behind it were developed by a creative team with a wide range of professional backgrounds. The depth and detail of the world of Engel is a testament to their talent and creativity.
 

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In my reviews I rarely give 1's, just as I rarely give 5's. While production qualities matter, the content is what determines a final rating. Good pictures or unique ideas won't save a product from a poor review, but it might push a good one slightly higher. Functionality first, then the flash if you please. Price is also generally taken into consideration. A quick summary of my personal ratings:

1 - Lazy, incomplete, shoddy effort. So disgusted I'm likely only to open it again to review it.
2 - Below average. Not completely unhappy I bought it since it probably has some good ideas.
3 - Average/Good. I got approximately what I expected in terms of content and quality. No major flaws and useful.
4 - Very Good. I got more than I expected. Inspired me enough to think about using it down the road.
5 - Excellent. The cream of the industry. I immediately want to use it somewhere. Excellent production values.


This book is a hard one to give a score to. On one hand, it's absolutely beautiful and stunning in the art, the prose, and the concept. On the other, it doesn't require the Player's Handbook... and it probably should have. There are also a few minor problems with the prose that I'll talk about shortly too.

PRODUCTION QUALITY: The production quality of this 'campaign world' is very high. The cover is a striking black and white lettering with a version of the yin-yang symbol, with an Engel in the white half, and the dreamseed in the black.. Well, mostly white, and mostly black.. I think there's symbolism even here. The rest of the cover is a handsome looking gold. The map is well done, handsome, but sometimes a bit hard to read the places of given the unusual and small fonts used for some of the smaller locations. There is good use of whitespace, but the margins are fairly wide, allowing room for illustrations all of which are beautifully done and add a great deal to the immediate understanding of the world of 27th century Europe. The worst part is the rules section, which more or less seems to have been directly copied and pasted from the Player's Handbook with the Engel information worked in. It reads poorly, and without diagrams especially in the combat sections I couldn't recommend just using this book alone to understand the D20 system. The lack of a beginning adventure could have been addressed simply by highlighting those areas different from the PHB (like the Dragonstar PHB does) and using the saved space for an adventure.

Production Quality Rating: 5


CONTENT: As stated above, this game really needs a good introductory adventure. Even if the storyteller does not use it, it'll at least give an idea of how to set up adventures and campaigns in this world. Yes, there is some good advice on how to do so, but with two creatures (and I'd imagine nothing from the Monster Manuals would translate well) present in the sourcebook and only sketchy information given on various areas, it may be harder than most especially since the theme is so different. Ok, so what is the theme? Simply put, the apocalypse has begun, children who were spared the first plagues created a Unification Church which reinsitituted feudalism and took over most of Europe. Shortly thereafter the Engel (Angels) appeared as physical manifestations of God's will, and just in time to combat the Dreamseed, supposedly created by Satan (The Lord of the Flies in the book) which appear from the infernos which raze Europe very slowly and with no way to stop them. The players play the Engel (or can play more usual classes too if they really want to). I can't even do justice to this world, so I won't try beyond what I've done above.

The prose is excellent in spite of this being a translation from a German RPG. There are some ambiguities. For instance, the Templars of each order of Engel are described initially as not being shy about their adoration and desire to be like the Engel they serve, and in the next paragraph it says how vehemently they'll deny their similarity of clothing and hair style to their Engel as being emulation since it's a sin. In spite of this, the sections on the history of Europe after the apocalypse, the descriptions of the Orders, life in 27th century Europe, etc, are very evocative and as good writing as you'll find in most novels. The fictional interludes between each chapter actually give the best idea of what it is to be an Engel and to live in this world. Finally, if you hadn't already guessed, things aren't exactly as they seem. As is the case in White Wolf's World of Darkness, this game is more about telling a story, character growth and revelation. The new feats for the various Engel orders are very nice for the most part. I do have a slight worry about starting Engel as weak as they begin (basically a first level character with some pretty nice feats). Given their supposed status, you wouldn't expect that they could be killed by a few goblins should any have happened to show up in 27th century Europe. One other issue is that the game is designed for 6 players. One storyteller and one Engel from each of the five main Orders. More might be handled more easily, since someone could play a Templar or even another Engel assigned to a special mission within the Fellowship. Less will be harder to do as the various Orders almost perfectly complement each other. Most likely the storyteller will have to play an NPC Engel.

As implied, this section is a dichotomy. On one hand you have a beautiful, dark, disturbing world which comes across very well through the prose and the images. On the other, you have a very poor rules set basically hacked from the PHB which takes up space that could have been used for more useful information (more monsters - fortunately Creatures of the Dreamseed is available, or a beginning adventure). The rules can be understood, since obviously White Wolf didn't feel that the original rules set would be as recognizable over here in the United States, and so jumped on the coat tails of the D20 system, but it's still disappointing.

Content Rating: 4


CONCLUSION: An incredibly well realized, unique and fascinating world. Players will probably become much more emotionally involved in this game than in many others, even those who don't believe in God (as I don't for instance). As a sourcebook, it misses on a couple of areas. More creatures, more well fleshed out adventure ideas to get a new group started. It's obviously meant to stand alone from the PHB but I think most groups will greatly appreciate having a copy of that to help clear up some of the ambiguities that were explained more clearly in the core PHB.

Overall Rating: 4
 

White Wolf/Swords & Sorcery Studios has brought us the Game of Engel.

A German manufactured "Story Teller" system that depicts life in 27th century.

At first glance you will might think it's a WW/ World of Darkness source book. It has that look. The cover is fairly spartan, with the word Engel printed in a strange black font that looks more like mystical runes then a printed word. The majority of the cover is a field of gold, and there is a tiny sphere with the image of a Engel (Angel) near the bottum. When I first saw the book, I had to pick it up, just because the weird font/illegible title drew me to it.
Flipping it over the blurb on the back reinforces the WoD flavor. Angst and doom are sure to thrive with in.

Quickly flipping through it, you see that it is clearly has high production values, with good page layout and average or above illustrations. The only thing that really bugged me was the continued use of that whacky looking font at the top of each section. During the quick flip through it still gives you the impression it is a WoD book. It follows the basic format theay all do, little blocks of "flavor text" in the form of short stories, and an over view of the history of the world, a glossary of terms etc. It even has one of those lame comic strips in the back.

It isn't untill you either A) flip to the back to take a peek at the character sheets, or B) stop to look at the rules in more detail do you realize it's not a WoD book, but a D20/D&D varient. No where on the front or back cover is this mentioned. Apparently they wanted to suck the unknowing/unwilling in...

This kinda funny, because it insists on calling it's self a Story Teller game, not an RPG. Is it a WoD game that wants to appeal to D20 fans? Is it a D20 product that wants to be a WoD book?. Well actually its neither. Apparently in Germany the book was published with it's own rules and a D20 translations. WW decided the D20 version would be more recognized here then the original rules. Personally I am surprised they didn't convert it to WoD rules, it seems more geared toward that crowd then a D&D oriented bunch.

Anyway, just what is Engel?

Engel is a FRPG.....opps, "Story Telling Game" set in 27th Century Europe. What is 27th Century Europe like? Oddly enough thanks to a series of natural, supernatural and man made disasters, Europe has been transformed into a
string of tropical islands believe it or not and the people have gone native, adopting a rather absurdly oriental way of life complete with water buffalos (thanks to the results of 21st century bio-engineering?) and evolution, and an abundance of rice paddies. They have been practiceing primative agricultural techniques thanks to the oppresive Church that frowns on any meaningful technological advance (except for the use of muskets?), and the watchful eye of the engel- the divinely created protectors of mankind (or what remains of it).

What are the Engel(Angels) protecting mankind from? The forces of the Satan don't'cha know!?. Seems the ol'darklord himself has mounted an invasion against mankind in the form of "Inferno's" (Slow moveing demonic tornadoes?) and "Dreamseed"(the stuff demons are made from) *Cough* War Hammer*Cough* Chaos Wastes*Cough*Warpstone*Cough*.....opps excuse me...

So what is the game like? Well all in all it reads like and plays like a typical WoD game. Players assume the role of Angels/Engel, picking from various factions (Clans, what ever), each has it's own description explaining who they are, what their relationship with other factions, supernatural powers, ect. , who set out to fight the good fight. Batteling demons, rooting out heritics, and ultimately fighting corruption with in the heavy handed church. In short it's not unlike every other RPG, opps there I go again, "Story Teller" game that has seen the light of day since the mid '80's.

The major difference is the assumed focus on character & plot deveolpment rather then dungeon delveing/monster bashing/loot hoarding. Players are expected to become totaly involved, and develop feelings about/for the setting and experience angst about what it is they are doing ("Gee are we really the good guys?"). All of which is pretty much ant-D&D in nature (The book, thankfully even excludes the Black&white Alignment system of D&D).

The rule system, is (no big surprise) imported from the D&D/d20 Players hand book. Of course the rules have been tweaked to fit the world of Engel. For the most part, it is D&D. The biggest difference is the addition of something called "Potestates". These are the power unique to Engle. It is (In typical WoD fashion) what sets them apart from the rest of the world- and makes playing one more appealing then any other class in the game. They basicaly work like skills AND magic/supernatural powers (did I mention there are no magic users/clerics in Engel?).
And, like all WoD supernatural powers- they come at a cost. Each time an Engel uses one of his "Potestates" he pays for it in a number of hit points. But over all, lets face it these are just spells with an alternate system, in almost every way the mimic D&D spells-with maybe some cooler "visual effects", but all the same.....

All in all I have very mixed feelings about the game. The setting is semi-original, but I have seen the same elements in game worlds published decades before *cough*warhammer*cough...maybe I should see a doctor about that. The WoD flavoring just doesn't seem like it will appeal to the typical D&D fan. The WW approach to "Story Telling" mixed with D20
seems like attempting to mix oil with water.

And finally there was a very heavy feeling of disappointment with the setting. I mean, come on, when you mention that the setting is set in the 27th century, you expect some sci-fi elements. Even in a post apocolyptic setting. Engel has none. The world has been reduced to a pre-industrial one. It really isn't much different then any other D&D/Fantasy world (with the noted expection of an absensce of spell useing classes,but the Engel have their powers). Strip away the silly oriental trappings and you have a D&D varient. Hell,keep them and you still have one.

In otherwords, what you get with Engel is a well developed, if strange (which can be a good thing) world, with a few new classes and rules, and some instructions on how to turn your D&D campaign into a "Story Teller" epic.
 

Ok, on being original. If you can't judge something on it presenting an original idea, then what can you judge it on?

How the world hangs together? It's a typical feudal society being opressed by the meany overlords world. Except that they tried to make it seem as strange as possible (I still have to wonder whats with all the oriental stuff?), but I'll give them some credit there-

I believe your statement that "D&D requires 3 books, so whats the difference?" is false- D&D is A RULE SYSTEM, not a CAMPAIGN SETTING. With a campaign setting, I expect to get enough information that I can play a game in that setting, and know enough about it to feel comfortable with it.

As far as other campaign settings- Scarred Lands (not as original as you believe, but still a very good example of how a world book should be done) offers enough information to play in that world without buying all 4 books- these are optional. You wont find yourself lacking critical information if you don't have the other 3.

Kingdoms of Kalamar is suppose to be generic. Kenzer admits this. The DM can do with it as he pleases. and again you get everything y

why should I buy 3 books for to fully understand this Engel? If it were a different rule system I would understand it, but ass to the insult the fact that most of the "Rules" are direct reprints from the players hand book (a book I already own for christ sakes!)and it is even more disappointing-

Engel clearly seeks to string the player/dm along and suck his/their wallet(s) dry


I felt like Engel starts of with on a fairly promiseing note, and quickly degenerates into a standard Dark ages type setting. The whole thing was a big disapointment. I really expected to find a more interesting world described- not another Civilization has been wiped out, and man has been reduced to pre-industral technology yet again- Almost every post apocalyptic game ever produced follows this template. Seen it, done it. Maybe that sounds glib. But thats just my opinion.

And yes,there are ALOT of game worlds thatlack originality for - and those I don't give a second chance. Engel is one of them. There just isn't enough here to grab me and pull me in.

Not even the Engels.

It's not that big of a hook.

I am sure we will learn that some horrid secret/pact with devil type deal is involved- or Engels are actually bio-enginered by the Facist church. In otherwords few or no surprises. But the truth is, my curiosity has not been peeked enough to want to find out (or spend the money). If a book that is primarily a game world can not provide me with enough information to understand the whole story, I am not going to fork over more money for the answers.


