by Cedric Chin
Soap: The Game of Soap Opera Mayhem
Written by Ferry Bazelmans
Illustrated by Tristan Bronkhorst
Published by Wingnut Games
24 b&w pages
$7.95
Name the most dangerous, deadly challenge in any roleplaying game.
That's right. The other players. Each time you and your friends turn on each other, the gloves are off, and the fighting can get dirty. That's the perfect time for Soap, the RPG where you play a soap-opera stereotype fending for yourself against your fellow characters. Soap is an improvisational storytelling game, definitely in a humorous vein.
Lather. Rinse. Roleplay.
Character generation consists of creating a background. No numerical stats
are involved. Each player writes down his Background and Traits, his Secret,
his Goal, a character with whom he has a Friendly Relationship, a character
with whom he has an Unfriendly Relationship, and his Home set (the
character's natural environment). He underlines five words in his Traits, and
five words in his Secret, and receives two Plot Tokens (more on this later).
So, to use an example in the book, Thorton Smith-Smythe-Smith's underlined
Traits are that he is callous, mean, old, power-hungry, and rich. His Goal is
to prevent his eldest son from getting his hands on his inheritance a bit
early. His Secret is that he killed a man once to close a business deal. His
Home set is his mansion. If you don't want to create characters, you can use
pregenerated stereotype packages (templates): the Hunk, the Bitch, the Loser,
the Arch-Villain, the Sweet Girl, the Mother, the Kid, and the Dilettante.
(Naturally, if two players play the same stereotype, they're rivals and have
an Unfriendly Relationship!)
Then today's episode of Soap begins. Each player takes a turn (the rules call
it a Sentence, in which he describes what's happening in the episode. In
each turn, a player includes Where the action is and What is
going on. The Sentence typically involves your character, but this is
optional -- and it's often more fun to "meddle in other characters affairs"!
Plot Tokens are used to Contest a Sentence. If a player doesn't like another
player's sentence ("Michael accidentally runs a red light and plows into a
cement truck. 'Aaaaaaarghhh!!!'"), he can Contest it. The player who formed
the Sentence bids at least one Plot Token, and any player can enter a bidding
contest with him. Ties go to the contesting player(s). Whoever wins the bid
spends the Plot Tokens he bid, and alters the sentence. It's a simple easy
mechanic -- and if a munchkin player tries to accumulate too many Plot
Tokens, it's time to meddle with his character!
Every time a player refers to one of his Traits during his turn, he receives
a Plot Token. Every time a player says a sentence which includes one of his
Secret words, he receives three Plot Tokens. (We added a rule that you could
not re-use a secret word for tokens until you used each Secret word at least
once.) Every time a player reinforces one of his relationships, he receives a
Plot Token. And, as said, each player starts with two Plot Tokens. If a
player attains his Goal, he receives two Plot Tokens. At the end of a turn,
you may guess another player's Secret. If successful, you receive five Plot
Tokens. Additionally, the character is eligible to be killed (now that his
Secret is revealed, the show's viewers are no longer interested in him!).
As an example, again from the book, Silvia begins play with her turn:
"Michael and Charlotte's apartment in uptown New York. The walls are adorned
with priceless paintings and Ming vases decorate the corners of the living
room. Charlotte sits down on the couch in the apartment. God I hate that
bastard... She sighs." Silvia's Home set is her apartment, so she receives a
Plot Token. Her Unfriendly Relationship is Michael, so she receives another
Plot Token. One of her Traits is rich, so she receives a third Plot Token.
Players continue taking turns until ninety minutes, or whatever time limit
agreed upon, is reached. The active player then ends his Sentence and leaves
the episode on a cliffhanger. Rules are also included for campaigns (Serial
Games). Much like roleplaying, there is no winner, and the play is what's
important.
Players continue taking turns until ninety minutes, or whatever time limit
agreed upon, is reached. The active player then ends his Sentence and leaves
the episode on a cliffhanger. (Rules are included for campaigns, aka. Serial
Games.) Much like roleplaying, there is no winner, and the play is what's
important.
Comments
One thought is that players should play characters other players have
generated. Either the GM creates the characters, or each player creates
characters. For example, each player creates a male and female character,
each player receives a random male and female character, and decides to play
one or the other. (Either the player of the character creates the Secret, or
else the generator of the character isn't allowed to guess the character's
secret.)
My only wish is that either the book or website had pregenerated stereotypes
for other "soapy" genres: anime, comic books, Victorian court intrigue, that
sort of thing. While us rpg players enjoy character generation, pregenerated
stereotypes would be useful for newbie rpg players.
Some added planning in the layout stages could've helped Soap a bit. The pregenerated characters in the book are presented in the traditional
two-column text layout. Thus, some pregenerated characters started in the
lower half of first column, and ended in the upper half of the second. I
would have preferred a pregenerated characters to be presented as, say,
ready-to-photocopy character sheets.
The game is also available as a PDF for $2.95.
I don't have any problems recommending this storytelling game. I've played
Paranoia, I've played Baron Munchausen, and Soap is sort of a cross between the two. It's fun, it's creative, it's treachery. Lights, camera, backstabbing!