by Matthew Pook
Buffy the Vampire Slayer Roleplaying Game
Published by Eden Studios
Written by C.J. Carella
Illustrated by rk Post and Christopher Shy
$40
If 2002 was a year of good licensed RPGs, there remains the question of
which of them was the top of the heap. Decipher may have got the big two
with the Star Trek Roleplaying Game and The Lord of the Rings
Roleplaying Game, but as good as they are, we have seen their like
before. Neither are new properties. Then comes Eden Studios, which
snagged the coolest licence from your TV screen: Buffy the Vampire
Slayer. Recently cancelled after a total of seven seasons, we have
watched Buffy follow her destiny as a Slayer – facing down demons,
vampires, cyborgs and the like, all the while trying to keep the
Hellmouth from opening; and dealing with high school, teenage life and
her one true love, and then of course, her own death. Throughout, Giles,
her appointed Watcher, and the Scooby Gang, fellow high school students
who possess the heart, if not always the ability, to help her out, have
aided her.
The Buffy the Vampire Slayer Roleplaying Game comes as an
attractive and sturdy hardback, laid out in vibrant colors. It is
profusely illustrated with photographs from the series, but where more
generic images are needed, the superior talents of rk Post and
Christopher Shy supply the art. Overall the book has a dark look to it
that is in keeping with the series. Further, the book quotes extensively
and profusely from the series, and these not only provide
amusement, but also serve to remind you how good the writing is in
the television show.
After an introductory piece of fiction by Christopher Golden, the usual
introduction to roleplaying and a summary of events in the series up
until Buffy's death at the end of season five, the book gets down to the
first thing we really want to know: Who gets to play the Slayer? Here
there are plenty of options. The players could just decide to take the
roles of Buffy, Xander, Willow, Giles, Tara, Cordelia and so on. Full
Sheets are provided for each as well as suggestions to adjust them to
make them stronger or weaker depending upon which season the Director
wants to set the game in. Alternatively, players can select one of the
twelve ready to run archetypes that includes New Slayer, Former
Initiative Commando, Watcher, Psychic, Hacker, Scooby Gang Member,
Beginner Witch and Former Vampire Groupie. Of course, the last option is
to let players create their own characters.
One problem inherent to the setting is the difference in power levels
between the Slayer and other members of the cast. Characters are graded
into three types: Heroes, which includes Slayers, Experienced Watchers
and Initiative Commandos, have more points to spend on attributes,
advantages, disadvantages and skills, but fewer Drama Points. White Hats
are more normal people and who lack the training or abilities of the
Hero Types. They may be beginning Slayers or Watchers, or more ordinary
individuals like Xander (often referred to as the "Zeppo," a reference
to the least useful member of the Marx Brothers gang) yet while they
have fewer points to spend on their various stats, they have more drama
points than the Hero type. Finally, the Experienced Hero has the
advantages of both the Hero and the White Hat: more points to spend on
statistics and more drama points. The Experienced Hero really reprints
the type of characters we see in the latter part of the television
series. As to drama points, these work as do hero points in other games,
helping to keep the characters (especially the White Hat type) alive in
the face of vampires and the like. This is a necessity, as while a
Slayer or Experienced Hero will be able deal with the average vampire
reasonably quickly, the White Hat will need to burn their Drama Points
to achieve the same end. Thus Drama Points work to balance the disparity
in whup-ass ability between the White Hat and the other character types,
but even so some players may not be happy with this difference.
Characters are defined by their Attributes (Strength, Dexterity,
Constitution, Intelligence, Perception and Willpower), Qualities,
Drawbacks and Skills. Each of the three character types receives a set
number of points to spend on the three aspects of their character. An
average human has attribute scores of just two, with the human maximum
topping at six, though some qualities or advantages provide bonuses to
some attributes that increase them greatly. These naturally include the
Slayer Quality, but the Watcher, the Nerd and Ex-Initiative Commando
also increase a character’s attributes. If the Director allows it, a
player might also select the Vampire or Werewolf quality. Other
Qualities include Hard to Kill and Sorcery, while Drawbacks include
Teenager, Secret, Humorless and Honorable. Drawbacks do not cost
anything to purchase, but actually give more points to be spent
elsewhere.
