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Review of The Secret Fire by George Strayton
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<blockquote data-quote="Neuroglyph" data-source="post: 7648148" data-attributes="member: 85633"><p><span style="font-size: 12px">Coincidence can be a strange and often ironical force in our lives.</span></p><p></p><p> <span style="font-size: 12px">Not long before GenCon 2011, I had a computer crash when my hard drive malfunctioned on my laptop, in essence creating a very expensive paperweight. This necessitated that I go through an annoying and tedious reinstallation of my drive right before the “best four days” of gaming, and try and recover everything from my backups so I could cover the convention for my blogsite. Lacking the time to be thorough about the restore before heading off to Indy, I’ve been “discovering” lost files and PDFs here and there over the subsequent months.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><span style="font-size: 12px">[align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2012/01/tsf-cover.jpg[/align]</span></span><span style="font-size: 12px">Late last month, I happened to stumble across a new Fantasy Role-Playing game system, which I was supposed to review in the fall until it was lost in my backup drive, called <strong><em>The Secret Fire</em></strong>. This game comes with a rather unique pedigree, having been penned by George Strayton, a screenwriter and D&D gamer, who has been tasked with creating a screenplay of the life and times of one E. Gary Gygax, by his wife, Gail Gygax. In addition, this FRPG has been given the blessing of Mrs. Gygax herself, which is detailed in the Foreward section of the book:</span><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><p style="margin-left: 20px"><span style="font-size: 12px">“With THE SECRET FIRE, George Strayton is following in the footsteps of the inventor and master of roleplaying games, Gary Gygax, expanding on Gary’s original vision of fantasy roleplaying by taking it back to its roots while simultaneously bringing it into the future.”</span></p> <p style="margin-left: 20px"></p><p><span style="font-size: 12px">Personally, I find it to be an interesting coincidence that I should “unearth” the sourcebook for this new FRPG system from my computer’s backup drive practically on the eve that Wizards of the Coast announces its intention to create D&D Next (or as I like to call it Grand Unified D&D).</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><span style="font-size: 12px"><em>Is it possible that Mr. Strayton’s expansion on the Gygaxian Role-playing Vision is the system that WotC is hoping to create in D&D Next?</em></span></p><p></p><p> <span style="font-size: 12px"><strong><u>The Secret Fire</u></strong></span></p><p> </p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong>Lead Designer</strong>: George Strayton</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong>Illustrations</strong>: Antonio José Manzanedo Luis (cover), Ryan Browning, Yvette Parsons, The Forge Studios (interior), Ryan Browning, Chris Conklin (cartography)</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong>Publisher</strong>: Secret Fire Games</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong>Year</strong>: 2011</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong>Media</strong>: PDF (312 pages) </span></span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Price</strong>: $9.99 (PDF available from <a href="http://www.rpgnow.com/product_info.php?products_id=93884&amp;filters=0_0_0_31813_0?affiliate_id=270466" target="_blank"><strong>RPGNow.com</strong></a>) / also available in hardcover for $24.99 from <a href="http://www.lulu.com/product/paperback/the-secret-fire-roleplaying-game/18661233" target="_blank"><strong>Lulu.com</strong></a></span></li> </ul><p> </p><p> <span style="font-size: 12px"><strong><em>The Secret Fire</em></strong> is a complete Fantasy Role-Playing Game system based upon some of the visionary concepts and unpublished notes of E. Gary Gygax. <strong><em>The Secret Fire</em></strong> main book is a combination player’s guide and gamemaster’s guide, providing all the rules necessary for character generation as well as running a fantasy role-playing campaign under <strong><em>The Secret Fire</em></strong> rules system. The book contains information on four character classes (called Callings), as well as four character races, special elements (called trademarks), skills, spells, armor and weapons, equipment, and combat rules. For gamemasters ( called Master Creators or MC’s), <strong><em>The Secret Fire</em></strong> book has information on running the game, aspects of role-playing, creating scenarios, a monster manual, and treasure tables. A Character sheet and full-color maps for the game are downloadable from the <a href="http://www.secretfiregames.com/the-secret-fire-rpg/" target="_blank">official site of <strong><em>The Secret Fire</em></strong></a> to be used with the main book.