And lets be honest: What this is, a World of Darkness game,minus the the WOD rules. It's centered around the theme creature: Engels. The entire pull is that people WANT to play the creature featured in the book. People want to play vampires, people want to play werewolfs, or mummies or ghouls or what ever. I don't want to play an Angel- it just doesn't appeal to me- no matter how many flavors they come in.

Had the cover been in printed in a font I could easily make out, had the spelling been in english instead of german- I probably would have never bought it.

Yes curiosity got the better of me.

The same with the D20 logo- Had it clearly displayed it I would have been able to make my mind up on the spot, same thing had it been identified as a WoD book. Not giveing a clear indication of what game it is for seems like a really CHEAP way of trying to draw in players from both camps. And to be perfectly honest- I am not one of these unwashed heathens that linger in game shops for hours carefully examining game books before I even consider buying them.

I bought the book based on the small amount of information it provided in it's blurbs- it sounded like a potentialy intruigeing idea. That promise proved to be false.
in the review, I was not judgeing on it either being a WoD or D20 book. I just felt that makeing what is clearly an attempt to merge the two styles of play seems like, at best, an strange idea to begin with (and makes one wonder just how White Wolfs bottom line is doing these days...)
 

Engel


This OGL game is set in 27th century Europe. A post-apocalyptic setting, the Earth is radically different; technology and 21st century level of education have been wiped out by various catastrophes, including a few virulent plagues, a rise in sea level and the resulting coastal floods, and the strange phenomena of fiery tornados called "infernos." The culture has been reduced to a "neo-medieval" state where superstition and the decrees of the Angelitic Church rule everyday life.

The PCs are Engel, "servants of heaven in the form of a child-like being with large wings." (p.14) There are five angelic orders from which player characters are designed: the charismatic Michaelites, the warrior Gabrielites, the healing Raphaelites, the scholarly Ramielites, and the stealthy Urielites. Angelic order is a combination of race and class; you can't multiclass into an order to which your PC was not initially baptized.

In opposition to the PCs are a host of evils; the Lord of the Flies has many pawns. Bandits prey upon the God-fearing populace. Heretics infest the land, spreading dark rumors about the Holy Church and practicing unspeakable acts. The Tempted are evil minions who directly serve the Lord of the Flies, sometimes exhibiting perverse powers mocking the righteous gifts of the Engel. The Junklords are secular upstarts who utilize the forbidden technological artifacts of the ancients for personal power. Then there's the horrific Dreamseed, insectoid abominations that fly forth from the wastes of the Brandlands, where the earth is tainted from the passing of an inferno.

Though the forces of evil seem pervasive, the Engel have been blessed with heavenly gifts to combat them. Each order has a set of potestates, special powers that allow the Engel to fulfill their divinely appointed tasks. For instance, Raphaelites have powers that heal people of injury or disease, while the gifts of the Gabrielites are geared towards enhancing their combative abilities.

So, this all sounds interesting, but what is this game about?


Premise


"The Engel carry the hopes of the world between their wings. The Shining Host faces the spawn of the Lord of the Flies in a struggle which shakes Heaven and Earth to their foundations. And the result of this war will decide the future of mankind - or lead to its ultimate annihilation." (p.7)


This game explores both setting and situation. The Engel are innocent and naïve "harbingers of heaven." They begin the game freshly baptized and formed into a fellowship, consisting of one engel from each order. Their knowledge of the mundane world is minimal, but they must now go forth from their safe and cloistered Himmels and serve as their masters in the Angelitic Church hierarchy command, for the greater glory of God, of course.

Through exploration of setting, certain secrets or alternate viewpoints may come to an Engel's attention. Does the new information alter how the Engel performs her task as a "minion of light"? Are these secrets merely the insidious lies of the Adversary, tempting the loyalty of the faithful, or is there a dark secret behind the façade of Roma Aeterna? In turn, this exploration of situation will drive the Engel further into exploration of setting, looking for answers or attempting to quiet these doubts through heroism.

This is a beautiful concept and it is wonderfully handled in the rich and compelling setting of this game. Ultimately, the PCs must decide where the Lord of the Flies has spread its evil influence and deal with it accordingly. In this choice, the PCs hold the salvation of humanity in their hands, to protect or destroy.

So, given the powerful premise, how does this game implement it through game mechanics and techniques of implementation?