The skills included in the game run to just a total of seventeen, plus
Wild Card, which allows a character to take a skill not
listed. With just a short list, the skill definitions are quite
broad. Instead of individual skill disciplines there are Science,
Knowledge, Crime, Art and Sports. Others are both broad and kind of
funky – for melee combat there is "Getting Medieval," for firearms
there is "Gun Fu." The Wild Card skill is provided to cover that which
is not covered by the other seventeen. For example, this applies
to the Former Vampire Groupie's Archery, Xander's Military Knowledge,
Anya's Demon Facts, Riley's Initiative Tech, Oz's ability to Test Well,
Tara's Horse Riding and Cordelia's Fashion Skill.
The mechanics of the Buffy the Vampire Slayer RPG are an
ultra-streamlined version of Eden's Unisystem, and the limited number of
skills and fast game play reflect both this and the feel of the series.
To do anything, a player adds a skill and relevant attribute to a d10
roll. This gives a success level, which also comes with a simple
description. In combat the success level can be added to the base damage
of the numerous combat maneuvers. The extensive list covers weapons,
unarmed combat and special moves: groin shots and stakes to the heart,
with both melee and crossbow bolts. The feel of the combat system is
fast and slick, again reflecting the past paced nature of fights in the
series. Primarily this is to batter a vampire into a state where they
will be able to take a staking.
Magic is treated like a skill for combat, but except for a few instant
spells, (like telekinesis) most spells are more difficult, lengthy
affairs. They are invariably the tried and trusted type, as these are
the safest and have less likelihood of backfiring. Spells are usually to
be found in dusty tomes that need extensive research. It helps if
a character possesses one or more levels of the Occult Library quality.
Most people could cast spells, but it takes a true sorcerer or witch to
understand or handle the dangerous magical forces involved. Even so, the
more powerful the spell that somebody wishes to cast, the greater the
likelihood of the spell having side effects.
The rest of the book is largely given over to detailing the background
of the series. Admittedly it may not be enough for some, but for fans
and gamers, it should keep them going until they get their hands on the
first supplements. The spotlight is thrown upon Sunnydale and the
various important locations above and around the Hellmouth. This
includes Sunnydale High and University of California-Sunnydale, as well
as numerous places to hang out, or under, after dark: The Bronze,
Willy's Place and the Magic Box for example. Some of the townâs most
notable inhabitants are described and given stats for – though most
NPCs are not as detailed as proper characters, again making for speedy
game play. Although zombies, robots, demons and other monsters from the
show are covered, the majority of the monsters detailed are vampires –
Buffy is, after all, a Vampire Slayer. Stats are provided for Angelis
(the bad version of Angel, who is also detailed for use as a player
character), Spike, Drusilla, and Darla, as well as other vampires of all
grades -- the Brand New, the Minion, Veteran and the Lieutenant. These
are ready for the director to add a name and history in preparation for
their game.
For the Director there's lot of advice on how to set up and run a series
or individual episodes. The default for this is a Slayer and her
Scooby gang, which may or may not be in Sunnydale. Other options allow
groups of heroes equal to the Slayer, or a mixed group composed of white
hats, initiative or ex-initiative commandos or watchers. Of course,
there is the problem of handling a Slayer within the game. The
difference in the number of Drama Points between the three character
types handles this within the game, but in setting up the game, the
Director must deal with the problem of "there can be only one" and
whether or not to adhere to series canon (the author provides useful
advice on handling both issues). And this is backed up with "Sweeps
Week," an adventure for the default setting – Buffy and the Scooby Gang
in Sunnydale. It could easily be adapted to the other campaign styles.
Sweeps Week is a decent introduction that captures the "cheesy" feel of
the series and sets up everything for a campaign that will run across
several supplements – three more episodes appear in the recently
released directors screen supplement.
Finally, the appendix gives an amusing guide to Buffy speak that
includes a droll list of "Britishisms" for those of the audience not
possessing an innate advantage in that category. The other, but in-game
advantage of being British is that the character can get away with
wearing a tweed jacket (including leather elbow patches), which provides
a little armor protection (lucky for Giles). The rest of the appendix includes all of the
charts needed to create a character and run the game, as well as a
glossary.
Conclusions
The Buffy the Vampire Slayer Roleplaying Game can be described as
slick, fast and cinematic in its play, just as the television series is.
The stripped down use of the Unisystem helps greatly in this and can
just as easily allow the transfer of the Buffy genre to other times and
places. Already we have played in a Wild West genre and there are plans
for a Victorian set game as well. Not only has Eden gained the
coolest licence for a long time, they have made of it one of the
coolest, most enjoyable games of 2002. This is a book that any
Buffy fan will enjoy and understand. Roleplaying Buffy fans – of which
there are many – will find themselves right at home.