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"><strong><u>Production Quality</u></strong></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The production quality of <strong><em>The Secret Fire</em></strong> is mediocre at best, presented in a single column margin-to-margin style [align=left]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2012/01/TSF-World-Map.jpg[/align]with black-and-white artwork. But it has a certain retro-AD&D Dungeon Masters Guide-vibe in its handling of the presentation of the material, which makes it pretty nifty if that was the goal of the publisher. The writing style is decent enough, but sometimes waxes a little extravagant in its attempt to win the reader over to the author’s viewpoint on what is, and what is not, an acceptable Fantasy Role-playing play-style.</span></p><p></p><p> <span style="font-size: 12px">The artwork is pretty good, and again the black-and-white sketches of skulls, swords, and other high fantasy tropes was quite evocative of first edition AD&D books – although some of the artwork was resized and re-used several times over in the 300+ page book. The adventure maps in the book are old-school graph paper style one can find in old AD&D modules, however, the world maps have a really awesome hand-drawn feel to them. The cartography in the world setting maps is almost artwork in itself, and would look pretty amazing printed on a parchment style paper for display or use at the gaming table.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"><strong><em><u>The Secret Fire</u></em><u> Game System</u></strong></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><span style="font-size: 12px">Not surprisingly for a game system inspired by Gygaxian Apocrypha, the system reminded me quite a bit like old school AD&D. But there are also quite a bit of occult references in the material to Elder Gods, and strange esoteric names for Orders of Spells and Prayers, which made me feel like I was reading a rule set that was birthed from the unlikely union of J.R.R. Tolkien and R.E. Howard – sort of <em>Lord of the Rings</em> dating <em>Conan the Barbarian</em>.</span></p><p></p><p> <span style="font-size: 12px">The character generation system is sort of streamlined, as there are only four character classes, or Callings, and only four races, to choose from. There is the Holy-Man, Thief, [align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2012/01/TSFCharacterSheet.jpg[/align]Warrior, and Wizard to pair up with the Dwarf, Elf, Halfling, and Human racial types. There are six character stats (Strength, Intellect, Wisdom, Agility, Health, and Presence) which are generated by rolling 3d6. Non-human races have infravision, and have abilities like finding shifting walls and sloping passages underground (dwarves), or detecting secret doors 2 in 6 times (elves). There are only 10 levels in the game, and each level for each class has their own special title, such as Mercenary (Warrior) or Occultist (Wizard). All of which feels eerily like a rehash of original AD&D, but there are some subtle differences in the system which make it quite different than E. Gary Gygax’s first version of a fantasy role-playing game.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><span style="font-size: 12px"><strong><em>The Secret Fire</em></strong> employs a Trait and Ability Descriptor system which is used both to enhance role-playing and to determine alignment. Each character has three Traits, chose by the player or randomly generated by dice roll, which help to define their character and are described as Good, Neutral, and Evil Traits. For example, a character can be Self-Sacrificing (Good), Foppish (Neutral), and Egotistical (Evil), which makes for a pretty decent array of traits for a hero. Unfortunately, by random chance, one could end up with traits which make no sense in the same character, such as an Honest (Good), Talkative (Neutral), Compulsive Liar (Evil), which is certainly going to be a mess to try to role-play effectively, since they have diametrically opposed Good and Evil Traits. Committing to a Good or Evil Trait and role-playing it in-game will move a character along a path toward that end of the alignment bar. Ability scores less than 9 and more than 12 also have descriptors, such as Strapping (16-17 Stength), or Irritating (6-8 Presence), which also help to define the character. And when these traits are used in role-playing situations, the character is awarded with Energy Points which help them accomplish heroic feats in and out of combat (more on EP’s below). </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">So if a character takes role-playing actions which call into play their Ability Descriptors or their Traits, the Master Creator, or MC, is expected to award them on the spot with 1-3 Energy Points as a reward. For example, if our Self-Sacrificing, Foppish, Egotistical hero tries to impress the local baron by demonstrating his Strapping physique, he can earn EPs and an alignment change, depending on if he was doing so to save others (self-sacrifice) or as a method of braggadocio (egotistically). It sounds dynamite on paper, and certainly rewards players for keeping in-character, but seems like it could be a serious train-wreck to getting anything done in a gaming session, when 4-6 players are all vying for recognition of their role-playing and demanding instantaneous rewards – not to mention the constant book-keeping of alignment drift and EP fluctuations.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><span style="font-size: 12px">As far as Energy Points go, this is also a pretty interesting game concept, offering a sort of heroic special effects shop for players to enhance their attacks, feats of daring, and spells. Energy points can be used to add up to three special effects on top of a standard action, making combats more spectacular and effective. For instance, a Warrior can swing a blade at an orc and score some damage. Or he can spend energy points to feint and gain a bonus to the attack roll (2 EPs), plunge his sword deep into the orc’s chest doing extra damage dice (3 EPs), and then kicking the orc off his blade so hard it falls down (1 EP) – assuming of course the extra damage did not kill the orc outright. In many respects, EPs allow for the special effects that might be found in D&D 4E’s various class powers, but having the flexibility of being a chosen a la carte assuming the character has the EPs to pay for the effects. However, since EPs only refresh after a long rest (ie. Overnight sleep), and the only way to get more EPs is to role-play for them, which seems as though it would lead to almost silly amounts of pandering to the MC for attention to get more so that the heroes can keep adventuring.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><span style="font-size: 12px">The combat system is similar to the <em><strong>Champions</strong></em> or <em><strong>Hero System</strong></em>, with attacks landing if the roll overcomes a character’s <em>dodge score</em>, and armor reducing the amount of damage taken by a certain number of points. Many of the spells and prayers found in the book are renamed versions of those found in various editions of D&D, some with only slight or negligible changes to the effects other than a new moniker.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><span style="font-size: 12px">Monsters in the game tend to be fairly iconic monsters from fantasy role-playing, such as orcs and trolls, ghouls and ghosts, vampires, zombies, as well as some very AD&D monsters such as purple worms and gray oozes. There are even a few Call of Cthulhu type creatures lurking around in the gaming world, such as the Spawn of Nyogtha and the Whisperer in Darkness, which again bring in some of the Howardian horror elements inspired by his old pal Lovecraft.</span></p><p> <span style="font-size: 12px">The author does include an adventure called The Dungeon of Madness as an example of an adventure that new heroes to <strong><em>The Secret Fire</em></strong> might find themselves involved in.</span></p><p></p><p> <span style="font-size: 12px">I should also point out that the author does not consider combat to be a very important part of the game, or at least it is something that should be only a small part of the gaming experience:</span><p style="margin-left: 20px"><span style="font-size: 12px">As in life, combat should be entered in as a last resort, for battle is deadly. Flight and especially parley may pay far greater dividends than joining every fray. And woe betides the group that seeks constant battle, for this game is — intentionally — not one of balance. Some challenges simply cannot be overcome; the same is true of some creatures in the game. One never knows at the outset of a situation, so caution is a valuable watchword.