Mechanics


Unfortunately, the mechanical implementation is awful. A bland appropriation of the SRD, this is almost d20 with the restrictions filed off. Moreover, the game specific additions are messy and unreliable. There are so many areas that I find lacking, but I'll focus on three main grievances: Engel class design, setting simulative implementation, and challenge/reward structures.


Class design encompasses various elements of resource allocation, such as assigning effective ability scores, selecting skills, and developing the potestates. Overall, this game does a miserable job in design. The failures are numerous.

First of all, since this is an OGL product, there is an opportunity to introduce an alternative manner of "rolling up the stats." Is anything interesting done, something to model the "divine gifts of the Heavenly host" through ability allocation? No. There isn't even a point-buy system, as can be found in base-line D&D. What a missed opportunity.

How about the classes themselves? How are the "powers" distributed? There are all front-loaded; For example, Michaelites and Raphaelites gain no special abilities beyond 5th level. Moreover, they are unbalanced. For instance, in mechanical terms, Michaelites, the leaders of an Angelic Fellowship, are much weaker than the other orders due to poorly focused linked abilities to relevant potestates, a lack of bonus feats and inadequate skill points to insure reliable utilization of potestates. It isn't immediately noticeable on paper, but in playtest this imbalance becomes obvious.


Potestates

Furthermore, the most important traits of Engel, the potestates, are rife with errors and poor design decisions. The base idea is sound; the potestates are activated with a "skill check," adding the relevant ability modifier and purchased ranks to the die roll. Generally, this takes a full-action and provokes an attack of opportunity. Furthermore, in activating the power, the Engel loses a set amount of hit points. This isn't dissimilar from "Force skills" in the Star Wars rpg. However, this game fumbles in implementation.

For instance, the Michaelite ability "Hand of God" is an attack power which discharges an electrical attack into an opponent through a melee touch attack, at the cost of 6 hit points for activation. So let's say the Engel spends a round activating the power, while an opponents advances to engage her. She gets a decent roll, enabling her to strike at her foe for 4d6, with a Fortitude save of DC 15 for half damage. Meanwhile, not only has she given a round of attack to her opponent, but also she has lost 6 hit points. Then she needs to touch her foe, again with the reciprocal opportunity for harm. At some point, she hits doing an average of 14 hit points of damage, but with an unmodified chance of 30% that her foe will shrug off half of that due to passing the save. Not really cost or time effective.

This is also true for the primary healing power of the Raphaelites, "Helping Hand." For the most part, the hit point expenditure of using this power will be the average healing potential rounded down. For instance, if a Raphaelite rolls extremely high, they may heal up to 2d6 points of damage but at a personal hit point expenditure of 7. This totally hobbles the healing potential of the order. Didn't the designers do their math?

But it gets worse. Some potestates simply do not work. For instance, the Michaelite power of "shield of faith" allows the Engel to absorb the kinetic energy of a melee attack and reflect it back upon her attacker. At the expense of 6 hit points, this could be useful. Unfortunately, there is no listed duration. So is it cast in reaction to the attack as a free action? The text doesn't say. Well, can it be readied? No, because there are no "readied" actions in this implementation of the SRD, but even if there were, using potestates requires a full-action. So, how does this power get implemented? I don't know.

Then there are the little problems of implementation like poor game balance or unreasonable DC difficulties or vague durations. All in all, the potestates are poorly designed. But the problems don't end simply in design; the resource allocation is mismanaged as well.

Potestates are purchased with skill points. Each order has eleven potestates, which become available in three different groupings of power. At first level the Engel receives the opportunity to develop four potestates of the Signum level. At third, the four of the Sigil level are available for purchase. Finally, at fifth level the three most potent powers of the Scriptura level may be acquired. Potestates may not be used untrained, even if the Engel is of a level where they could have purchased it.

So, Engel power opportunities increase with level, but the base pool of skill points do not increase to allow the PC to make the most of it. Either a PC will focus on a few well-developed powers, or they'll spread their abilities thin across a wider selection. Moreover, purchasing potestates pulls much needed resources from developing mundane skills.


Combined with the spotty mechanics, this situation results in a highly dysfunctional PC; they are seriously lacking in overall competency. Since each Engel faces this allocation problem, Fellowships end up looking like a collection of winged freaks and losers; not really an awe-inspiring "heavenly host."

So class design is abominable. There isn't even a guideline on assigning initial equipment to the PCs. Did anyone playtest these rules? I don't think so, because the problems come out immediately in implementation.



