Review: Our Steel, King's Law

In this game the players take on the roles of members of the Steel Watch, defending the realm from vile criminals with dashing swordsmanship.
REVIEWER NAME: Eric J. Boyd
1) CREATIVE AND EFFECTIVE INCORPORATION OF RULES (1-10): 6
Feedback: The use of teamwork as central to the mechanics is great and very effective. The other two ingredients are used solidly. The time frame, however, seems pasted on — there is no real reason that ten sessions are important to the game’s structure. In fact, I’d likely prefer playing less than ten sessions just because each session will be the largely the same and a couple sessions will scratch the itch. In addition, the rules for the number of criminals and their Fear and Will modifiers seem to ensure later sessions will run well over an hour in length.
2) CLARITY (1-10): 6
Feedback: Overall, the game rules are described well and in clear language. However, since this is a tactical fencing game, the lack of a series of examples of the fencing maneuvers in action undercuts the clarity of how to actually play the game. The examples provided are good, but they are more focused on showing how a turn proceeds than explaining the maneuvers.
Furthermore, there are some problems with the maneuvers as currently written. Most of these problems center around the actions that cause the opponent to Advance — Retreat (Breaking Ground), Disengage, and Deceive. The description for Retreat states “the other opponent must Advance or take a -4 to his next action.” What’s unclear is whether this Advance happens immediately after the Retreat or Breaking Ground (making it a free maneuver out of turn), or it is a mandatory action on the opponent’s next action. It appears to be the former (the immediate free maneuver) since other maneuvers (e.g., Beat and Feint) specify that either of the two choices they offer must be the opponent’s next action, while these descriptions do not.
But if this so, then problems arise because an Advance usually involves a change in Position by 2, while a Retreat causes a change in position by only 1. Characters can end up passing each other’s Position (to what effect?), or the characters can end up in Corps-a-Corps position, which sets off another set of Breaking Grounds and possibly a new set of forced Advances, etc. And since an Advance can itself be responded to by Breaking Ground, it seems possible to have a long sequence of Position changes as the result of one maneuver. Needless to say, none of this is currently explained in an adequate fashion.
The Extend/Thrust maneuver also should require being in Close Quarters. It seems like it could result in a Corps-a Corps position since performing it while Engaged can result in Breaking Ground, which results in an automatic Advance and can create similar confusion as above. Even without Corps-a-Corps resulting, the Breaking Ground result needs better explanation because of the issues noted above.
Feint has one result option (Unextending and ceding Engagement) that takes a character’s next action but doesn’t constitute a maneuver. Is it meant to cost the character a turn, making the penalty the obvious choice?
I also wonder if having a number of maneuvers that present the choice of forcing certain maneuvers to be chosen next or inflicting a penalty undercuts the teamwork mechanics by telegraphing what the next maneuver chosen is likely to be.
3) COMPLETENESS (1-10): 7
Feedback: The game seems mostly complete, with the most notable exception being the lack of the examples and confusion noted above. In addition, the current rules seem to make the player characters’ Fear and Will ratings irrelevant to play, since they cannot be killed and no mention is made of them being subdued.
4) ESTIMATED EFFECTIVENESS IN PLAY (1-10): 6
Feedback: The game looks like it will be a lot of fun to play once it’s polished, but I don’t think it’s a true role-playing game. The rules don’t allow you to speak freely (to better serve the teamwork mechanics), so there is no table talk or collaborative give-and-take in narration. The narration is dictated by the maneuver chosen, with some added color based on the scenery or a descriptor being used. This doesn’t leave much room for improvisation and variety since the maneuvers will stay pretty much the same throughout the game. The final feel is more like a board game where I get to narrate my successful turn in a constrained manner, not shape a true SIS.
5) SWING VOTE (1-10): 8
Final Feedback: The fencing mechanics in this game are damn cool, and I really look forward to seeing a revised version and playing the hell out of it. I actually like the board game–RPG hybrid you’ve got going, and I think there’s a lot of room for games like this. The game really captures the Dumas feel, and could easily be adapted to handle fencing and swashbuckling in general once you’re freed from the Game Chef restraints. Definitely go out and develop this further so I can buy it.