</span> </p><p><span style="font-size: 12px">While this type of play-style might appeal to some D&D gamers out there, it certainly is not true of all Fantasy Role-players. Many D&D gamemasters – myself included – try to strike a compromise between role-playing situations and combat encounters, so as to engage and satisfy a wider range of players at the gaming table. However, the author of <strong><em>The Secret Fire</em></strong> has a fairly cavalier attitude about those gamers who do not see his (and supposedly, Gary Gygax’s) Vision for what should happen in a Fantasy Role-Playing Game:</span><p style="margin-left: 20px"><span style="font-size: 12px">A skilled MC and a table of dedicated players can spend entire sessions of TSF without rolling a single die, yet explore dark, dangerous, and exotic lands, as well as underground caverns and dungeon complexes that offer both excitement and tension. Let us be clear: TSF is not a war game, and players seeking such are encouraged to look elsewhere.</span> </p><p><span style="font-size: 12px">As pretentious as the aforementioned gaming philosophy from the <em><strong>The Secret Fire's</strong></em> Introduction sounds, in fact, the author’s pretension gets even more cloying by the end of the book, when he includes a list of non-game related activities that can earn player-characters bonus activities for engaging in between sessions. There is a list of 35 non-game related activities, and performing 5 of them in a week earns a 5% experience point bonus the next time you gather for a gaming session. The first 10 items on the list include:</span><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span><p style="margin-left: 20px"><span style="font-size: 12px">1. Read a non-game-related book.</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">2. Perform a random act of kindness.</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">3. Meditate for at least 10 minutes.</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">4. Exercise (with the usual caveat of consulting with your doctor before starting any exercise program, etc.).</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">5. Ask someone out on a date.</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">6. Give to charity.</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">7. Learn a new skill.</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">8. Take a class (a class you want to take, not one that you are required to take for work or school).</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">9. Call or write a letter or e-mail to a friend or family member you have not spoken to in a long time.</span></p> <p style="margin-left: 20px"><span style="font-size: 12px">10. Forgive someone.</span> </p><p><span style="font-size: 12px">I’m not sure what to make of the list, except that perhaps the author feels that Fantasy Role-players are so out of touch with reality that they need to be coached to interact normally with the real world using an in-game “carrot” of free experience points as a reward.</span></p><p></p><p> <span style="font-size: 12px"><strong>Overall Score</strong>: 2.75 <em>out of</em> 5</span></p><p> </p><p> <span style="font-size: 12px"><strong><u>Conclusions</u></strong></span></p><p> </p><p> <span style="font-size: 12px">I really wanted to like <strong><em>The Secret Fire</em></strong>, and I found some of the individual game elements and concepts are both noteworthy and are worth consideration. But as a whole, the game is far too derivative of original AD&D, and the newer concepts added in don’t seem to guarantee a game system that is all that new or innovative, so much as just a mish-mash of gaming concepts. While it is true that almost any gaming element, from character generation to combat resolution, has been done before by someone somewhere else in the gaming industry, the elements that the author combines in <strong><em>The Secret Fire</em></strong> don’t seem to fit all that well together, and the resulting game system would only appeal to one facet of the fantasy role-playing game community. For those interested in role-playing intensive game only, The Secret Fire might work for them, but to be honest, almost any game can be role-played to the hilt, even board games if you have the right crowd - did you know that folks have made a role-playing game out of Monopoly? </span></p><p> </p><p> <span style="font-size: 12px">For all its pedigree, <strong><em>The Secret Fire</em></strong> comes off as pretentious, full of its own self-worth, and amounts to not much more than a collage of borrowed game concepts hung on an old AD&D framework. While it tries to be innovative, it merely ends up being derivative, and is certainly not going to be replacing D&D anytime soon as the quintessential Fantasy Roleplaying game system.