by Demian Katz
Mean Streets: The RPG of Classic Film Noir
Written by Mark Bruno
Published by Deep7
59-page b & w PDF
$7.95
Mean Streets, a 59-page downloadable role-playing game inspired by the Film Noir
genre popularized by Hollywood during the forties and fifties, is the first game
based around Deep7's XPG system, the game engine that will be featured in the
much-anticipated Red Dwarf RPG. In terms of complexity, the rules
are somewhere between the company's popular and fast-playing 1PG line and its
more complicated Arrowflight system, though players familiar with either previous
system should have no trouble adapting to this one.
Most of the book's first eighteen pages are devoted to a description of the
rules. Character creation is entirely point-based, featuring the same six
attributes used in Arrowflight (Agility, Dexterity, Strength, Perception,
Intelligence and Willpower) along with a decent assortment of genre-appropriate
skills. Game mechanics involve setting a target number (the sum of the
appropriate skill score and its related attribute) and attempting to roll under
this number (possibly with modifications) using two six-sided dice. The rules
cover opposed rolls (which are used for combat resolution, among other things)
and methods for measuring varying degrees of success. This isn't exactly an
innovative system, but it's a comfortable and effective one -- it's not as random
as the 1PG system and it's free from the pointlessly strange dice-rolling
mechanics and combat-related overhead found in Arrowflight. Although the lines
between some of the attributes are a little hard to define and a couple of
concepts (particularly critical successes) could have been described more
clearly, the book does a good job of presenting its system in an efficient and
comprehensible way.
Immediately following the rules, the book contains two chapters filled with
background material. The first of these chapters describes the people, places
and significant events of the game's default setting, New York City circa 1943,
presenting an interesting assortment of historical facts mixed with enough
cinematic touches to help the game stay true to its source material. This is
probably the most engaging segment of the book, particularly valuable as a seed for a feds vs. gangsters campaign thanks to its
emphasis on city government and the gangs that plague it. The following chapter,
"Mastering Film Noir," describes a bit of the history of Film Noir and attempts
to help the GM set the proper tone. Despite some helpful details
here, there are also a lot of less-than-helpful generalities; unsurprisingly, a
good day's film festival would probably be a better initiation to the genre than
this chapter. However, it's worth reading through for its tips on creating workable
campaigns with gaming groups of various sizes and its notes on dealing
appropriately with women in the often misogynistic Film Noir world.
With rules and background in place, the book proceeds to its lowest point: a
ten-page sample adventure called "A Tangled Web." The adventure is inspired by
Fritz Lang's 1953 film The Big Heat, and it seems to follow the film fairly
closely, though the character names have all been changed. Unfortunately, the
adventure doesn't strike me as something I'd ever want to run. It's extremely
linear, it's short on clues and direction for the players, details about its
characters are scattered throughout the text rather than being collected in a
convenient location, and it doesn't even feature an especially interesting plot.
It wouldn't have cost the author too much effort to come up with something
original featuring a similar but more RPG-friendly storyline, and that would have
eliminated the risk that one of the players will figure out which movie he or she
has fallen into and ruin everything.
The book is rounded out with a useful equipment list, a somewhat disappointing
filmography featuring several plot summaries swiped (with attribution, at least)
from the Internet Movie Database, a collection of generic NPC stats, a
period-appropriate map of New York and (bless everyone involved) an index. The
final two pages of the game's file are devoted to a plain but functional
character sheet.
As for look & feel, the game's layout is largely professional-looking, and I especially liked the
shadowy, fedora-wearing figure that lurks in the background of the introductory
page of each chapter. While most of the other artwork is less dramatic, being a
combination of line drawings of moderate quality and the digitally-altered
photographs that Deep7 employs so frequently as 1PG cover art, it is at least
appropriate to the subject matter and not too wasteful of space. My biggest
aesthetic complaint is that the page numbers are laid out with two-sided printing
in mind, making the game look a little weird if you prefer one-sided printing or
if you skip printing the cover to save toner, thus ending up with the page
numbers all printed on the wrong corners of the pages.
At $7.95 (plus printing costs), I'd say Mean Streets is only a moderate value.
The workable game system and well-written background material are set against a
mediocre introductory adventure and overall brevity. If you're a Film Noir fan
looking for a system to use, this is a simple and straightforward one that should
lead to quite a bit of enjoyment. If you're simply a gamer looking for something
new to try, however, this might not be the best choice for you.