Simulation of the setting is of great importance in Engel. The setting is so powerful in concept, so evocative of mood and theme. What assistance do the mechanics offer in facilitating of a vivid feeling of "being there"? Nothing!

Gathering information through social and investigative challenges is a primary form of exploration of setting. The game offers no help in implementation. In fact, this game doesn't even offer a guideline to influence NPC attitude, which even the d20 core rules have. Without a system for social challenge, the Michaelites lose the opportunity to utilize their greatest skills and abilities. Without a system of investigative challenge, the Ramielites are of minimal use to the Fellowship.

Furthermore, little details of the setting, such as the climate or population centers, could have been implemented with mechanical guidelines. For instance, the setting is extremely wet; why isn't there a climate chart for randomly determining the weather? It doesn't take much to write one up, but it goes a long way in creating an immersive experience. Likewise, a population guideline for the GM to design towns and villages would be of great help, but nothing of the kind is offered.

Then there are more serious matters. For instance, all PC Engel have wings. They can fly. So, since we know for a fact that flight will be an issue of game play, do the designers offer detailed rules for simulation? No. In fact, the one special rule offered is poorly designed; it forgets to mention the DC for pulling out of a fall. This is an inexcusable oversight. Of course encounters will take place in flight, so there should be mechanics to help us implement the situation.


Antagonists & Threats

It gets worse. There are three sets of antagonists that the Engel may face in combat that require special mechanical attention. First, the insectoid Dreamseed need to be written up in classic Monster fashion. The book offers only two relatively weak examples of these horrors. Eh? Does anybody think that this is even close to enough? There should have been at least ten Dreamseed examples of diverse types and challenge ratings.

Furthermore, the Engel may come across the Junklords and their forbidden caches of ancient technological artifacts. Does the book offer anything to help the GM introduce these "signs of the hubris of man?" Not at all. There are a couple of firearms written up, but nothing really impressive. Come on! When my Engel come face to face with a Cult of the Machine city baron, I want something big and dramatic in the scene, not just a pistol.

Finally, the Tempted are among the more subtle and insidious threats that the Engel may face. Through embracing the evil of the Lord of the Flies, these depraved beings have been granted profane gifts that mockingly resemble the sacred powers of the Engel. So, how do I go about designing such a threat? Just make it up. Umm, yeah, thanks for the help.


So simulation of setting fails in both the big issues and the small. This totally derails the premise. The exploration gets tripped up in shoddy implementation. It must be pure laziness of design that let such huge gaps occur in these necessary mechanics. It's atrocious!


Challenge and reward structures are important in crafting a campaign. I've already discussed the lack of helpful mechanics for social and investigative challenges. Moreover, without detailed information on climate and terrain, survival challenges are difficult to implement as well. Stealth challenges are viable, as are combat challenges. Let's look at the mechanics for designing a combat.

We'll ignore the whole flight complications for now. The book suggests that challenge rating among identical foes equals the base CR plus half their number. Well, this generally results in a CR of two levels higher than baseline d20. To further complicate matters, due to the lack of reliable healing and the attrition caused by potestates utilization, Engel may find themselves frequently low on hit points. This is fine with me as a design choice, but it seems to go contrary to the presentation of the Engel. The PCs will be less capable against their opponents than their base d20 counterparts. Engel are supposed to be awe-inspiring and powerful, but this system of challenge undercuts the image. PC death is a definite possibility over a couple of combats.

After the challenges have been dealt with, the PCs receive a "reward." Well, there's no "loot" in this game, nor some sort of "nifty" to take the place of "treasure." Again, this skews PC power level. An eleventh level Engel, a veteran of many battles against the Dreamseed, will have little different in terms of equipment than a first level novice, fresh from the Himmel. Again, I'm fine with this design choice, but it undercuts the power of the Engel; they simply are not up to the challenge of facing foes of their appropriate level.

Moreover, this OGL implementation takes a different approach to experience. Rather than use an escalating chart of challenge compared to party competency, Engel uses a static award system based off of dramatic achievement. It's the Storyteller system used in Vampire, Werewolf and Mage, but d20-fied. This is an ugly implementation for two reasons.