</span></p><p> </p><p> <span style="font-size: 12px"><em>So until next review… I wish you Happy Gaming!</em></span></p><p> </p><p> <span style="font-size: 12px"><strong>Editor’s Note</strong>: This Reviewer received a complimentary copy of the product in PDF format from which the review was written.</span></p><p></p><p> <span style="font-size: 12px"><strong><u>Grade Card (Ratings 1 to 5)</u></strong></span></p><p> </p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Presentation</strong>: 2.5</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Design: 2 (A bit unpolished and retro, and the pretentious tone in the writing is a turn-off.)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Illustrations: 3 (Decent black and white sketches, but too few for a book of this size.)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Content</strong>: 2.25 </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Crunch: 1.5 (Borrowed and/or stolen game mechanics cobbled together does not a game system make.)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Fluff: 3 (Interesting world setting, and enough decent material to role-play with.)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Value</strong>: 3.5 (The PDF is inexpensive considering the amount of material for players and GMs in one book)</span></li> </ul></blockquote><p></p>
[QUOTE="Neuroglyph, post: 7648148, member: 85633"] [SIZE=3]Coincidence can be a strange and often ironical force in our lives.[/SIZE] [SIZE=3]Not long before GenCon 2011, I had a computer crash when my hard drive malfunctioned on my laptop, in essence creating a very expensive paperweight. This necessitated that I go through an annoying and tedious reinstallation of my drive right before the “best four days” of gaming, and try and recover everything from my backups so I could cover the convention for my blogsite. Lacking the time to be thorough about the restore before heading off to Indy, I’ve been “discovering” lost files and PDFs here and there over the subsequent months.[/SIZE] [SIZE=3] [SIZE=3][align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2012/01/tsf-cover.jpg[/align][/SIZE][/SIZE][SIZE=3]Late last month, I happened to stumble across a new Fantasy Role-Playing game system, which I was supposed to review in the fall until it was lost in my backup drive, called [B][I]The Secret Fire[/I][/B]. This game comes with a rather unique pedigree, having been penned by George Strayton, a screenwriter and D&D gamer, who has been tasked with creating a screenplay of the life and times of one E. Gary Gygax, by his wife, Gail Gygax. In addition, this FRPG has been given the blessing of Mrs. Gygax herself, which is detailed in the Foreward section of the book:[/SIZE][SIZE=3] [/SIZE][INDENT][SIZE=3]“With THE SECRET FIRE, George Strayton is following in the footsteps of the inventor and master of roleplaying games, Gary Gygax, expanding on Gary’s original vision of fantasy roleplaying by taking it back to its roots while simultaneously bringing it into the future.”[/SIZE] [/INDENT] [SIZE=3]Personally, I find it to be an interesting coincidence that I should “unearth” the sourcebook for this new FRPG system from my computer’s backup drive practically on the eve that Wizards of the Coast announces its intention to create D&D Next (or as I like to call it Grand Unified D&D).[/SIZE] [SIZE=3] [/SIZE][SIZE=3][I]Is it possible that Mr. Strayton’s expansion on the Gygaxian Role-playing Vision is the system that WotC is hoping to create in D&D Next?[/I][/SIZE] [SIZE=3][B][U]The Secret Fire[/U][/B][/SIZE] [LIST] [*][FONT=Verdana][SIZE=3][B]Lead Designer[/B]: George Strayton[/SIZE][/FONT] [*][FONT=Verdana][SIZE=3][B]Illustrations[/B]: Antonio José Manzanedo Luis (cover), Ryan Browning, Yvette Parsons, The Forge Studios (interior), Ryan Browning, Chris Conklin (cartography)[/SIZE][/FONT] [*][FONT=Verdana][SIZE=3][B]Publisher[/B]: Secret Fire Games[/SIZE][/FONT] [*][FONT=Verdana][SIZE=3][B]Year[/B]: 2011[/SIZE][/FONT] [*][FONT=Verdana][SIZE=3][B]Media[/B]: PDF (312 pages) [/SIZE][/FONT] [*][SIZE=3][B]Price[/B]: $9.99 (PDF available from [URL="http://www.rpgnow.com/product_info.php?products_id=93884&filters=0_0_0_31813_0?affiliate_id=270466"][B]RPGNow.com[/B][/URL]) / also available in hardcover for $24.99 from [URL="http://www.lulu.com/product/paperback/the-secret-fire-roleplaying-game/18661233"][B]Lulu.com[/B][/URL][/SIZE] [/LIST] [SIZE=3][B][I]The Secret Fire[/I][/B] is a complete Fantasy Role-Playing Game system based upon some of the visionary concepts and unpublished notes of E. Gary Gygax. [B][I]The Secret Fire[/I][/B] main book is a combination player’s guide and gamemaster’s guide, providing all the rules necessary for character