Elevator pitch: It's Delta Green in space.
Okay, that's not entirely correct. The Void's Wardens are a sanctioned government agency, with the resources of the Unified World Council behind them, but their mission is basically the same as Delta Green's: seek out paranormal threats, eliminate them with extreme prejudice, and then make sure no one finds out about it. The "in space" part comes out in the influences: movies like Alien or Event Horizon or video games like Dead Space, all examples where the protagonists are isolated, far from any resupply or help, and faced with terrifying circumstances that they have to deal with by themselves. That's the main premise of The Void, which should make it like steak crossed with cheesecake for me.
And, I'll ditch the suspense and say that it was quite good, even though I had some initial misgivings. It passed the main test of, "Do I get ideas for games after I read this?" with an unqualified yes.
---Setting---
The Void is an alternate history, where the 2009 financial crisis turned out a lot worse than it did in our world, leading to the collapse of most international authority, the balkanization of the United States, and World War III, which ended in a nuclear terrorist attack that served to shock the nations of the world into making peace and getting things back on track. This seems kind of unlikely to me, but it takes place a century and a half in the setting's past and is there to set up a single government so that the PCs have the authority to go anywhere, and for that goal it works well enough.
After a new space race and the invention of the "transit drive" that allows travel at rough 50x faster than present-day space propulsion systems do, cutting in-system travel time to weeks or months even for far-away destinations like the Kuiper Belt (but not Pluto. No one goes to Pluto. Or at least, no one comes back), and the invention of the grav couch to allow people to survive the forces caused by acceleration and deceleration at that speed, humanity expanded out into the solar system and founded colonies basically everywhere. Most colonies were founded by corporate interests and are done primarily for mineral resources, but there are the occasional scientific colony or tourist destination. Europa's oceans contain non-terrene life, so there's a heavy scientific presence there, and Ganymede makes a ton of money as a gambling and resort destination for people in the Jovian colonies.
That leads to the modern day, where the solar system is more active than ever, but not entirely due to humanity. An object called the Cthonian Star is approaching the solar system from interstellar space, and in response to its approach, things are waking up. Monsters in the asteroid belt. Whatever it is that lives on Pluto. Even some places are changing--Callisto is apparently spontaneously generating an ecosystem.
That's where the Wardens I mentioned above come in. The PCs play Wardens, travel around the solar system, find bizarre and horrific alien life, and shoot it right in the face or closest face-like appendage. Meanwhile, they have to put up with transit times,
There are a couple small things that bothered me. The inhabitants of each of the colonies are given stereotypical descriptions, like Martians are, "often hardy and resourceful people, though somewhat resigned about life - even bitter" or Dionians are, "often optimistic and plucky, though suspicious of newcomers and provincial." I get that there needs to be a hook, especially since there are free skills provided for the various colonial origins, but it seems a bit like saying "Germans are often industrious and seriously, though they can be excessively detail-oriented" or "Americans are often confident and friendly, though somewhat xenophobic and brash."
Also, other than the transit drive and colonies in space, not as much as I would expect seems to have changed technologically. Organ transplants are done using cloned organs and it's possible to regenerate limbs and extend the average lifespan to 150 years, but there's no kind of genetic or cybernetic enhancement discussed. AI or automation aren't really mentioned at all, and nanotechnology is briefly mentioned but not really detailed. The guns are all still slugthrowers that wouldn't be out of place on a modern battlefield, but the melee weapons include lots of electrified or powered variants. I wasn't expecting out-of-control transhumanism, because we already have Eclipse Phase, but it's more static than I expected it would be.
However, The Void does do one thing that really endears me to it. It explicitly points out the impact of climate change on Earth, and that its effects still linger even though action has been taken to mitigate and reverse it. Of course, even with climate change, Earth is still by far the most hospitable place in the solar system, so not much space is devoted to it, but leaving climate change out of future histories is a pet peeve of mine.
---System---
The system is pretty simple and won't take long for a new player to pick up at all. Characters have six statistics--Cleverness, Grace, Perseverance, Awareness, Demeanor, and Physique--that should be pretty familiar even if the names are new. Those are rated 1 to 5, as are the skills, and a pool of d6s is built using Attribute + Skill. All dice coming up 5 or 6 are successes, and if there are enough successes to match or beat the roll's difficulty, the roll succeeds. Dice pools for humans are capped at ten, and bonuses to rolls tend to be bonus successes instead of bonus dice.
