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<blockquote data-quote="skalvar" data-source="post: 2010415" data-attributes="member: 25815"><p><em>((Disclaimer - I have done and continue to do freelance work for Mongoose Publishing.))</em></p><p></p><p><strong>Summary:</strong> A solid attempt to emulate the Judge Dredd setting using D20 mechanics. Modest innovations to the D20 system adapt it to a far future setting. The writing style and setting information provide clear details and flavor, but also limit the kinds of campaigns available to the players. The writer unfortunately fails to convey the parody and satire that lighten the setting, giving the book a grim tone somewhat at odds with the presented Games Master advice.</p><p></p><p><strong>Structure and Content</strong></p><p>The Judge Dredd Roleplaying Game is the core book in the Mongoose Judge Dredd line. Based on the 2000AD comic of the same name it presents a dark distopian future of high unemployment, massive anomie and grim justice. </p><p></p><p>Structurally the game book follows the same format as the WoTC books, with a colorful border and chapter titles just below the page number. The first half of the book covers the usual array of character specific information (classes, prestige classes, feats, etc.) in flavorful detail. The last half covers basic information about the world, shading from things players will definitely know (the Justice Department) to things they probably should know as little about as possible (stats on NPCs and campaign details).</p><p></p><p>The book uses comic strips for art and flavor fiction rather than publishing entirely new pieces. Sometimes the layout links comics with appropriate text to good effect. Just as often the comics seem completely unrelated to the body text. While this is not a major flaw, given the 20+ years of Judge Dredd comics it seems unlikely that Mongoose could not find more illustrative pieces.</p><p></p><p>The setting pits the powerful Justice Department and its Judges against the ever-rising forces of anarchy in a city covering half of the US East Coast. Players either take on the role of Judges or play civilians. Judges have a vast array of weapons and feats as well as a nearly limitless supply of backup if things get out of hand. Civilians have almost nothing to start out with, but can acquire considerable influence over time though criminal activities. </p><p></p><p>The rules modifications adapt the D20 system to the world of Judge Dredd. Armor provides direct protection from weak attacks while powerful attacks punch right though it. Armor Class is removed in favor of a Defense Value based on the character's Reflex save. In theory this simulates the dodging and movement depicted in the comic's combat while retaining the generally low (sub 25) difficulty numbers inherit in the D20 system for attack rolls. Other modifications include a called shot system based on assuming penalties to hit specific targets and a vehicle combat system to allow the cycle riding Judges to roll over their opponents.</p><p></p><p>The least successful adaptation seems to be the psionics rules. Extremely limited in scope, they do little to capture any of the setting's flavor. The author chooses to follow the power point/power structure used by the Psionic's Handbook rather than create new rules more in step with the setting. Although this reduces the learning curve associated with psionics it also breaks from the quality of thought demonstrated in the rest of the manuscript.</p><p></p><p><strong>Internal Conflicts</strong></p><p>The game's descriptive text clearly outlines the basic conflicts inherit in the setting. These conflicts include:</p><p></p><p>1. The rigidity of the law - The phrase 'everyone is guilty of something' creeps up constantly. Given the list of possible offenses listed in the Sentencing section conflicts between the players' (and their characters') perception of what is right and what is just will inevitably arise.</p><p></p><p>2. Corruption of the Judges - Judges wield absolute power of search, seizure and sentencing. They can destroy or save lives. Although not mechanically defined, several sections of the book narrative discuss the effects of this corruption and the efforts the Justice Department takes to overcome it.</p><p></p><p>3. Order vs. Chaos - Throughout the book the writer tries to stress that the Judges (representing Order with a capital O) are in a constant and loosing battle with the tide of lawlessness and anarchy. Wild "crazes" sweep the city ranging from binge eating to uglification. Crime runs out of control as citizens realize it is the only way to get ahead. Mega-City One looks like it wants to explode at any second, and usually does given the least provocation.</p><p></p><p>4. The drive against anomie - Citizens are beyond bored. Chronically underemployed and at the mercy of powerful forces, they have way to assert control over their lives. Behaviors that would otherwise seem completely insane are commonplace as people struggle to make it though the day. Players see this part of the setting primarily though the crazes, random wars and constant thrill seeking that marks nearly every civilian encounter.