To Tackle The T.O.T.E.M.
A Villains and Vigilantes Module

Game Review

Reviewed by Mike Dawson


Written by Jeff O'Hare
Fantasy Games Unlimited, Inc. P.O. Box 182, Roslyn, NY 11576
Released: May, 1985
Catalog No. 2013
Price: $5.00
Complexity. Beginner
Solitaire Suitability: None
**

This Villains and Vigilantes module is designed to challenge a mediumlevel group of heroes, but it is also designed to be simple enough for a beginner to run. The book is quite short- only 24 pages, with two pages of card stock color counters representing the characters described in the scenario. The text is further shortened by the large number of maps and illustrations. The action revolves around an attempt by the evil organization TOTEM. (Total Order Through Elimination of the Masses) to bring one of their world conquering plots to fruition regardless of the player characters (PCs') intervention.

The "feel" of this scenario is very reminiscent of other Villains and Vigilantes modules, and of the Villains and Vigilantes game as a whole. For gainers who prefer a little more depth in their superhero role-playing, this is the biggest drawback of To Tackle the T.O.T.E.M. The authors and editors of this module seem to think that the world of To Tackle the T.O.T.E.M. is so much like a comic book that internal consistency is unnecessary. Motivations for non-player characters' (NPCs') actions are twodimensional at best. Plots are farfetched and rely on downright silly ideas of what technology (and particularly biology) can do, and in general the background of the scenario seems structured like a bad comic book, rather than being a comic-book representation of reality. The difference is minor but very important for a gamer (or comics reader) over 14 years old.

The text presentation suffers from an embarrassing number of typographical errors. There are computer "backs" instead of banks, for example, and other errors that force the reader to puzzle out the meaning of a sentence. The main body of writing lacks clarity and is often awkward. The origins of the NPC villains and heroes are poorly conceived, especially the origin of the hero Tomahawk. Tomahawk's origin is written in a weird sort of "present/past" tense that uses the present tense to describe events that have already happened. The style is distracting at best, and confusing at worst.

The action of the scenario is hardly fun for the perceptive player. The portions of the scenario that could be interesting because of their mystery are not stressed enough to be effectively used by a beginning referee. The less complex sections of the plot are so obvious that a Gamemaster can expect the characters to anticipate the action almost to the minute. Only rank beginners might enjoy the novelty of the situation.

To Tackle the T.O.T.E.M. lacks the complexity or novelty to keep experienced players interested. The action in this scenario has relatively little replay or spin-off value. indeed, if the characters are particularly successful in dealing with this branch of TOTEM., they just might wrap up all of the loose ends that the scenario could dangle.

The scenario is designed in a very direct and linear format that does not allow the characters to digress from the main plot that is dropped at their feet. Some tactical thought is necessary in choosing the best way to assault the headquarters of TOTEM., and these decisions are about the only ones that the characters are allowed to make for themselves in the scenario. Only if they thoughtlessly follow the trail in front of them will they have a rough time of the mission. If they decide to analyze the situation a little and investigate the area first, the TOTEM. base will fall with little trouble.

If the characters possess any of the sneakier" superpowers like Size Change, Invisibility, or illusions, then the TOTEM. base will be easy to enter. The base is designed to withstand a strong-arm assault, but its defenses lack the subtlety to withstand a complex infiltration.

The scenario presented in To Tackle the T.O.T.E.M. is little better than what a beginning referee could construct for himself, and certainly contains little to inspire beginners to new heights of creativity or organization. The plot is antiquated and overused, most of the characters are uninteresting and two-dimensional, and the game that will run from this scenario will resemble a badly written comic book from the late 1960s.

To Tackle the T.O.T.E.M. can only be recommended for Villains and Vigilantes Gamemasters who have more money than time or imagination.

More Role-Game Reviews


Back to Table of Contents -- Game News #10
To Game News List of Issues
To MagWeb Master Magazine List
© Copyright 1985 by Dana Lombardy.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com