Let's Read: Cupcake Scouts 1st Edition
If I’m going
to revise a game, I suppose I should re-familiarize myself with said game. That
seems to be the least I could do.
I want the
game to be a little over the top. It’s a ridiculous concept – that 11-year-old
girls are supernaturally empowered to battle the mother of all monsters and
defeat her progeny wherever they appear. I think that the game should draw a
distinction between ‘monsters’ (which can be redeemed) and ‘fiends’ (demons and
undead which cannot be redeemed, and must be destroyed). Your strategies,
tactics, and purposes are different depending on what you are fighting. The
idea is that even the most fearsome giant can be convinced through snacks and
friendship to give up its evil ways and join the town above, which is full of decent
folk in general.
MM-kay.
Page 2: I
still like the hook for this game. I ‘get’ it right away (but I wrote it, so I admit
to a heavy dose of bias).
Page 3: The
background. The one longer review on DriveThru said that the background was too
minimal, and I can see his point. This is a broad strokes view of the town, and
there is enough to go with here, but there are key questions (which that reviewer
brought up) that are left hanging – when does this game take place? I believe
that I address some of this later, but an additional page or two of world
building would be very helpful at the outset. I can make this text fun and
engaging without missing out on some key ideas that would ground players in the
game better.
Pages 4-5:
We get into mechanics here pretty quickly - and dang this game is simple. It’s
1d6, with a single modifier to see if a check was successful or not. Challenge
ratings are variable depending on the situation. Now that I’ve played it a bit,
I like the fixed target, with the changes being to how many dice you roll with
+ or – edges. I feel like as a GM having to determine a challenge rating puts
the onus on me… it’s better in play to put the onus on the dice. I could see
this still working as a target 6 for everything, and then adding or removing
dice from the pool. It would give the same mechanical flavor to this game as
Hack’D – but I still like 1d12 better for longer play and character
advancement. Plus, part of me wants the two games to be compatible, but I
suppose that’s not a deal breaker. The 1d6 here is pretty nifty, and the
versatility of edges gives me some subtlety to layer in.
Pages 6-8:
The game breaks down types of checks. Since the game has no traits, it provides
the context for these through the types of checks you might make; all checks
are level checks, so the modifier is generally going to be your level. There is
a typo where the intro to the section talks about ‘action checks’, whereas they
are ‘attack checks’ in the body. Attack check is better, because that is the
only application of that type of check – to hit something in combat.
I cannot
remember how I resolved spell casting (my guess is that it’s a knowledge
check), but I would want to port over a lot of the magic rules for Hack’D… so
maybe I need to consider mana as a sixth type of check. Spellcraft? Casting?
Something like that. I like that social checks are part of the core mechanic.
Here we get
into the rules for advantage/disadvantage which are stolen directly from D+D. I
can see how it gets messy already with both advantage/disadvantage and the
challenge ratings being variable. There is no reason to adjust challenge
ratings – just always add or subtract an edge and you are good to go.
Time is
better in Hack’D (I think I’ve finally solved actions/tasks/rounds in a way
that is intuitive, flexible, and easy to use… I want to port that over
directly).
Page 9:
Range and combat are pretty standard, although (again) this is presented more
elegantly in Hack’D. I just want to bring those rules over. They aren’t vastly
different, but they are different enough to be worth the change.
Page 10:
Here’s where the game really diverges. It doesn’t have hit points per se, but
instead health equal to your level +1. There is no variable damage – if you get
hit, you lose a health point. Some attacks can deal 2 if they are really,
really bad. I don’t love this – I think that having a wider range of hits adds
quite a bit of drama to the game… but I want to consider keeping something like
this. I’m interested to see how this affects things deeper into the game. I can
already see here that monsters are presented in very broad strokes – this is an
even simpler version of monsters than those presented in Hack’D. The monster IS
its level, with a few modifiers. The end of the page reinforces this – Everything
about the monster is tied to its level. It deals damage, resists attacks, and
attempts any check based on its level. Monsters are entirely static – the scouts
check to resist static attack ratings and check to hit monsters with static defenses.
The game has no allowance for monsters fighting other monsters… because
monsters never roll. I remember why I did this (to keep scaling in check and to
put the onus on the players), but it really cuts the knees out of the
flexibility of the system. I don’t intend to keep this. It overly simplifies
the game.
Page 11. The
five types of scouts are overviewed. These are the ‘character classes’ of the
game. I know that I abandoned the idea of classes in Hack’D, but that’s a
different game with a much wider footprint for character options. Since this
game is more focused, the presence of the five troops makes a lot of sense. I
think I’ll be keeping this. It then builds in the +1 edge – you get a +1 edge
in your troop’s type of check.
Page 12:
Savant scouts are cool. They are monk-like with some healing. Nifty.
Pages 13-16:
Scholar scouts and magic. Wow this is well done. I can see why I liked this so
much at the time. The rules for wands and attacks and simple and clear, and the
use of gems is a good way to resolve magic. I don’t know that the mana rules
need to come over, although they could… or I could merge them. This is a very
good magic system, however, and I might end up keeping it in large part. It’s
well done. I think that there might be different tiers of gems – you unlock
common gems and level 1, and advanced gems at level 3… but other than that,
this is a keeper.
Page 17: The
Seeker Scout. I am surprised by how much I like the presentation of these
troops in terms of their function in play – there is a brevity of information,
but I did a great job presenting how you ‘play’ this troop, and how the
Scoutmaster would create challenges for you or help you to navigate them.
Pages 18-19:
Singer Scouts and social mechanics. They also have songs that give mechanical
benefits.
Page 20:
Stalwart Scouts. The fighters. Pretty simple, but they have fortitude and
resolve that give them some extra toughness.
In general,
the troops are good and diverse. There isn’t a lot of room for customization.
Hack’D really leans into giving you a lot of choice in building your character –
Cupcake Scouts really locks you into an archetype, and doesn’t give much wiggle
room within that. The scholar and singer scouts have some choice because they
have a larger range of abilities to choose from, but even these are finite
options. As written, the game has few options for cross classing, or picking up
a little magic, or personalizing your character mechanically. There are
opportunities to add to your character through roleplaying and cosmetic
add-ons, but there isn’t much I can add here in terms of mechanical benefits
without bloating the game. It’s lean, but very focused, and it works as it is.
Pages 21-22:
Gear and the handbook. I love all of this. It’s very evocative, is clear, and
suggests a whole bunch of roleplaying. The Buffy/Supernatural vibes come
through quite clearly in this section.
Page 23: Treats.
Yum. These are basically ‘potions’ with small power ups and abilities. They can
be a little gonzo (shrinking and growth are quite Alice in Wonderland-y), but
that’s great. I’d like to add more to this list.
Pages 24-25:
Character advancement and abilities. These are the game’s version of tags, and
it’s not bad. I could see revising this list some – the troops gave a +1 bonus,
whereas these grant the advantage (or +1 edge). I kind of like that… I would
want to be a weapon specialist as a stalwart scout, because that gives me both
+1 to hit and +1 edge on my dagger attacks. That seems solid.
Pages 26-27:
Badges. Oh, wow, this is cool. Okay, I want to expand this section a LOT, and
add some more concrete things, but the foundation that’s here is pretty great.
Pages 28-31: The Scoutmaster. A cursory
exploration of running the game. I think that this section needs a lot of
fleshing out, with more concrete examples of the kinds of things that cupcake
scouts might do, and how to resolve those things. There are no rules for traps,
or finding hidden things, or exploration… there’s a lot that is hand waved.
Pages 32-33:
Treasure and magic. This is a bit cursory as well, and ends up being kind of
generic. I don’t like the idea of generic magic items for this game; I’d rather
have a list of six relics for each troop (so 30 items total) that they could find.
The idea would be that you can only activate one relic per level, so you’d max
out at getting five of the six relics for your troop anyway. A lot of the flavor
and vibe of the rest of the game is lost here in presenting generic magic
items. This is an opportunity to lean into the world and lore a bit and explore
that through objects.
Pages 34-50:
Here there be monsters. This is where the full-color monster art in my
improving style is going to make a big difference. In general, the art is
serviceable throughout, but not particularly evocative. This section has some
hits, and some definite misses in the art department. The gargoyle, mummy,
ooze, and vampire are particularly weak drawings. I can see how I was trying to
nail down the new style, and not always finding it. In general, monster descriptions
are pretty good, and there are some good ideas in here I’ll want to keep (some
monsters are ‘grody’, and these cause a check to fight them because they are so
gross). That sort of stuff is really, really good. The expanded stat block
putting these closer to Hack’D is going to help a lot.
I don’t know
that I need the level of distinction that there is (corruptions vs. elementals
vs. fiends)… it’s enough that a creature is cursed. Cursed creatures are evil, irredeemable,
and must be destroyed. ‘Nuff said. Whether this is an imp, a vampire, a demon,
or a medusa, it’s a cursed creature that was spawned by Moridis in some way -
and therefore must be destroyed.
The
Adventures (pages 51-62) are really, really good. These are almost five-room dungeons,
and this was before I even knew what a five-room dungeon is! (at least, I think
that’s how I remember it). These can be tightened up a bit, but these do a
great job of setting the flavor and tone of the game. There’s a lot to like in
this section.
The Cupcake
Scouts Campaign (pages 63-64) is quite cursory, and sets up a few ideas in the
loosest of ways. Much of this could be placed earlier (in the introductory
text), and what is here could be expanded or re-designed.
The addition
of Moridis as the ‘big bad’ of the game world is going to add a level of
texture and focus to the game overall. Having the fight be against an immortal
and unbeatable mother of all monsters gives the game a tighter focus. I suppose
you could then run the Cupcake Scouts campaign-to-end-them-all where the troop
actually finds and destroys Moridis once and for all, but that is the two-part
series finale after five good seasons. I think Moridis is more interesting than
the Raven Queen suggested in the rules as is. She’s an add-on here at the end,
rather than being a core force. It’s almost like the Scoutmaster should exist
for the sole purpose of opposing the efforts of Moridis to move beyond her
labyrinth.
No comments:
Post a Comment