generation as well as running a fantasy role-playing campaign under [B][I]The Secret Fire[/I][/B] rules system. The book contains information on four character classes (called Callings), as well as four character races, special elements (called trademarks), skills, spells, armor and weapons, equipment, and combat rules. For gamemasters ( called Master Creators or MC’s), [B][I]The Secret Fire[/I][/B] book has information on running the game, aspects of role-playing, creating scenarios, a monster manual, and treasure tables. A Character sheet and full-color maps for the game are downloadable from the [URL="http://www.secretfiregames.com/the-secret-fire-rpg/"]official site of [B][I]The Secret Fire[/I][/B][/URL] to be used with the main book.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3][B][U]Production Quality[/U][/B][/SIZE] [SIZE=3] The production quality of [B][I]The Secret Fire[/I][/B] is mediocre at best, presented in a single column margin-to-margin style [align=left]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2012/01/TSF-World-Map.jpg[/align]with black-and-white artwork. But it has a certain retro-AD&D Dungeon Masters Guide-vibe in its handling of the presentation of the material, which makes it pretty nifty if that was the goal of the publisher. The writing style is decent enough, but sometimes waxes a little extravagant in its attempt to win the reader over to the author’s viewpoint on what is, and what is not, an acceptable Fantasy Role-playing play-style.[/SIZE] [SIZE=3]The artwork is pretty good, and again the black-and-white sketches of skulls, swords, and other high fantasy tropes was quite evocative of first edition AD&D books – although some of the artwork was resized and re-used several times over in the 300+ page book. The adventure maps in the book are old-school graph paper style one can find in old AD&D modules, however, the world maps have a really awesome hand-drawn feel to them. The cartography in the world setting maps is almost artwork in itself, and would look pretty amazing printed on a parchment style paper for display or use at the gaming table.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3][B][I][U]The Secret Fire[/U][/I][U] Game System[/U][/B][/SIZE] [SIZE=3] [/SIZE][SIZE=3]Not surprisingly for a game system inspired by Gygaxian Apocrypha, the system reminded me quite a bit like old school AD&D. But there are also quite a bit of occult references in the material to Elder Gods, and strange esoteric names for Orders of Spells and Prayers, which made me feel like I was reading a rule set that was birthed from the unlikely union of J.R.R. Tolkien and R.E. Howard – sort of [I]Lord of the Rings[/I] dating [I]Conan the Barbarian[/I].[/SIZE] [SIZE=3]The character generation system is sort of streamlined, as there are only four character classes, or Callings, and only four races, to choose from. There is the Holy-Man, Thief, [align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2012/01/TSFCharacterSheet.jpg[/align]Warrior, and Wizard to pair up with the Dwarf, Elf, Halfling, and Human racial types. There are six character stats (Strength, Intellect, Wisdom, Agility, Health, and Presence) which are generated by rolling 3d6. Non-human races have infravision, and have abilities like finding shifting walls and sloping passages underground (dwarves), or detecting secret doors 2 in 6 times (elves). There are only 10 levels in the game, and each level for each class has their own special title, such as Mercenary (Warrior) or Occultist (Wizard). All of which feels eerily like a rehash of original AD&D, but there are some subtle differences in the system which make it quite different than E. Gary Gygax’s first version of a fantasy role-playing game.[/SIZE] [SIZE=3] [/SIZE][SIZE=3][B][I]The Secret Fire[/I][/B] employs a Trait and Ability Descriptor system which is used both to enhance role-playing and to determine alignment. Each character has three Traits, chose by the player or randomly generated by dice roll, which help to define their character and are described as Good, Neutral, and Evil Traits. For example, a character can be Self-Sacrificing (Good), Foppish (Neutral), and Egotistical (Evil), which makes for a pretty decent array of traits for a hero. Unfortunately, by random chance, one could end up with traits which make no sense in the same character, such as an Honest (Good), Talkative (Neutral), Compulsive Liar (Evil), which is certainly going to be a mess to try to role-play effectively, since they have diametrically opposed Good and Evil Traits. Committing to a Good or Evil Trait and role-playing it in-game will move a character along a path toward that end of the alignment bar. Ability scores less than 9 and more than 12 also have descriptors, such as Strapping (16-17 Stength), or Irritating (6-8 Presence), which also help to define the character. And when these traits are used in role-playing situations, the character is awarded with Energy Points which help them accomplish heroic feats in and out of combat (more on EP’s below). [/SIZE] [SIZE=3]So if a character takes role-playing actions which call into play their Ability Descriptors or their Traits, the Master Creator, or MC, is expected to award them on the spot with 1-3 Energy Points as a reward. For example, if our Self-Sacrificing, Foppish, Egotistical hero tries to impress the local baron by demonstrating his Strapping physique, he can earn EPs and an alignment change, depending on if he was doing so to save others (self-sacrifice) or as a method of braggadocio (egotistically). It sounds dynamite on paper, and certainly rewards players for keeping in-character, but seems like it could be a serious train-wreck to getting anything done in a gaming session, when 4-6 players are all vying for recognition of their role-playing and demanding instantaneous rewards – not to mention the constant book-keeping of alignment drift and EP fluctuations.[/SIZE] [SIZE=3] [/SIZE][SIZE=3]As far as Energy Points go, this is also a pretty interesting game concept, offering a sort of heroic special effects shop for players to enhance their attacks, feats of daring, and spells. Energy points can be used to add up to three special effects on top of a standard action, making combats more spectacular and effective. For instance, a Warrior can swing a blade at an orc and score some damage. Or he can spend energy points to feint and gain a bonus to the attack roll (2 EPs), plunge his sword deep into the orc’s chest doing extra damage dice (3 EPs), and then kicking the orc off his blade so hard it falls down (1 EP) – assuming of course the extra damage did not kill the orc outright. In many respects, EPs allow for the special effects that might be found in D&D 4E’s various class powers, but having the flexibility of being a chosen a la carte assuming the character has the EPs to pay for the effects. However, since EPs only refresh after a long rest (ie. Overnight sleep), and the only way to get more EPs is to role-play for them, which seems as though it would lead to almost silly amounts of pandering to the MC for attention to get more so that the heroes can keep adventuring.[/SIZE] [SIZE=3] [/SIZE][SIZE=3]The combat system is similar to the [I][B]Champions[/B][/I] or [I][B]Hero System[/B][/I], with attacks landing if the roll overcomes a character’s [I]dodge score[/I], and armor reducing the amount of damage taken by a certain number of points. Many of the spells and prayers found in the book are renamed versions of those found in various editions of D&D, some with only slight or negligible changes to the effects other than a new moniker.[/SIZE] [SIZE=3] [/SIZE][SIZE=3]Monsters in the game tend to be fairly iconic monsters from fantasy role-playing, such as orcs and trolls, ghouls and ghosts, vampires, zombies, as well as some very AD&D monsters such as purple worms and gray oozes. There are even a few Call of Cthulhu type creatures lurking around in the gaming world, such as the Spawn of Nyogtha and the Whisperer in Darkness, which again bring in some of the Howardian horror elements inspired by his old pal Lovecraft.[/SIZE] [SIZE=3]The author does include an adventure called The Dungeon of Madness as an example of an adventure that new heroes to [B][I]The Secret Fire[/I][/B] might find themselves involved in.[/SIZE] [SIZE=3]I should also point out that the author does not consider combat to be a very important part of the game, or at least it is something that should be only a small part of the gaming experience:[/SIZE][INDENT][SIZE=3]As in life, combat should be entered in as a last resort, for battle is deadly. Flight and especially parley may pay far greater dividends than joining every fray. And woe betides the group that seeks constant battle, for this game is — intentionally — not one of balance. Some challenges simply cannot be overcome; the same is true of some creatures in the game. One never knows at the outset of a situation, so caution is a valuable watchword.