Jaw droppingly...this product is currently FREE! At over 200 pages, this product tips the scales as a full fledged RPG.
In the front of the book, it goes through "source" materials, from movies to books to comics.
The Primary Rule of Argh! is that actions have to make sense in a supernatural thriller kind of way. This is a big change from the way most RPG's operate. In Argh! you don’t even roll the dice if the action is obviously something a character with that Power can do. How nice is that? Do you really need to roll to see if your 15th level wizard can cast a simple cantrip? I say no, which means, I enjoy these rules immensely!
The Contents index is very complete, giving you easy access to any section of the huge book you need to flip to. It even has an added bestiary, with supernatural creatures tossed in for fun.
Everything in character creation is streamlined for ease of usage, with templates tossed in, to assist the creator in his selections. Note, they do use schticks with their characters, which I found unusual for a straightlaced game such as this. I'm more used to seeing them attuned with games such as "TOON".
Shticks work just like Powers, but they can't be used for attacking or defending. Many are used to gather information. (If you are familiar with "Kapow!", Shticks take the place of Utility Powers, Minor Powers, Backgrounds, and the Connections perk.)
The character building process is a bit daunting once it is started, so it is recommended to flip to page 49, Chapters 7 & 8 to review the premade/playable characters.
I was very impressed with how indepth Joshua Macy goes to explain how to play his game. He leaves no stone unturned in walking the reader through details of the game that would normally trip up the gamer. He even defines what makes a good player, using 5 pages to expound how to and not to play.
Last in the book is a great and complete Index.
I can see using this rule system with just about any type of adventure concept. Argh! is somewhat geared towards playing a horror game, but not overly so. He uses 24 pages to describe campaign design, adventure and plot selection. So you have the tools to create the world you want with a great gaming skeleton to attach it to.
Even if this game was $19.99, I would still feel that I got a good deal in purchasing it. I could spend a full page naming RPG's that cost more and supply less and are more complicated...throw the book on the floor and use it for a door stop gaming books.
I recommend Argh! for newer players and newer Gamemasters, as it holds your hand as you walk through the book. For absolutely nothing you MUST try this system, what do you have to lose? Argh! just may become your new favorite RPG!
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