 |

 |
chadu | |
 |
 |
 |
 |
|
 |
 |
I've finally had a chance to read this book; here are my brief impressions. This is not a review, per se -- you probably won't get much out of Underkoffler's Overview if you haven't read the book. What you will get is my opinions on the Negative, the Positive, and the Verdict. Nine Worlds: A Game of Cosmic Drama by Matt Snyder/matt_snyder; Chimera CreativeWebsite: [ http://www.chimera.info/nineworlds/index.html ] Reviews: 20x20, the Forge, and rpg.net. The Negative
- Editing. As is endemic to the gaming industry, 9W has a few typos and such. But not really any more than the average gamebook. Instead, the big editing flaws of this game fall under structure and style.
- Structure. An otherwise interesting and worthwhile task resolution system (see below) is marred by the lack of a good outline up front (note that the handy Nine Worlds Player's Kit download should have been included in the book; it would have ameliorated the problem). Examples used to illustrate aspects of task resolution run ahead of the text, mentioned concepts as yet undiscussed; this makes it difficult to parse what is going on and why. Furthermore, the decision to place the setting info after the task resolution system lessens the reader buy-in of the task resolution system -- lots of setting bits get mentioned in the examples sans portfolio.
- Style. A good editor could have helped with indelicate or confusing phrasings, repeated words in sentences, redundancies, and the structuring of ideas in the prose.
- Too Much. There are 27 pages of backstory/history in the Cosmology chapter that really could have been summed up in about 5. It's reaching for epic, and I didn't feel it made it -- for the most part, the hyperdetailed historical discussion would probably not affect play on the PC level. Indeed, I would have rather had the 5 pages on creation and history, with the balance of 22 pages devoted to addtional detail to supplement the 35 pages of "survey, NPCs, and current events" in the rest of the chapter. Also, for whatever reason, those 35 pages seemed to meander. Lots of white space in the NPC write-ups, both in layout and prose.
- Too Little. I would have liked more obvious player hooks attached to working for the various Primarchs, despite the discussion in the Philosophy chapter.
- Cognitive Violence, in the Bad Way. The game lexicon and setting takes great liberties with Greco-Roman mythology, recasting and reshaping familiar names and personalities into weird niches somewhat willy-nilly. This seems intentional, but I found it bothersome. Additionally, some terms are used rather poetically for what they refer to, while others just seem wrong, pasted on, or misunderstood. For example, having Ouroboros as another name for the Axis Mundi was like nails on a chalkboard to me; Omphalos would appear to be more apt. Having Athena -- a notable divine virgin -- give birth to a "mystery NPC" in the backstory was another twinge moment.
The Positive
- Neat. The game has a neat vibe. I'd characterize it as "Nobilis plus Castle Falkenstein, with a dash of The Matrix."
- Fascinating. Despite the flaws of presentation, the card-based task resolution system is truly interesting. It melds card-drawing with resource allocation and player choice: a potent combo. I have a few quibbles (or maybe they're just confusions) about the collection and use of Tricks -- it seems by my reading that one can use Tricks (may even be expected to use them) as one receives them, and something in the way resolution appears to flow makes this odd. (However, this could just be me misunderstanding the process.)
- Empowering. The player choice aspects of task resolution, combined with the narrative juice into the system given by a character's Muses, as well as the whole perspective of how the game should be player, is all about player empowerment. It's spiffy as hell. Tough to wrap one's mind around at firts, but spiffy as hell, and will definitely pay dividends in the overall game experience.
- Philosophy is the talk on a cereal box. The Philosophy section is an excellent Player and GM Advice type of chapter. Special attention must be singled out for the "Getting Too Philosophical" section, which hammers home the need for disbelief to be suspended and the leaving behind of play-frustrating mental masturbation. Bravo.
The Verdict
- This game is worth purchasing, though I'd recommend the PDF. I have the hardcopy, and I'm not sure the extra cash outlay gets you all that much more, given my structural concerns mentioned above.
Check it out. Tags: gaming, underkoffler's overviews Current Mood: awake
|
 |
 |
 |
 |
|
 |
 |

