![]() ![]() This is a relatively simple, albeit somewhat adversarial, resolution system that sits on the same complexity level as something like Powered by the Apocalypse or Forged in the Dark. If the objective clock is filled first the characters succeed, and if the threat clock is filled first the PCs fail. At a minimum there are two clocks per tab: one denoting progress towards the PCs’ goal (the objective) and another denoting progress towards something bad (the threat). Each session tab represents part of the session’s story, roughly speaking moving from exposition through rising action and finally to climax, and the clocks that both players and GMs can advance are what track movement through each subsequent section. There are more specific mechanics, but those are the basics. The Big Shot can spend shocks to increase the difficulty of the current segment, or to advance a Clock. Hits and shocks are spent in basically the same way: Players can spend hits to reduce the difficulty of the current segment of the session (called a Tab), or to advance a Clock. Every die that comes up a 1 gives the Big Shot a shock, but if no dice come up 1, at least one shock is earned anyway. On the flip side, the GM (called the Big Shot for reasons that are clear if you’ve watched Cowboy Bebop) also earns what are called shocks on every roll. ![]() The results of the roll can, on their own, grant up to two hits: The player earns one hit if the total on the dice is larger than the current target number of the session, and a second hit if they roll at least two sixes. If these criteria are met, the player assembles a d6 dice pool based on which traits come into play for the roll (either from their character sheet or from the session itself) and what part of the session it is. In this game, dice are rolled when characters have a goal they want to achieve and interesting consequences to face. It’s very difficult to attack these mechanics from any starting point without context (you will be reading this book at least twice if you want to play this game), but I’m going to try by starting with the dice mechanic. Instead of a combat system it has a structured session with three distinct parts, and instead of stats or skills it has traits and grooves. The Cowboy Bebop RPG does not have stats or skills, nor does it have a combat system. And, because this is Cowboy Bebop, the stories center around bounty hunters, the bounties they’re chasing, and the memories from their past that haunt them. The result is a game that feels like jazz there is structure, rules, and even system mastery, but the mechanics create a loose, free environment to tell stories. A variant of HexSys powers Cowboy Bebop and, while it employs elements from games you likely know, it is completely original. While Mana Project is mostly known for publishing 5e settings, Fumble has a fairly impressive list of original games, including Not the End, a heroic game using an original ruleset called HexSys. The Cowboy Bebop Roleplaying Game was developed by designers from Italian company Fumble GDR and published by (also Italian) Mana Project Studio. But what happens if you take Cowboy Bebop, the celebrated anime, and make it into an RPG? Well, in this case, something kind of magical. Reimagining old properties stays risky even if you’re staying in the same medium the live-action reboot of Cowboy Bebop was a cautionary tale, albeit not quite as badly panned as live-action Death Note or live-action Ghost in the Shell. ![]() Licensed RPG adaptations fall all over the map for every The One Ring you get rules for Power Rangers contracting tetanus, and for every Star Wars there’s a Fallout. Adaptations are dangerous business, and that’s true no matter what medium you’re working in. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |