Reviewed by David Meeks
BY ERIN LAUGHLIN, CRAIG SHEELEY, AND D. SCOTT GRANT
The makers of NeverWorld seem to be determined to create a fantasy role-playing game so comprehensive that you'll never need to invest in another system again. Even a cursory glance at the rules reveals that they have big plans for every aspect of the game, which can be good or bad depending on what you're looking for. The Upgrade Edition of NeverWorld contains the basic rules, the "cutlure book," and an InstaPlay! Kit, as well as a few token extras. Although the game has unique mechanics which I will discuss momentarily, it is it's setting/philosophy that sets it apart from other FRPGs. Adventures in NeverWorld take place during the Age of Discovery - a time when the various races and/or cultures of the world live in isolation and are only beginning to get acquainted (with no small amount of distrust and suspicion). The overarching goal of a NeverWorld campaign is to encounter and learn from different cultures - and with thirty-five detailed cultures planned for future release, this makes for some very open-ended gaming. Character alignments are represented by six points on a line between two polar opposites. There's no such thing as a truly neutral character in NeverWorld; you are either a Taker or a Giver to a greater or lesser degree. Within this simple system, there's a lot of room for deviation; the designers deliberately made the alignment (or "Path") system less restrictive than those of more traditional RPGs. Character creation is also rather free-form, but that doesn't mean "vague" or "imcomplete," however. There's a star for everything you want to know and more, and characters are built "from the bottom up." Characters are not based on class templates, and therefore can consist of just about anything. Want a wandering bard with metaphysical abilities and priestly powers? No problem. How about a spell-slinging, armor-clad barbarian? Again, no problem. The skill system is organized in a hierarchy, with masteries at the top, emphases in the middle and individual skills on the bottom. the twelve masteries include such diverse areas as Combat, Domestic Skills, Travel, and the Dark Arts. There is also a thirteenth mastery of sorts: Metaphysics, known as psichics or psychic powers in other games. An entire chapter (50+ pages) is devoted to Metaphysics, and there's actually a "Metaworld" wherein Metaphysicians can establish power bases and interact with the unseen world around them. The mechanics of NeverWorld revolve around the ROC (Rolling Outcome Chart) system. Whenevera character attempts something in the game which requires a roll (the game uses a percentile system), simply consult the chart. The roll receives the necessary modifiers, and the specifics of the chart all fit within a generalized framework generating success scores ranks from A to H. Everything is detailed, including Soak points for armor and Ruptures when the damage is really being dished out. Personally, I would prefer a system with less math and charts at the expense of detail/realism, but if you prefer the latter, then the ROC is really to your liking. The weakest component of the basic rulebook is the bestiary. The creatures are all pretty much standard FRPG fare, lacking quality as well as quantity. The rulebook does, however, balance itself well as a tool for both green and veteran players, simultaneously taking the former by the hand and respecting the knowledge of the latter. The accompanying culture book is chock full of great information on Hourani shapeshifters and other races, and displays the same amount of detail as the basic book. As for the Insta-Play! Kit, it's little more than a throw-away item of low-production quality, and includes a character sheet, a cheesy adventure, and a few charts and lists. Experienced players will find it completely useless, although beginners might appreciate its simplicity and ease of use. Overall, however, NeverWorld is worth a look if you're in the market for a new spin on the same-old, same-old. And if you're still not sure what to make of it, give ForEverWorld Books an online visit at http://www.foreverworld.com. They've got a good looking site that gives a strong impression of what this game's about. Back to Shadis #39 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1997 by Alderac Entertainment Group This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |