reviewed by Neil Mouneimne and Matt Staroscik
Written by Charles Ryan When it was time to decide on whar kind of adventure I wanted to design for my next gaming session, the choice was pretty limited "Spaceships or dragons?" I couldn't envision anything other than something in the fantasy or science fiction genre as having any real merit. The real world is just too mundane to have cool adventures in. After all, if it were so exciting, why pursue an escapist hobby like gaming? I had taken a look at some of the games in the "modern day" genre, and they all seemed too formulaic or otherwise limiting --until I encountered Millennium's End. Chameleon Eclectic has created in Millennium's End a truly inspired game. It makes a powerful argument for running modern-day adventures. It plays on the strengths of the setting, providing lots of background information and well-balanced game mechanics underneath. The true setting of Millennium's End isn't quite the world as we know it. Rather, it is a dark reflection of our world where natural resources are terribly scarce, terrorism is everywhere, brush wars are erupting all across the globe, and even the strongest political ties are unraveling. The world is descending through an epic downward spiral, and the players find themselves as a cell operative for an agency operating at the front lines. The players work for "BlackEagle", an "investigations firm" for hire that is involved with assignments ranging from missing persons and search and rescue to corporate spying and outright paramilitary actions. The players may find themselves diving to the ocean floor to recover sensitive items, investigating serial murders raiding overseas drug labs, or even putting third. world political figures in their gunsights. When BlackEagle takes on a job, it is passed on to its various cells of operatives. The players are members of one such cell, usually only aware of each other's identities and perhaps a few-others in the organization. This arrangement lends itself well to the "adventuring party" method of play, and gives good cause for the GM to introduce certain NPCs as needed. Too many games these days have made terrible compromises in the depth of their game system in favor of "playability". The problem with such systems is that they lend themselves more to gaming rather than performing actions. Millennium's End does an admirable job of creating a system that reflects the many pros and cons of the characters' options. It creates enough realism to make players think in terms of what to do if they really did find themselves in a particular situation yet doesn't disrupt the natural pace of the game. Character development reflects this trend. Characters have 10 basic attributes, and are further fleshed out by the addition of 15 secondary attributes and "talent bases" -- which are dependent on the scores of the basic attributes. These give a good sense for a PCs aptitudes. The game makes very good consideration of details, and goes to some length to explain them in understandable terms. When covering weapons, the game explains the difference between different types of bullets, explosives, weapons silencers etc. Each covers the advantages and disadvantages and where one type is considered more appropriate than another. The world itself is explained well, both chronologically over the past few years and politically -- explaining each country's domestic and international affairs. Even car chases are given a nice treatment, with rules explaining what actions a driver may take and a set of driving-specific skill resolutions and failure tables. Background on the Internet's role in the game as well as the Americaspecific GenNet and how it enters the game is given. A selection of weapons is provided that reflects both currently available mundane and exotic weapons, as well as a few prototypes that haven't made inroads yet in our world but may be encountered in the Millennium's End world. Finally, terrorist groups and competing firms are described somewhat to help show potential. adversaries and their goals. Clearly, GMs are given plenty of useful material to draw scenario ideas and other inspiration from. However, one of the most important contributions of the entire game is in its to-hit tables and hit-location system. Simply put, it really doesn't have any. What Millennium's End does is provide a series of generic character figures in typical action poses, divided into segments representing the different body parts that might be hit. A couple of transparencies are provided which have a few large circles and a cluster of numbered points in each. When somebody makes an attack (fires a shot, etc.) the GM picks the circle and figure appropriate for the range of the attack and the target's profile at that point. If the target is behind some sort of cover, a piece of paper (or paper cutouts) can be used to represent whatever areas are masked by the cover. Finally the player places the center point of the circle on the point he is aiming for. If the roll totally succeeds, then that spot is indeed hit. However, if he fails the spot hit is the one whose number matches the amount by which the shot was missed. The numbers increase from 0 on upwards, becoming progressively further out from the center until the shot is finally declared a total miss. The elegance of this system cannot be overstated. Not only is it quick and simple, but it allows for resolving a to-hit roll, the hit-location, recover modifiers, called shots, and degree-of-failure all at the same time. It also is a lot of fun to use, as players consider their angles and decide where to shoot with a method that lets them see exactly what they're getting into rather than trying to mentally calculate whether the modifiers would be best for one Icind of shot or another. This is one tool that truly deserves to be emulated by all role-playing and tactical combat games. Millenium's End uses the tapestry of our world as the background, it's decay and impending collapse as the setting, and the players as people embroiled deeply in the events that may ultimately shape the future. It allows for great flexibility in creating adventures, provides large amounts of information on the technology and groups in it, and runs realistically, yet smoothly. In the gaming scene, games have been continually compromised for one ideal or another. Nevertheless, Millenium's End does remarkably well in maintaining a balanced system, wrapped up by a rapid-fire world on the verge of disaster. Terror/Counterterror:
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