[/SIZE] [/INDENT] [SIZE=3]While this type of play-style might appeal to some D&D gamers out there, it certainly is not true of all Fantasy Role-players. Many D&D gamemasters – myself included – try to strike a compromise between role-playing situations and combat encounters, so as to engage and satisfy a wider range of players at the gaming table. However, the author of [B][I]The Secret Fire[/I][/B] has a fairly cavalier attitude about those gamers who do not see his (and supposedly, Gary Gygax’s) Vision for what should happen in a Fantasy Role-Playing Game:[/SIZE][INDENT][SIZE=3]A skilled MC and a table of dedicated players can spend entire sessions of TSF without rolling a single die, yet explore dark, dangerous, and exotic lands, as well as underground caverns and dungeon complexes that offer both excitement and tension. Let us be clear: TSF is not a war game, and players seeking such are encouraged to look elsewhere.[/SIZE] [/INDENT] [SIZE=3]As pretentious as the aforementioned gaming philosophy from the [I][B]The Secret Fire's[/B][/I] Introduction sounds, in fact, the author’s pretension gets even more cloying by the end of the book, when he includes a list of non-game related activities that can earn player-characters bonus activities for engaging in between sessions. There is a list of 35 non-game related activities, and performing 5 of them in a week earns a 5% experience point bonus the next time you gather for a gaming session. The first 10 items on the list include:[/SIZE][SIZE=3] [/SIZE][INDENT][SIZE=3]1. Read a non-game-related book.[/SIZE] [SIZE=3]2. Perform a random act of kindness.[/SIZE] [SIZE=3]3. Meditate for at least 10 minutes.[/SIZE] [SIZE=3]4. Exercise (with the usual caveat of consulting with your doctor before starting any exercise program, etc.).[/SIZE] [SIZE=3]5. Ask someone out on a date.[/SIZE] [SIZE=3]6. Give to charity.[/SIZE] [SIZE=3]7. Learn a new skill.[/SIZE] [SIZE=3]8. Take a class (a class you want to take, not one that you are required to take for work or school).[/SIZE] [SIZE=3]9. Call or write a letter or e-mail to a friend or family member you have not spoken to in a long time.[/SIZE] [SIZE=3]10. Forgive someone.[/SIZE] [/INDENT] [SIZE=3]I’m not sure what to make of the list, except that perhaps the author feels that Fantasy Role-players are so out of touch with reality that they need to be coached to interact normally with the real world using an in-game “carrot” of free experience points as a reward.[/SIZE] [SIZE=3][B]Overall Score[/B]: 2.75 [I]out of[/I] 5[/SIZE] [SIZE=3][B][U]Conclusions[/U][/B][/SIZE] [SIZE=3]I really wanted to like [B][I]The Secret Fire[/I][/B], and I found some of the individual game elements and concepts are both noteworthy and are worth consideration. But as a whole, the game is far too derivative of original AD&D, and the newer concepts added in don’t seem to guarantee a game system that is all that new or innovative, so much as just a mish-mash of gaming concepts. While it is true that almost any gaming element, from character generation to combat resolution, has been done before by someone somewhere else in the gaming industry, the elements that the author combines in [B][I]The Secret Fire[/I][/B] don’t seem to fit all that well together, and the resulting game system would only appeal to one facet of the fantasy role-playing game community. For those interested in role-playing intensive game only, The Secret Fire might work for them, but to be honest, almost any game can be role-played to the hilt, even board games if you have the right crowd - did you know that folks have made a role-playing game out of Monopoly? [/SIZE] [SIZE=3]For all its pedigree, [B][I]The Secret Fire[/I][/B] comes off as pretentious, full of its own self-worth, and amounts to not much more than a collage of borrowed game concepts hung on an old AD&D framework. While it tries to be innovative, it merely ends up being derivative, and is certainly not going to be replacing D&D anytime soon as the quintessential Fantasy Roleplaying game system.[/SIZE] [SIZE=3][I]So until next review… I wish you Happy Gaming![/I][/SIZE] [SIZE=3][B]Editor’s Note[/B]: This Reviewer received a complimentary copy of the product in PDF format from which the review was written.[/SIZE] [SIZE=3][B][U]Grade Card (Ratings 1 to 5)[/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Presentation[/B]: 2.5[/SIZE] [*][SIZE=3]- Design: 2 (A bit unpolished and retro, and the pretentious tone in the writing is a turn-off.)[/SIZE] [*][SIZE=3]- Illustrations: 3 (Decent black and white sketches, but too few for a book of this size.)[/SIZE] [*][SIZE=3][B]Content[/B]: 2.25 [/SIZE] [*][SIZE=3]- Crunch: 1.5 (Borrowed and/or stolen game mechanics cobbled together does not a game system make.)[/SIZE] [*][SIZE=3]- Fluff: 3 (Interesting world setting, and enough decent material to role-play with.)[/SIZE] [*][SIZE=3][B]Value[/B]: 3.5 (The PDF is inexpensive considering the amount of material for players and GMs in one book)[/SIZE] [/LIST] [/QUOTE]
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