As promised, I’m back at looking at Necropunk, a new Pathfinder setting currently raining money on Kickstarter. As mentioned in my first brief glimpse at the preview material, I’m not actually that bothered about the pathfinder rules set. I’ve had some fun playing D&D 3 and 3.5, so I understand the basics, but I’ve played them with people for whom any deviance from a D20 based traditional fantasy setting is just something that would not even be considered. They were tactical players mostly, and whenever combat broke out, the game slowed to a crawl, with those of us there for the role playing, pretty much being told what we should do in the fight to garner the greatest positive modifier for the whole group.
I’m sure that there’s a lot of people out there who have fun with that play style, but I am not one of them. So there were a few things that I needed to know before I fully jumped on the Necropunk bandwagon, first being how important combat was going to be. Luckily, they have no problem playing things the way I like them. Although they refer to this mainly in terms of full interplanetary war, it’s an attitude that I bring to almost all of my games when the fighting starts; the fear of mutually assured destruction.
Unless you are a god like being of immense power, the last thing you should want – unless mentally unhinged – is to get into a fight. There is no real way to be certain you’ll walk away from it, and odds are that even if you do, you’ll have the scars and lasting injuries as reminders to be more careful in the future. There’s not a game I’ve run (that wasn’t Feng Shui) that hasn’t had this attitude. And after the first fight, I enjoy watching my players come up with great reasons to avoid getting into scrapes. And if they cannot be avoided, they plan so well for any advantage they can get, that they will have a much higher chance of walking away from it intact.
If/when I get the chance the run a game of Necropunk that’s what I’ll be looking for. All my players will have to know that it isn’t a normal game of Pathfinder, and that instead of rushing into fights to solve problems, they should be seeking a more indirect form of conflict resolution. So far so good then, and then we get to another thing that I’m looking forward to; equipment lists.
Not everyone’s cup of tea, to be sure, but for me, I like the feeling that you should be able to equip your character in a way that fits in with the world, rather than just generic items and weapons. Plus, the more choice available, the less likely you’re going to find players all going for the same load out of weapons and gear, and adding to the personalisation factor of the character creation process.Add this to the aesthetic that they are going for, and I think I’m in for a treat.
Anything with ‘punk’ on the end is my kind of game. I like the low-fi feel the word brings, even if the technology is of such an advanced level as to be almost indistinguishable from magic. So we have huge interstellar space craft, that are actually alive, and will look as such. the weapons and cyberware are all living tissue, and the thought of blades glistening with ichor as they flash through the air sounds great! The images that are available for the way the game will look are still thin on the ground, but the writers do a damned fine job indeed of painting a picture with words. Still, I can’t wait to take a look at what they have to offer.
I’ll be back later with a more in depth look at characters with the next part of the review, but of what you’ve read so far has piqued your interest, you should head over to their Kickstarter page and pony up a bit of dough to help them out.