One thing I can see being a turn off is the number of skills. There are something like ~75 of them, with multiple subdivions of Athletics (Balance, Speed, etc.), a Freefall skill for microgravity, multiple Engineering skills to cover the various parts of a spaceship, over a dozen weapon skills, different piloting skills for ground and space, six different social skills...it's quite granular.
Characters are further rounded out with Quirks, which are very limited skills like Fine Wines or Video Games or Whistling While You Work; Advantages/Disadvantages, which follow the old paradigm of paying for advantages and getting points back for disadvantages; and Talents, which are things like not having to make Horror checks when seeing purely human corpses or being able to occasionally make attacks that ignore armor.
I think some of the Disadvantages would have been better going to the system where they provide no points at character generation but provide extra XP during the game when they cause trouble. Getting points immediately for something like Chronic Pain that has a specific rule for when and how it affects a character makes sense, but it runs into trouble for something like Enemy or Tormented where the GM might forget about it entirely. It definitely requires some GM oversight during character creation.
Combat is a simple opposed roll between the combat skill and the target's defense, and the damage is rolled, with additional successes on the attack roll adding to damage, and armor as a static value subtracted from the damage. Combat is deadly enough to make PCs cautious without making instant kills during a straight-up firefight more than an occasional occurence. There's also a social combat system based on shifting the other person's attitude up and down a chart from Friendly to Hostile, and rules for which skills can be used against which attitudes.
There's a brief treatment of money, but mostly in the context of a abstract Wealth system, which is probably best in a game where most of the characters' gear will be issued to them by their superiors.
As you might expect for a Lovecraftian horror game, there are rules for madness and horror (basically, long-term vs. short-term effects). Failing a horror check means the PC runs screaming or curls into a ball or attacks in a blind rage, and failing a madness check has the effects that anyone who's ever played a Lovecraftian RPG is familiar with. There are several levels of madness, from 0 to IV, where 0 is fine and IV is probably permanently institutionalized. It's no Madness Meters, but it works. My big problem here is the nomenclature. The levels of madness have names like "Bonkers" and "Loony," which really comes out of left field and doesn't fit the mood of creeping horror the game is trying to establish.
Last in my coverage of mechanics are Tension Points, which is a lot like the 7th Sea Drama Points economy. The players collectively get a pool at the beginning of each session that can be spend to reroll dice, force the GM to reroll, buy another Fate Point to save a character on the verge of death, find a clue or item that they otherwise would not be able to, and so on, though a majority of the players must agree on any points spent. The "tension" part comes in because every time the players spend a Tension Point, the GM gets one, and can spend them in much the same way. Unlike the players' points, though, the GM's points persist between sessions, so it's always a question for the players of whether they want to use their Tension Points and make things harder for themselves later or trust to the luck of the dice and hope they can carry the day.
There were a few typos here and there, but worse were the areas where I weren't sure where it was a typo or not. The setting chapter mentions the "Sino-China Union" repeatedly. The rules for extended physical activity say that characters can walk for days before having to rest. These are relatively minor issues, however.
Overall, The Void is highly focused on playing ordinary humans pitted against both the mundane horror of space travel and everything that can go wrong and the cosmic horror of Lovecraftian monsters. There aren't even any rules for magic, since it's supposed to be a plot device and absolutely isn't supposed to be used by the PCs. Come to think of it, that's probably why there's no extensive cybernetic enhancement rules or transhumanism at all, since it would override the feel of being fragile humans facing hideous monstrosities.
Sometimes, the game feels a bit unfinished. There's a drone use skill, but no drones listed in the book. There are only three monsters and three ships, and no real rules for ship combat or using the various repair skills to fix ships after said combat. However, since it's being offered for as little as $0, I can't really complain too much about that. And really, what do you have to lose? Get it, read it, and if you think it's great, toss some money the authors' way or buy the supplements, which include more monsters, ship rules, and all that stuff that's glossed over. There's definitely enough here to get a game up and running.
|