First, the static awards offer diminishing reward as PCs advance in level. For instance, after successfully completing an adventure appropriate to their challenge level, second level Engel may find an overall experience award of 1650 to be fair and balanced. However at tenth level, after resolving an adventure equally as appropriate to their level, PCs may find this experience award meager. It may be proportionately the same threat level, but it gives a lesser reward.

Second, these mechanics of reward were crafted using Storyteller implementations of "currency." This means that when a Mage GM gives out a reward of eight experience points, the players can immediately spend them; they can do things like buy a new skill, improve an attribute, or horde them up to make a big purchase like advancing magical spheres or arête. This is as true for the greatest of archmagi as it is for the most inept of apprentices. There's always something to buy, even if it's only a single dot in Irish poetry or Thai cuisine.

This isn't true for a game using baseline d20 level progression. You must horde the experience until you make the next level requirement. The "currency" can only purchase levels. You can't go buy an extra rank in Knowledge: Botany, or increase your Dexterity, or acquire a new feat. Only level advancement allows such purchases. Again, the designers simply do not understand the ramifications of their design.


So, in analysis, this game completely botches the mechanics from start to finish. It is a poster child of haphazard design. So, what does the book have to say about potential mechanical difficulties of implementation?


"If you do not like the rules, change them or even ignore them altogether. Rules are not a necessity, but they can add spice and give the impression of fairness and equality - which can be very important to the players." (p.151)


So they've invoked the "Golden Rule" defense, eh? Fair enough. A game with shoddy mechanics may be salvaged by wonderful techniques of implementation. So, let's see how they did in this regard.


Technique


It looks kind of skimpy. I'm not seeing any helpful advice on "storytelling." There is plenty of stuff like "focus on drama" and "be courageous" but little that transcends the "pep squad" level of advice. Yes, I know that drama is good and that mood is important to immersive play, but I need some solid guidelines here. The main techniques offered here are example and metaplot.


Example is the saving grace of this game. The setting is well detailed, the adventure ideas are solid and enjoyable, and the sample NPCs are well written. The depth of this world is exquisite; from the basic foodstuffs to the political structures, we are given a fine overview of life in 27th century Europe. Moreover, the fiction offered at the beginning of each chapter is helpful in establishing mood and creating a strong visual image for the reader. All in all, this was wonderfully accomplished.


Metaplot is either a "love it" or "hate it" matter. I love it when properly implemented. The changing setting feels real to me; it's a plotline that advances in the background of PC activity. As long as the PCs have a chance to meaningfully interact with the metaplot elements and the GM is given the necessary tool to craft diverse scenarios, I'm all for metaplot.

However, Engel does not implement it properly. Secrets are kept from the GM, sabotaging attempts to implement stories that will allow PCs to interact with these metaplot elements. The designers do this on purpose:


"Even though Engel was designed with a certain timeline with fixed events in mind, which will be detailed to the storyteller in this book as well as in future supplements, there is an almost infinite number of chances to run adventures with small or no significance to the events unfolding in the rest of the world." (p.156)


Oh joy! We get to play out events of small or no significance. Doesn't that just inspire the creative juices to flow? Image reading a game like Mutants & Masterminds and getting a passage that says something like "Your PCs can stop a few bank robberies or beat up on random street thugs and drug dealers, but when the big dangers come to town, leave the job up to the Freedom League. Have a nice game!" It's lame.


Finally, let's consider our situation. We've got a slew of broken mechanics and an obscure metaplot. We can still salvage the situation with golden advice and technique. After all, games like Everway, Amber Diceless and Nobilis have ascended to the stature gaming greats through their insightful advice on managing dramatic flow and narrative control. Does Engel do likewise? No.

We get a load of attitude and fluff, but nothing to assist us. There is no discussion of player stance, task resolution in accordance with dramatic situations, or "currency" of narrative structure. This game wants to be "drama" empowering, but it does nothing to obtain this goal. It fails completely.


Appraisal


I want to like this game. The setting is wonderful and the thematic explorations into the setting and situation are compelling. However, the game does nothing to deliver on its potential.

The mechanics of facilitation fail.

The techniques of implementation fail.

The "Golden rule" defense can only cover so many failures before the players find themselves thinking, "Why don't we just design our own game?" There needs to be a reason for us to want to use this game. There is only the setting and premise for us here; everything else is inadequate.

Therefore, I do not recommend this game.


---OMW
 

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