 |
 |
 |
 |
 |
 |
| From: matt_snyder |
Date: January 6th, 2005 04:31 am (UTC) |
| (Link) |
|
Hello, Chad!
Thanks for taking the time to share your immensely fair and flattering comments. I'm glad you liked the game, and I really appreciate the overview. I offer these comments not as an outright refutation of your reasonable comments. Please take them as friendly commentary in return; you're certainly not "wrong" about any of your overview.
I think you've rightly highlighted some of the shortcomings of the game. First and foremost, the book could use some editing. Sadly, it's inevitable for a one-man-band like myself to let editing mistakes fall through the cracks, and I need to pay better attention to finding more editors as I publish and design in the future.
I'm a bit surprised you found the setting/history material too much, but I do appreciate what you're saying. By way of explanation, here's why the back history is 27 pages and not five: I meant it as a subtle instruction device to show players the kinds of conflicts the game encourages, and to reveal the kinds of themes about authority and creative power that Nine Worlds is all about. I consciously did this. I didn't intend for players to read the history, then take it as gospel and emphasize past events. Rather, I meant it as a "theme-builder" that, hopefully, resonated in players, tuning them to similar conflicts in play.
As for cognitive violence, as you term it, I offer no excuses. I deliberately twisted the tropes of Greek myth because I wanted to craft a situation-laden setting about authority. I wasn't interested in delighting mythologists with canon. I was interested in surprising and delighting players who realize they could tussle with the gods, rather than feel as though those mythic figures were sacrosanct. For example, I find Athena far more interesting in Nine Worlds because she defied her father and became a mother, despite her legacy of the divine virgin. She certainly deals with the premise of the game in an interesting and profound way, and in a way that the "real" Athena would have been, frankly, boring. Of course, I love Athena as a figure of myth, especially Homeric myth, and find her very interesting in that sense. That's Homer, this is Nine Worlds. (shrug)
(Oh, and I think you can chalk my clumsy use of Ouroborus vs. Omphalos as more poor editing, truly.)
Well, those are some of my explanations for "The Negative." Like I said, I offer my feedback amiably, and I do appreciate what you've said.
On to some of you comments from "The Positive" ...
First off, COOL! I'm so glad you like the game overall. I worked hard to create its unique "vibe," and it's something that I had very strongly in my mind. Getting great illustrations helped, of course. But, sharing my vision with players and readers had me sweating. That it's worked at all is a good sign.
Best of all, you seem to admire the conflict resolution. FANTASTIC! This is the most rewarding thing you said for me. As you can imagine, I worked very hard on that. I have been disheartened to see (1) how several people found it off-putting and confusing and (2) how apparently few people have played the game and made the system work for them. Of course, if you have any quesitons, I'm always happy to clarify. I have found that there is a slight learning curve. But, the beauty is that once you get it, you've got the whole game. Everything is there, really, and I think it works beautifully. (I would say that, wouldn't I?)
Finally, I'm heartened also to hear you found the Philosophy and playing advice helpful. Nine Worlds really is a game that (intentionally) challenges the notions of who has control and who gets to say what in a role-playing game. So, the advice is meant to help people recognize that and recognize any unconscious habits they may have as role-players. I like your term: Empowering. That's what I was aiming for -- empowering everyone at the table and challenging the common notions of game master as authority. (See how that works? The theme of the conflict in the game world mirror the themes of the human interaction and "power levels" outside the game world. This is me, being obvious about it now! Probably just gained myself some Hubris there, so I'll shut up now and work on more humble comments).
Thanks again! Matt
|
 |
 |
 |
 |
|

 |
 |
 |
 |
 |
 |
From: chadu |
Date: January 6th, 2005 06:46 am (UTC) |
| (Link) |
|
I offer these comments not as an outright refutation of your reasonable comments. Please take them as friendly commentary in return; you're certainly not "wrong" about any of your overview.Understood. Sadly, it's inevitable for a one-man-band like myself to let editing mistakes fall through the cracks, and I need to pay better attention to finding more editors as I publish and design in the future.I hear you. Let me assure you that the effort is worth it: ASMP materials have benefited greatly from taschoene's input. I meant it as a subtle instruction device to show players the kinds of conflicts the game encourages, and to reveal the kinds of themes about authority and creative power that Nine Worlds is all about. I consciously did this.(ponders) Okay, I can see that. And I support your conscious choices. Personally, I think I would have winnowed the number of characters mentioned. . . made it even less history and even more myth. But that's just opinion. De gustibus... As for cognitive violence, as you term it, I offer no excuses.Fair enough. I think that if you'd focused the camera more tightly on fewer characters and amped the myth rather than history, I probably would have been cooler with the ideas, paradoxical as that sounds. I have been disheartened to see (1) how several people found it off-putting and confusing and (2) how apparently few people have played the game and made the system work for them.Feeling your pain. Been there, done that, opened the t-shirt concession stand. . . Anywho, there's a nice balance in the system between chance, character ability, and resource management, and I'm all about that. That's what I was aiming for -- empowering everyone at the table and challenging the common notions of game master as authority.You take great steps, here, true. However, would you say that Donjon went even farther? I mean, I'm seeing sort of a development pattern here, say from InSpectres (small pure plater control confessionals) to Nine Worlds (substantial player control in description) to Donjon (overwhelming player control). DO you think the level of player empowerment here is more evocative of the freedom/authority vibe that the others? Do you think a full-blown Donjon level would have minimized the authority vibe? Stuff to think about. And that, to me, is the mark of a good gamebook. CU
|
 |
 |
 |
 |
|

|  |
 |

|
 |
|
 |