</p><p></p><p><strong>Innovations</strong></p><p>The Judge Dredd Roleplaying Game contains the following D20 innovations that strongly reinforce its setting:</p><p>· Arrest checks allowing Judges to apprehend violent offenders without a life or death struggle. The arrest check mechanically expresses the Judge's authority and social power in a convincing and interesting way.</p><p>· Back-up check system allowing Judges to call upon various specialty squads as needed without throwing the action elements of the game out of balance. This allows the Games Master to assist the players when chaos finally overwhelms order without breaking the world continuity.</p><p>· Experience penalty system tied to the reprimand system for failing to live up to a Judge's responsibilities. This places the penalty for inappropriate behavior on an area of character advancement that many players value. By tying this penalty to the role-playing event the Games Master has a unique tool for making players dread reprimands.</p><p>· Prior life backgrounds for civilian characters that give concrete game effects for the character's previous occupation and history. This allows the player to customize his civilian character based on his story, rather than being stuck with a standard class progression.</p><p></p><p><strong>Shortcomings</strong></p><p>The Judge Dredd Roleplaying Game contains the following shortcomings:</p><p>· Very limited non-criminal civilian activity.</p><p>· Limited and generic psionic system when psi powers play an important role in several major comic storylines.</p><p>· Overuse of citizen prestige classes. Most of the prestige classes (particularly Body Guard and Superhero) are easily constructed using standard feats and equipment.</p><p>· Deadpan delivery fails to convey the humor of the setting, resulting in a picture of unrelenting oppression.</p><p>· Leadership seems like a mandatory feat for civilians. Without a street-gang (available only though the feat) mid and high level civilian characters will have considerable difficulty competing with the Justice Department.</p><p></p><p><strong>Conclusion</strong></p><p>Judge Dredd presents a good setting for a high power science fiction action game. Judges in particular have a built in environmental "railroad' leading them from action adventure to action adventure. Although more subtle plots dealing with intrigue and internal corruption will evolve over time most problems exist to be solved with swift justice and a judicious application of firepower. The Games Master will have to remember to keep the unrelenting, over-the-top darkness leavened with a liberal dose of satirical humor.</p></blockquote><p></p>
[QUOTE="skalvar, post: 2010415, member: 25815"] [i]((Disclaimer - I have done and continue to do freelance work for Mongoose Publishing.))[/i] [b]Summary:[/b] A solid attempt to emulate the Judge Dredd setting using D20 mechanics. Modest innovations to the D20 system adapt it to a far future setting. The writing style and setting information provide clear details and flavor, but also limit the kinds of campaigns available to the players. The writer unfortunately fails to convey the parody and satire that lighten the setting, giving the book a grim tone somewhat at odds with the presented Games Master advice. [b]Structure and Content[/b] The Judge Dredd Roleplaying Game is the core book in the Mongoose Judge Dredd line. Based on the 2000AD comic of the same name it presents a dark distopian future of high unemployment, massive anomie and grim justice. Structurally the game book follows the same format as the WoTC books, with a colorful border and chapter titles just below the page number. The first half of the book covers the usual array of character specific information (classes, prestige classes, feats, etc.) in flavorful detail. The last half covers basic information about the world, shading from things players will definitely know (the Justice Department) to things they probably should know as little about as possible (stats on NPCs and campaign details). The book uses comic strips for art and flavor fiction rather than publishing entirely new pieces. Sometimes the layout links comics with appropriate text to good effect. Just as often the comics seem completely unrelated to the body text. While this is not a major flaw, given the 20+ years of Judge Dredd comics it seems unlikely that Mongoose could not find more illustrative pieces. The setting pits the powerful Justice Department and its Judges against the ever-rising forces of anarchy in a city covering half of the US East Coast. Players either take on the role of Judges or play civilians. Judges have a vast array of weapons and feats as well as a nearly limitless supply of backup if things get out of hand. Civilians have almost nothing to start out with, but can acquire considerable influence over time though criminal activities. The rules modifications adapt the D20 system to the world of Judge Dredd. Armor provides direct protection from weak attacks while powerful attacks punch right though it. Armor Class is removed in favor of a Defense Value based on the character's Reflex save. In theory this simulates the dodging and movement depicted in the comic's combat while retaining the generally low (sub 25) difficulty numbers inherit in the D20 system for attack rolls. Other modifications include a called shot system based on assuming penalties to hit specific targets and a vehicle combat system to allow the cycle riding Judges to roll over their opponents. The least successful adaptation seems to be the psionics rules. Extremely limited in scope, they do little to capture any of the setting's flavor. The author chooses to follow the power point/power structure used by the Psionic's Handbook rather than create new rules more in step with the setting. Although this reduces the learning curve associated with psionics it also breaks from the quality of thought demonstrated in the rest of the manuscript. [b]Internal Conflicts[/b] The game's descriptive text clearly outlines the basic conflicts inherit in the setting. These conflicts include: 1. The rigidity of the law - The phrase 'everyone is guilty of something' creeps up constantly. Given the list of possible offenses listed in the Sentencing section conflicts between the players' (and their characters') perception of what is right and what is just will inevitably arise. 2. Corruption of the Judges - Judges wield absolute power of search, seizure and sentencing. They can destroy or save lives. Although not mechanically defined, several sections of the book narrative discuss the effects of this corruption and the efforts the Justice Department takes to overcome it. 3. Order vs. Chaos - Throughout the book the writer tries to stress that the Judges (representing Order with a capital O) are in a constant and loosing battle with the tide of lawlessness and anarchy. Wild "crazes" sweep the city ranging from binge eating to uglification. Crime runs out of control as citizens realize it is the only way to get ahead. Mega-City One looks like it wants to explode at any second, and usually does given the least provocation. 4. The drive against anomie - Citizens are beyond bored. Chronically underemployed and at the mercy of powerful forces, they have way to assert control over their lives. Behaviors that would otherwise seem completely insane are commonplace as people struggle to make it though the day. Players see this part of the setting primarily though the crazes, random wars and constant thrill seeking that marks nearly every civilian encounter. [b]Innovations[/b] The Judge Dredd Roleplaying Game contains the following D20 innovations that strongly reinforce its setting: · Arrest checks allowing Judges to apprehend violent offenders without a life or death struggle. The arrest check mechanically expresses the Judge's authority and social power in a convincing and interesting way. · Back-up check system allowing Judges to call upon various specialty squads as needed without throwing the action elements of the game out of balance. This allows the Games Master to assist the players when chaos finally overwhelms order without breaking the world continuity. · Experience penalty system tied to the reprimand system for failing to live up to a Judge's responsibilities. This places the penalty for inappropriate behavior on an area of character advancement that many players value. By tying this penalty to the role-playing event the Games Master has a unique tool for making players dread reprimands. · Prior life backgrounds for civilian characters that give concrete game effects for the character's previous occupation and history. This allows the player to customize his civilian character based on his story, rather than being stuck with a standard class progression. [b]Shortcomings[/b] The Judge Dredd Roleplaying Game contains the following shortcomings: · Very limited non-criminal civilian activity. · Limited and generic psionic system when psi powers play an important role in several major comic storylines. · Overuse of citizen prestige classes. Most of the prestige classes (particularly Body Guard and Superhero) are easily constructed using standard feats and equipment. · Deadpan delivery fails to convey the humor of the setting, resulting in a picture of unrelenting oppression. · Leadership seems like a mandatory feat for civilians. Without a street-gang (available only though the feat) mid and high level civilian characters will have considerable difficulty competing with the Justice Department. [b]Conclusion[/b] Judge Dredd presents a good setting for a high power science fiction action game. Judges in particular have a built in environmental "railroad' leading them from action adventure to action adventure. Although more subtle plots dealing with intrigue and internal corruption will evolve over time most problems exist to be solved with swift justice and a judicious application of firepower. The Games Master will have to remember to keep the unrelenting, over-the-top darkness leavened with a liberal dose of satirical humor. [/QUOTE]
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