Thoughts on Masterbook/Shatterzone?

TreChriron

Adventurer
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I didn't know anything about this game, never picked it up back in the day, nor have I heard much about it, until PIG re-released it. The scans (are they scans?) are superb. I was pleasantly surprised by the quality. I can zoom, and the text is readable zoomed in!

I picked up all the PDFs except Bloodshadows (although I'm tempted). The system has some surprising things in it. I have a fellow gamer who waxes poetic all the time about "1990's" or "1970's" game design, in the pejorative. I think it's a bunk philosophy. If the game is good, and people enjoy it, who cares when it was designed? In fact, I would say there are things in here I like over "simpler" "modern" games.

There are some elements I see here that latter games "borrowed" from. Toughness works almost exactly like it does in Action! System. The wounds system is very reminiscent of World of Darkness (though the original Vampire predates Masterbook I think). Action System! seems to have borrowed some of the ideas for Skill Groups from them. Hell, D&D Knowledge, Profession, and Craft skills are very much like Macroskills in Masterbook. EABA has a universal table similar to Masterbook, and this idea makes calculating measurements and relating them directly to game mechanics a breeze. We've seen these concepts in other games, and these ideas seem popular IMO.

It also has some other nifty stuff I appreciated. Optional Critical Failures if you roll a negative amount BELOW your current Skill Level (so the more skilled you are, the harder it is to critically fail). Default static defenses but you can choose to roll an active defense for better defense numbers (with a penalty for multiple actions in a turn). The MasterDeck cards add a level of dynamic play, and in a way that seems fun (reading about such in the book). They give you ones to customize for your game. I really dig the "Special Effects" design system. Just the right amount of crunch yet not too "hand-wavy" to have no purpose. The dice method; 2d10, 10's explode if you have "Skill Ads (read: Ranks)" or spend Life Points (read: FATE points), has an outcome table that keeps the results in a reasonable range. I like some curve in my dice, and this is a nice compromise between 3d6 (awesome curve) and 1d20 (linear blah).

The writing and presentation could use some polish, and some of the terms used can be confusing on the first read. Outside that, It seems like a nifty game to me.

Does anyone here have any experience with it in play?
What are your thoughts on the Masterbook/Shatterzone RPGs?

P.S. There is an Open Supplement license, allowing you to make compatible stuff with the logo, following the rules in the license. What types of settings would potential Masterbook fans be interested in seeing?
 

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Actually, D&D had those "macroskills" long before Masterbook, back in the '80s in BECMI D&D. (While the specifics of how the skill system worked different, the skill list was basically from that)

I was actually under the impression that Masterbook was something of a flop for West End Games, as they shifted at least Indiana Jones over to d6.

I have pretty much all the Masterbook stuff (WEG used to have an outlet for dinged books, basically $3 each) and never could actually figure out how to play it, to be honest.
 

I played a fair bit of Torg back in the day - its rules were a precursor to Masterbook. Torg used a d20 instead of 2d10, but many of the concepts and rules were the same. I found it a spectacularly enjoyable game. Once you understood the basic system, you almost never need to refer to the rulebook again. I think Torg suffered a little from having too many skills and could have used a few more macro skills. And Torg's special effect systems were all different (one or two for each genre it covered). But besides that it flowed really well. The cards were a great addition and the adventures were well-designed in the main (with a couple of notable exceptions, heh.) I'd happily play it again.
 

I didn't care much for Masterbook when I got it back in the day, but then again, I never really gave it a chance.

Shatterzone, however, is pretty damn cool. It's kind of dark sci-fi; less Star Wars/Star Trek and more Aliens or Pitch Black. Pretty much Cyberpunk 2020 "in spaaaaceee".

I ran a short, Firefly-esque campaign a few years back using the D6 conversion of it. I even mixed in some stuff from Alternity's Star*Drive setting. It was a blast!
 


While I was fascinated by TORG, I couldn't really get into Masterbook, even though I tried to with the Bloodshadows setting.

I guess after running and playing a few years of GURPS and changing back to other systems, generic rulebooks didn't do it for me. The same fate befell Amazing Engine, anyway.

Perhaps I should give it a second chance?
 

...

Perhaps I should give it a second chance?

It seems like a gem that was overlooked to me. I'm going to run Shatterzone for my group on our "off week" game. I want to also bring it to Vegas Game Day. I will have to draft up a review for it, and post my thoughts in these threads.

Still interested to see others experiences with it.

Also, what kind of settings/supplements would people be interested in - especially in the way of generating some new interest in the game?
 

While there are parts of this system that are clunky (some of them I just ignore), there are other parts like the Card Mechanics, the Life Points, and the Exploding Dice that just make this game such great fun it is hard to compare.

In most respects, TORG was probably superior to the SZ/MB versions, though making it a little less over the top was a good change of pace. For some reason I always liked the SZ universe as a sci fi setting. It seemed to be unique in being cinematic and dark at the same time.

I didnt fall in love with any of the MB settings, but we did several homebrew ones that were great. We are still playing a campaign in one of them.


-Havard
 


Bit of a necro, but the second edition public playtest of MasterBook is now available with the classic core book (if you have the pdf, you can download 2E)

http://rpg.deals/masterbook

The Second Edition Public Playtest features the following:
  • Standardized Success Charts now utilize 6 levels for general use, pushing, shock, wounds, and interactions.
  • Graded gimmicks replace advantage and compensation columns.
  • Refined movement rates.
  • Streamlined organization and descriptions.
 
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