RPGPundit Reviews: Servants of Gaius
This is a review of the Servants of Gaius RPG, published by Bedrock
games, written by Brendan Davis. The review is of the print version,
which is a 112-page softcover book with a very nice full-colour cover;
depicting, if I’m not mistaken, a scene of Gaius Caligula himself,
alongside some of his agents (including, again if I’m not mistaken,
Herod Agrippa). The interior is black and white, with a spectacular
border depicting some nice roman decor, and very well done black and
white illustrations, all quite thematic.
Before I go any further, I should note for the sake of journalistic
honesty, that Bedrock Games is the future publisher of my Indian-themed
old-school RPG, Arrows of Indra. I do not believe this will result in a
biased judgment of the game product (I have given both good and
not-so-good reviews to companies like Precis Intermedia or Flying Mice
Games, both of which were publishers of prior RPG books of mine), but I
do feel its important the reader know up front that I do have a
commercial connection to this company. If anything, I think I’d be more
likely to look favorably upon the author for including a thank you to
the entire RPGsite, in the credits. But I think in either case, I’ll be
able to contain my personal prejudices and give a fair account of the
game.
On a less compromised note of bias, I love the Roman Empire. I
specialized academically in this period of roman history, and I ran not
one but TWO very long and successful Roman-themed historical campaigns.
So of course, I’m inclined to like this game very much. That can be a
double-edged sword for Servants of Gaius, however, since its just as
likely that if it turns out to be badly written, it could severely
disappoint me. Let’s find out, shall we?
To start out, we have the premise of the game. Generally speaking, I
try to avoid profanity in review-writing when I remember to do so, but
in this case, it can’t be avoided: the concept behind the setting is fucking awesome.
The
“Servants of Gaius” are agents of the very good, very noble, not at all
insane emperor Gaius Germanicus, better known to history as Caligula.
It turns out that all that stuff about him being batshit nuts was a
historical smear campaign, and the Caligula of this setting was really a
great leader, who even had certain divine qualities, and was
unfortunately caught up in a war with the god Neptune (this is an
especially great touch, since the historical Caligula went to war with
Neptune as well, because he was crazy). In the game setting, for reasons
unknown, the cult of Neptune has been engaging in a conspiracy to try
to subvert and destroy the Roman Empire, by replacing prominent citizens
with inhuman shape-shifters. The PCs are part of a secret order of
imperial agents; the Servi Gaii, a group dedicated to investigating and
stopping the cult of Neptune. They’re top-secret, and their identities
are only known to the chiefs of this order: Caligula himself, his uncle
(and future emperor) Claudius, the Jewish monarch and dear family friend
Herod Agrippa, and Sutorius Macro, the current prefect of the
Praetorian Guard.
So there we are, the concept is awesome. Now let’s see if the system and setting information actually ends up doing it justice.
Those of you familiar with the game Terror Network (also by Bedrock
Games) will already be familiar with the game system for Servants of
Gaius, what the author calls “the Network system”. Unfortunately, this
doesn’t personally fill me with confidence; the system includes two
features I dislike in RPG mechanics: dice pools, and point-buy character
creation. Damn (or should that be “damnatio”? Answer: no, its not
correct Latin grammar for the situation).
The dice pool mechanics of the Network system work by having the PC
roll a number of d10s as his skill “dots” (ugh, worse still, borrowing
the “dot” concept from White Wolf games), and using the single
highest-rolled result. If he doesn’t have any points in a particular
skill required, he can roll 2d10 and take the lower of the two results.
At least, the single worst element of dice-pool mechanics, “counting
successes” is not a part of the Network System, so as far as dice-pool
mechanics go its pretty straightforward. There is also a hard cap on
the dice pool: in all cases no matter what modifiers or skill values
apply, you can never roll more than 6d10 in a single skill check, and
most times you’ll be rolling between 1-3 dice.
The character creation system is also on the less-offensive end of
the “point buy” spectrum. You don’t see Shadowrun-esque levels of
having a huge pool of points from which to buy everything; instead, its
pretty modular. You pick, or randomly roll (good of the author to
include that as an option, he gets points back for that!) a social
class; this gives you 12 skill points to divide into one’s primary skill
groups and 9 for the secondary skill groups. You also choose an
occupation, which gives you a free skill point in a single
profession-related skill.
The author loses points again by including an “expertise” system that
involves spending skill points to get an extra d10 in a more
specialized aspect of a skill (allowing for more character-build
wankery), and especially for including point-buy disadvantages (here
called vices) which the player can hand-pick (obviously the ones he
thinks won’t actually inconvenience him) to get 2 extra skill points to
spend on expertises to be more unbalanced; he can choose up to 2 vices
for 4 bonus skill points total. Female characters also get one extra
skill point in either a Talent (a kind of catch-all for miscellaneous
skills, many of which are either artistic or domestic), divination, or
sorcery, but in exchange have quite a few limits to occupation and
possible future titles or offices.
The imaginary scorecard for this game in my head, if you’re keeping
track, is now veering back toward the negative, but wait! There’s
something that saves this whole thing big-time, or at least makes up for
all the point-buying and dice-pooling: the AWESOME level of attention
to setting detail in the character creation process. The author includes
detailed and mostly-accurate descriptions of the various Roman social
classes, sample professions, Ancestry and family (something else that is
given weight in the game and must be chosen at character creation),
citizenship levels and their corresponding rights; military, civil,
political, and religious titles and what they stand for, and information
about the Cursus Honorum.
Up till now, in my own experience, the
best RPG-sourcebook for roman matters that I’d found was the old “GURPS
Imperial Rome”. As of this instant, we have a new winner: Servants of
Gaius just kicked the crap out of it for detail and historical accuracy,
and did so by page 17. I could leave the other 90 pages out, and
directly tell you that if you have any interest in running a roman
campaign you should get this book, even if you never plan to use the
system.
But I’ll continue for completeness’ sake. As well as the skills and
things like social class, ancestry, and titles, there’s also a focus on
some other mechanical elements that make the system work for a Roman
game. First, there’s Auctoritas; which is a mechanic meant to represent
the level of your character’s influence in Rome. PCs start at 0, but
you can gain points in it as you go along; it allows you to gain favors
from contacts or institutions, dealing with matters of honor or legal
issues, and engaging in judicial appeals to magistrates. Auctoritas can
also go down if your character dishonors himself.
You also have
Allies in the game, which are either Patrons (your social superiors that
you are connected to) or Clients (your social inferiors who are
connected to you). The patronage system was incredibly important in
Roman society, and in the game these are used as an important feature of
play. In theory, one can also have enemies (in fact, anyone of the
senatorial class starts play with an enemy). Its a bit troubling that
the way the “enemy” mechanic is set up hamstrings the GM: there’s
supposed to be a 50% chance each session that each enemy will somehow be
involved in the adventure; this is a pretty piss-poor implementation in
my opinion, since it forces the GM to have to tailor his adventures
around this, or just ignore this and potentially reduce the impact of
Enemies as an important game element. The author should either have
come up with some better way of implementing enemies, or just told the
GM to wing it.
Skills are divided into a variety of categories or skill groups. Two
of these groups will be “primary” for the character (getting 12 points
to spread around in those groups) while the other four will be
“secondary” (getting 9 points). This means that by the time you’re
finished, you’ll have to spend 60 points spread out over 38 different
skills, not to mention special expertise choices (sub-skills). You can
buy these skills to rank 1 for 1 point, to rank 2 for a total cost of 3
points, or to rank 3 for a total cost of 6 points. To further complicate
matters, you are given the option to “gut” all your skill points from
one category, in order to gain 2 or 3 extra skill points to put into
some other category. Did I mention I hate point-buy?
There is some clunkiness in the skill system, that is typical of
games where you try to incorporate combat as just another part of the
skill setup: namely that you have “defense skills”, that are used to
reflect passive values that other characters have to surpass to beat you
at something: parry to avoid being hit, stealth to avoid being
detected, etc. Because these would be pretty pathetic if the difficulty
was just rolling over a 1, 2 or 3 on a pool of 1 or more d10s, the
author is obliged to add a “base” to the defense; the base for all
physical defenses are 3, for mental ones its 6. So if you have 2 points
in “evade”, you’d have a total defense of 5.
The other skill categories are Combat Skills, Physical Skills, Mental
Skills, Knowledge Skills and the catch-all category of “Specialist
Skills” (which includes the further catch-all of the “Talent” skill I
mentioned earlier).
I had mentioned sorcery and divination, and will now talk about these
and “ritual” too: magic is assumed to be real in the default setting of
Servants of Gaius (just in case you missed the part about Neptune being
at war with the Roman Empire and evil shapeshifters trying to
destabilize society, etc), though generally speaking the setting could
be called “low mana”. Magic skills are treated much like other skills,
though because of their particularities of use, trying to use any of the
magical skills more than once in a day results in a cumulative -1d10
penalty to their skill roll. The details on how divination works are
pretty vague, mostly detailing the popular Roman methods of divining,
and stating that using this skill successfully lets the PC detect some
important detail or details about the focus of his inquiry. Ritual
involves performing religious rituals to please the gods, which can
grant a small blessing, or can potentially lead to divine intervention;
but if you perform it poorly, you can be given a minor curse, or
outright smited to oblivion.
Sorcery is of course the forbidden
magic skill (as in, socially forbidden), it involves the creation of
magic tablets or other fetishes that can be used to cause Love, Curses,
Fear, or Obsession.
I’ll finish talking about the skill section by pointing out that I
love the fact that Rhetoric is a skill in this game. That is, the skill
list is pretty thorough, and fairly topical to the Roman setting. Its
appropriate, now if only it weren’t point-buy.
Vices are disadvantages; which can be a great game mechanic if they
were to be rolled randomly, unfortunately no such option is given here.
Instead, the player is allowed to pick those vices he wants, meaning
lengthy character-creation time wasted while the player tries to suss
out what will give him extra points without causing a problem for his
character in any way.
There’s a problematic typo here too; in the
summary of character creation, it states pretty clearly that each vice
“gives you 2 free skill points”, but in the section on vices it claims
that each vice usually only gives you 1 free skill point unless
otherwise noted. There are 18 vices provided, ranging from things like
“cowardly”, “egotistical”, “Loner”, “Lame”, or the aforementioned
“enemy”.
The equipment section is detailed on ancient armor and weapons, and
kind of short on everything else. They do have an entry for Fish Sauce,
though, which is great.
Combat works through skill rolls, with a character rolling his attack
against the opponent’s relevant defense value (a static value, as
mentioned above), and if he succeeds rolling a further damage roll to
see if he scores a wound. The damage roll is determined by weapon, with
melee weapons adding a character’s “Muscle” skill if he has any, and is
rolled against a character’s “Hardiness” defense, with armor adding to
the hardiness value (except shields, which add to your defensive values
not to get hit in the first place). Any time a character rolls 10s on
the attack dice, he gets to roll an additional d10 for the damage roll
(this applies to all dice rolled in the attack, so that if you roll more
than one 10, you get to use them all in the damage roll). In the
damage roll, every result of 10 on the dice does one extra wound.
The wound system is pretty brutal; if you take a wound, you’re at a
-1d10 penalty to all your checks, if you take a second wound you’re at
-2d10, and if you take a third penalty you’re incapacitated and start to
die (if a character takes enough wounds in a single hit to bring him
below incapacitated, he’s killed instantly; likewise if you’re wounded
again after already being incapacitated). Characters who are
incapacitated die in a number of rounds equal to their Hardiness score;
unless they’re wearing armor or were taken down by non-lethal damage, in
which case they’re incapacitated but stable. Dying characters can be
stabilized by a Medicine skill roll.
There are a lot of additional rules, mostly governing situations in
combat and modifiers to rolls, as well as optional rules, for doing even
more deadly combat, mostly (though there’s one optional rule, amusingly
called “epicus”, that allows PCs to have more wounds than the default
if you want to run a more cinematic type game).
Initiative is based
on a Speed skill roll done at the start of each turn. There’s also
plenty of rules for other kind of situational hazards, poison, and even
disease. There is also a very simple, very abstract but fairly elegant
system for resolving large-scale battle. You also get rules for overland
travel, chariot races, Senate votes, betting on gladiatorial games, and
other fun stuff.
In short the mechanical system, in spite of the
things my own personal prejudices incline me against, is fairly
complete, written in a straightforward fashion, and very tied into the
default setting of the game in a good way.
The setting material begins by talking a bit about one of my pet
subjects, history. It makes it clear that Servants of Gaius takes place
in an Alternate Timeline, and that the GM should be free to change
around events from Roman history as he likes. The book even talks about
theories of history, and how different theories would affect your
campaign: if history is treated as a Force (ie. a weight of
circumstances) then it means player characters will have a very hard
time changing large-scale events because all kinds of factors contribute
to the likeliness of these events’ outcome. In the more extreme range
of this theory, you could even say radical events (like murdering
Caligula much earlier, or preventing his assassination) will be unlikely
to change the overall direction of history because larger-scale events
will continue to play out much as they would. I tend to be on the more
moderate side of “history as a force” myself, where if a PC does
something truly radical, it will radically change history, but other
actions are very unlikely to.
Other theories include history as a
collection of turning points (meaning history can be radically altered,
but only at those key moments of opportunity), or history as “anyone’s
game” meaning that history follows no force-like flow, and anyone can
change it rather easily at any time.
Obviously, what theory you follow in a historical game will definitely affect how that game plays out in your campaign.
The GM’s section of the game continues by giving some instruction
about investigation and intrigue (the main activities for PCs in the
default Servants of Gaius campaign), as well as other themes like
exploration or military games. The author provides some NPC stereotypes
typical to a Roman setting (stuff like Arrogant Patricians, Kind
Matrons, hedonistic Epicureans, degenerate nobility, sly sophists, and
thugs). A few brief adventure ideas are provided. There are guidelines
for handing skill checks; and a section on historical and literary
sources; of course listing “I, Claudius” as a major inspiration for the
game and one source the author suggests anyone running the game should
read (he’s sufficiently zealous about it that he advocates that if one
cannot afford to purchase I, Claudius, they should sell Servants of
Gaius to finance it… now that’s fandom!).
The next chapter deals with the Servi Gaii themselves; detailing its
organizational structure (in small cells the size of a typical PC group,
which have no contact with other cells so as to be unable to betray
them), recruitment, and types of missions. You get some details about
the most prominent members of the order: Caligula himself runs it, Macro
is the chief administrator, and Claudius and Herod are the overseers in
the Western and Eastern halves of the Empire, respectively. Other
famous Romans in the Servi Gaii include the philosopher Seneca (one of
my favorite NPCs from my Roman campaign), who only publicly pretends to
hate Caligula so as to distract any suspicions of his membership in the
Servi; Narcissus (the highly-intelligent freedman servant of Claudius),
and a young army officer by the name of Vespasian. And I won’t reveal
who, to avoid spoilers, but one of the people mentioned in this
paragraph has actually been replaced by a Neptunian doppelganger.
Aside from these, we get a list of fully-detailed NPCs, including
Cassius Charea (in our history, the guy who eventually murders
Caligula), Gaetilicus, Julia Drusilla (Caligula’s sister, who in the
setting at least is only falsely accused of being his lover), Marcus
Lepidus, Mnester (a famous actor), and Messalina (Claudius’ wife,
beautiful and wicked). Information is provided for a number of other
characters but without full stat-blocks.
Then we get to the Minions of Neptune. A variety of options are
provided here for the GM: it could be Neptune who is literally behind it
all, or the Minions of Neptune might actually be the tools of a
different god, or even something weirder than a god. The option is also
provided that in fact, the whole “Neptune” plot is entirely a delusion
in the paranoid minds of Caligula and the other leaders of the Servi
Gaii, and Caligula is truly insane. The chapter provides a list of some
of the possible minions of the cult in Rome, and details about their
organization, strongholds, tactics, as well as statblocks for generic
cultists, doppelgangers (“Impersonators”), and other weird vaguely
cthulhu-esque creatures that are connected to the cult.
After this,
the book also provides similar generic stats for a number of potential
NPCs, including soldiers of different ranks, bandits, gladiators,
politicians, normal animals, and some Roman supernatural monsters
(centaurs, chimera, cyclops, fauns, hippocampi, and ketea). Then we get a
short chapter on the Roman Gods, including descriptions of the most
important gods, and their preferred way of blessing or smiting mortals.
Finally, you get an alternate timeline of past and future events,
detailing the history of Rome, as well as how future events are likely
to play out depending on the success of the Minions of Neptune in their
war against the Empire. In this chapter, you also get some details on
the city of Rome, Roman culture and law, a list of provinces with some
basic details about them (including their governor as of the present
date of the campaign, 38AD), roman games, religion in Rome (including
details about very early Christianity, a cult that might be mistaken for
the Minions of Neptune because of their use of the fish as a symbol),
and a nice old-style map of the Roman empire, with a blow up of Italia
and its regions. In the book, the author admits that there’s a lot more
detail he would have wished to include but had to cut for space
concerns; I think of course there could have been more information that
would be useful for prospective GMs to read, but like I mentioned, this
is already the best Roman RPG-sourcebook I’ve seen.
So, my conclusions about the game: I already said it several
paragraphs ago, and I stick by it; Servants of Gaius has a fucking
awesome premise, and as a resource on roleplaying in Imperial Rome in
the Julio-Claudian era, its absolutely unsurpassed by any other RPG
product I’ve seen to date. If this interests you, you’ll want to buy
this game whether you ever plan to play it with its house system or
not. As for the system itself, I think I’ve made my feelings on both
dice-pools and point-buy clear; if you however have such bad taste as to
like these two elements in your system, you’ll have no problem at all
with Servants of Gaius. If you’re on the fence about them, I can say
that the rules are very clearly written, and that at least Servants of
Gaius avoids some of the worst offenses of some point-buy systems
(mainly by not requiring you to “count successes”, and by capping the
number of dice rolled). If you dislike these kinds of systems, then you
can still find a ton of good stuff to convert to some other system.
All in all, very strongly recommended.
RPGPundit
Currently Smoking: Stanwell Compact + Image Latakia
(originally posted August 15, 2012, on the old blog)
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