by Denys Bakriges
Escape Ventures
GateWar possesses an intelligently conceptualized world background and very playable game mechanics. The setting is Vinya, an earth-like world similar to 13th century western Europe, though high magic abounds. Sounds familiar? Only to a point. As the magic users of this realm grew increasingly powerful, they arrogantly believed they could create a paradise via teleportation gates across the planet. Eventually, a powerful portal leading to other worlds was created. This exercise in hubris became apocalyptic. The gate couldn't be shut down and began to teleport to Vinya various alien species. Many of the creatures that appeared were of animal mentality, though some were intelligent races. What resulted was a war between Vinya's natives and the invaders. While this allows various technological levels - even science fiction elements - to be interjected into the world setting, the game is 95% fantasy role-playing. The traditional fantasy races are given new names, but similar demeanors. Character races consist of dwarven, elven, and halfling types; an alien half-breed and several human races round out the list. Fundamental characteristics are randomly rolled. Mental and physical skills are bought on a point basis to suit the character concept. Most everyone has at least a minor spell they've learned, regardless of background. Dedicated mages can learn from either of the game's two magical schools of thought. Common magic consists of battle and adventuring magery, while Element Mastery enables the wizard to cast flexible and potent spells. The game mechanics are an excellent combination of realism and playability. All skill usage is percentile based. Combat is deadly, accomplished quickly, and makes perfect sense. Players looking for a well-fleshed-out combat system won't be disappointed, as there are plenty of options available. More than half the book details the world background, including a large creatures section. Varous articles on plant life, weather, and the magical arts are also included. Yet, considering the enormous spell use across the world, a larger spell tome would have made more sense. Another balk I have with the game is its resistance to losing any of the traditional fantasy races. Neither of these two problems, however, make the game less enjoyable. All in all, for those wanting a complete FRPG with an extensive and unique background, you need look no farther than GateWar. Back to Shadis #26 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1996 by Alderac Entertainment Group 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 |