TOTAL SCORE (add items 1 through 5, above): 6 + 6 + 7 + 6 + 8 = 33
REVIEWER NAME: Eric J. Boyd
1) CREATIVE AND EFFECTIVE INCORPORATION OF RULES (1-10): 6
Feedback: The use of teamwork as central to the mechanics is great and very effective. The other two ingredients are used solidly. The time frame, however, seems pasted on — there is no real reason that ten sessions are important to the game’s structure. In fact, I’d likely prefer playing less than ten sessions just because each session will be the largely the same and a couple sessions will scratch the itch. In addition, the rules for the number of criminals and their Fear and Will modifiers seem to ensure later sessions will run well over an hour in length.
2) CLARITY (1-10): 6
Feedback: Overall, the game rules are described well and in clear language. However, since this is a tactical fencing game, the lack of a series of examples of the fencing maneuvers in action undercuts the clarity of how to actually play the game. The examples provided are good, but they are more focused on showing how a turn proceeds than explaining the maneuvers.
Furthermore, there are some problems with the maneuvers as currently written. Most of these problems center around the actions that cause the opponent to Advance — Retreat (Breaking Ground), Disengage, and Deceive. The description for Retreat states “the other opponent must Advance or take a -4 to his next action.” What’s unclear is whether this Advance happens immediately after the Retreat or Breaking Ground (making it a free maneuver out of turn), or it is a mandatory action on the opponent’s next action. It appears to be the former (the immediate free maneuver) since other maneuvers (e.g., Beat and Feint) specify that either of the two choices they offer must be the opponent’s next action, while these descriptions do not.
But if this so, then problems arise because an Advance usually involves a change in Position by 2, while a Retreat causes a change in position by only 1. Characters can end up passing each other’s Position (to what effect?), or the characters can end up in Corps-a-Corps position, which sets off another set of Breaking Grounds and possibly a new set of forced Advances, etc. And since an Advance can itself be responded to by Breaking Ground, it seems possible to have a long sequence of Position changes as the result of one maneuver. Needless to say, none of this is currently explained in an adequate fashion.
The Extend/Thrust maneuver also should require being in Close Quarters. It seems like it could result in a Corps-a Corps position since performing it while Engaged can result in Breaking Ground, which results in an automatic Advance and can create similar confusion as above. Even without Corps-a-Corps resulting, the Breaking Ground result needs better explanation because of the issues noted above.
Feint has one result option (Unextending and ceding Engagement) that takes a character’s next action but doesn’t constitute a maneuver. Is it meant to cost the character a turn, making the penalty the obvious choice?
I also wonder if having a number of maneuvers that present the choice of forcing certain maneuvers to be chosen next or inflicting a penalty undercuts the teamwork mechanics by telegraphing what the next maneuver chosen is likely to be.
3) COMPLETENESS (1-10): 7
Feedback: The game seems mostly complete, with the most notable exception being the lack of the examples and confusion noted above. In addition, the current rules seem to make the player characters’ Fear and Will ratings irrelevant to play, since they cannot be killed and no mention is made of them being subdued.
4) ESTIMATED EFFECTIVENESS IN PLAY (1-10): 6
Feedback: The game looks like it will be a lot of fun to play once it’s polished, but I don’t think it’s a true role-playing game. The rules don’t allow you to speak freely (to better serve the teamwork mechanics), so there is no table talk or collaborative give-and-take in narration. The narration is dictated by the maneuver chosen, with some added color based on the scenery or a descriptor being used. This doesn’t leave much room for improvisation and variety since the maneuvers will stay pretty much the same throughout the game. The final feel is more like a board game where I get to narrate my successful turn in a constrained manner, not shape a true SIS.
5) SWING VOTE (1-10): 8
Final Feedback: The fencing mechanics in this game are damn cool, and I really look forward to seeing a revised version and playing the hell out of it. I actually like the board game–RPG hybrid you’ve got going, and I think there’s a lot of room for games like this. The game really captures the Dumas feel, and could easily be adapted to handle fencing and swashbuckling in general once you’re freed from the Game Chef restraints. Definitely go out and develop this further so I can buy it.
TOTAL SCORE (add items 1 through 5, above): 6 + 6 + 7 + 6 + 8 = 33