Showing posts with label vast grimm. Show all posts
Showing posts with label vast grimm. Show all posts

Monday, August 21, 2023

The Indie/Zine RPG Review Part XV: Vast Grimm


Vast Grimm (Infinite Black)

Web Resource

$34.99 in print at Infinite Black

What it is: Vast Grimm is one of several game systems powered by Mork Borg as a core system, but providing an independent and customized version of the ruleset for a complete different hideous and unpleasant universe....this one in the far future at the end of time, where a cosmic elder force is devouring all of known space. Your players roll up a mess of very grim and unpleasant characters who seek a way to escape this doomed universe before it is devoured entirely, and them with it. Sound familiar? It should! It's a very efficient reimagining of Mork Borg in a wretched apocalyptic science fiction setting.

Vast Grimm is not by the Stockholm Kartel, so it has its own style and vibe going on, but it does show how the very distinct and specific formula of Mork Borg can essentially be reskinned and plugged in to any other setting, as long as you are embracing the weird and disturbing as you do. It is also worth noting that Vast Grimm has excellent graphical design and art standards, possibly the best of all the books I've looked at, rivaling Mork Borg, Death in Space and Pirate Borg as the best looking books in this subgenre.

The System: So I talked about the mechanics of Mork Borg before, and that information applies here as well in many ways. Vast Grimm uses the same stats, and some items such as omens are retitled Favors, but essentially still work as points you spend to influence play elements. In Mork Borg you have scrolls, which is its magic system of sorts. In Vast Grmm you have Neuromancy, which lets you use Tributes, that are either hacked (bad) or encrypted (good), and are essentially programming effects that have wide ranging effects and may or may not feel like magic due to corruption from the Vast.

The really interesting thing is seeing how far Vast Grimm goes in emulating the core conceits of Mork Borg. When I get around to reviewing Death in Space you will get to see a sharp contrast, as that system does not take Mork Borg and plug into it like a template or shell; it takes the core system and then breaks it in subtle ways. Vast Grimm takes Mork Borg and goes for a hard reskin. The character classes are fine examples, where each class reflects a miserable sod in this universe. You have the MAnchiNes, who are cyborgs, usually ex soldiers, who have noteworthy features such as hideous mechanical claws; there are The Lost, who practice neuromancy in isolation until they cannot escape the Vast Grimm's presence; the Twisted Biochemist, the Treacherous Merc,  the Emobot, the Devout, and the Harvester. You get the theme.....this is a world of mutants, cyborgs, survivors and the transformed. 

Where Vast Grimm shines is in its application of the Vast Grimm itself, and specifically the wyrms, which are the beings through which the Vast Grimm changes and converts all around it. The wyrms are parasites, and each one can have a different effect on its host. It is likely, even inevitable, that PCs will get infected as many monsters in the setting have a high chance of being infested and passing it on in any melee encounter. Once infected, the wyrms change the host, sometimes for better, other times for worse. It is probably worth mentioning at this point that there is a lot of squicky body horror going on in Vast Grimm; PCs are rarely going to be pretty or even identifiably human at times. 

Vast Grimm includes a lot of subsystems for SF specific stuff as well, such as a random table for determining the group's space ship. This is another contrast with how Death in Space does it, which spends a lot of time making the hub craft/station an important part of the PC's journey. In Vast Grimm it's treated much more simply, though and you pretty much have hit points, how fast it can go, and a list of potential weapons the ship is armed with that have no ammunition. No damage stats for these weapons are given, though some of the monsters in this game are definitely starship-sized threats, so I am a bit surprised on that.

Another SF-themed subsystem is pharmaceuticals, because of course in a crapsack world like Vast Grimm drugs are gonna be a thing, and the drugs of this campaign all come with weird potential side effects. There are 13 monstrous encounters in the book (as well as 6 wyrm subtypes), and more specifically for the introductory scenario in the back. The most interesting of the monsters is the Grimm, transformed end-stage results of parasitic infestation, they are the endpoint of humanity as the Vast conquers and devours all. 

The Setting: Being a reskin of Mork Borg, Vast Grimm has created a suitably wretched universe, now in space, and defined a rough area of play in the form of a corrupted star system (called The Verse), with a (short) discussion of each of the ten or so locations at which things are likely to happen. The Verse is really just a corner of a much larger implied setting (similar to Death in Space), but it also suggests that no one can really escape The Verse....this is the solar system, and everyone is stuck in here with the Vast Grimm. As time progresses, there is a chance the Vast gets closer to overwhelming all, and you check to see if the Prophecies of Fatuma come to pass, revealing new Torments....so just like in Mork Borg. 

The background on the setting, perhaps not unlike Mork Borg, is also a little confusing. There is the legacy of the enigmatic Fatuma, who prophesied the end of the world around which a cult has started. There is some event involving the Six who become They, which is always capitalized and never clearly explained, perhaps to lend mystery to it all or to vex the GM, or maybe to allow for creative freedom of interpretation, but either way it seems that (to me) the Six become They and in turn become the Vast, which unleash the wyrms, to create the Grimm. Or something like that. In the meantime, in a solar system somewhere humanity finds itself at the razor edge of extinction as a result, and there is a rumor of a fantastical Gate which generates a wormhole to another universe called the Gate of Infinite Stars. At the start of the campaign the GM secretly rolls to see which planetary body/location on the system the gate can be found, and if the PCs are lucky they might find it and either escape to a new universe or bring the inevitable destruction of the Vast Grimm with them. This is kind of neat....its a direct end goal for the PCs, and provides a long term arc for any campaign.

The rest of the setting is, similar to Mork Borg, inferred by the design and the descriptive elements. If you want a reference point for this universe, I am reminded of sources such as Heavy Metal magazine, the Metabarons/Incal universe, Alien Resurrection, The Fifth Element, and about half of the really schlocky scifi movies of the 80s. 

The introductory adventure in the book is a decent way to bring new players in to the setting, and provides plenty of exploration as the group seeks a piece of the Gate of Infinite Stars on the derelict research vessel Conundrum, which suddenly starts broadcasting its location. The race is on against other raiders and salvagers to find the relic before it is too late. Decent oppositional forces, a neat map to explore and several mysteries make this scenario worth playing.

The Supplements: Vast Grimm has several supplements so far, all from Infinite Black (here). "Adventures in the Volatileverse" is a magazine they publish with two issues out so far featuring new scenarios and content, and there is also a very nice GM's screen of comparable sturdiness and size to the Mork Borg GM screen. Indeed, the quality of the game is on par with its fantasy counterpart, and to be admired. 

Who Should Buy This? Well, it's fairly obvious to state that if you like Mork Borg and like the idea of an SF rendition of that game, then Vast Grimm is a no-brainer. If you are maybe put off by Mork Borg but still like the idea of a rules lite SF setting in a crapsack universe, I think you will find a lot to enjoy here. Unlike Mork Borg the Vast Grimm rules are more coherently stated; either that, or I am just getting used to reading these zine RPGs now and not noticing the vagaries of their design anymore.

Vast Grimm is an exceptional production, though, so if you just want a neat looking book this is totally it. If you have any interest in writing an RPG like this, its probably worth checking out Vast Grimm to see how they did it, and to also contrast it against how Mork Borg did it. Both systems effectively weaponize the concept of random tables and design, and use the economy of information to hint at rather than outright state the nature of their game worlds. I think in that sense Mork Borg is slightly better, if only because the weird future of Vast Grimm builds on some core conceits that are not entirely as clear as they might need to be for the SF setting it is in. 

Still, in the end, if you are only looking for a couple of these rules lite artpunk style RPGs to buy, I'd put Vast Grimm on my "must get" list. In many ways it is better than the closest competitor, Death in Space, which actually manages to be more involved in its own setting, but is also a more stoic approach to the weird future; indeed, while I can see running a long campaign with Death in Space, by contrast in Vast Grimm I can see it being an excellent grab-and-go approach to play, without needing so much to worry about; just generate a haunted space station or a twisted research base and you're off and running. In that regard Vast Grimm excels, much like Mork Borg in catering to a short form play session with long term potential, and I really like that. 

Friday, July 7, 2023

A Brief Guide to Indie/Zine RPGs - Part I: Overview

My recent obsession with the zine scene has left me with lots of reading, pondering and contemplating how to introduce my graming groups to this weird corner of the hobby over which I am now almost entirely obsessed. I can't even think about running something as mundane as D&D 5E right now, it just feels so....tiring. Worn. Plebian? Been there and done that. The following games? Not at all.




The market for this weird indie corner of the hobby is a bit hard to describe. The term Zine RPG seems to fit best, because a nontrivial number of these games come from various Zine challenges over the last few years leading to ways for designers to create compact but full featured rulesets in limited page counts. Not all have been successful, but the ones that are really stand out. Some of these have devolved from zines to brochures...the trifold pamphlet corners a significant chunk of the scenario and expansion market on Exalted Funeral, for example, and about half of the supplements out for Mothership are in the form of these tri-folds. They are an interesting way of taking a tight space and making it work for what is needed, while also rethinking entirely what it takes for a module to be considered "good to go." 

While Zine RPGs have their roots in indie games, I hesitate to use that term to describe them because some of these systems have big budgets and big followings (or feel like it). Mork Borg is indie only in a spiritual sense, Into the Odd, Ultraviolet Grasslands....indie, sure, but they are also closer to "zine RPGs" than might be obvious. Into the Odd, for example, is the same mechanical system as you will find in Screams Amongst the Stars and several other RPGs that are definitely "zine RPGs." But....we'll lump these larger non-zine sized RPGs in to this group. One could also call these the "itch.io" genre but usually that's the fermenting ground for many, who then become popular enough to elevate to print products of greater value elsewhere.

Features all of these games tend to have in common include:

1. Brevity of Design - the game provides a very small footprint from "picking up the book" to "we are playing the game." These games often cut out anything even remotely looking or feeling like filler text and expository text, assuming the reader either knows all that stuff or doesn't want it to begin with.

2. Artistic Liberties unseen outside of music album covers; these games often feel like a guy with a vision for a game met a buddy with an artistic streak of madness and together they produce something that can be simultaneously brilliant and difficult to parse out. The end result can just be a very satisfying game that doubles as a coffee table art piece on down to something which appears to be a graphic designer's submission for graduation from art college, with words approximating a game hidden somewhere within.

3. Weird. Weird! REALLY WEIRD. These are all games that defy genre conventions by taking the established norms and inverting them in as many interesting ways as possible. Mothership takes the tried and true formula of a game like Traveller and recreates it as an Alien/Thing/Body Snatchers simulator. Mork Borg takes D&D fantasy and says what if Appendix N was actually just a list of heavy metal album covers and lyrics mixed with grim Catholic imagery. Liminal Horror grabs the contemporary zeitgeist of modern horror and shows how The Backrooms can be melded to a game like Control with themes from Hellboy, and turned into an even stranger, darker and grimmer experience than the classic Call of cthulhu. If you've got a weird take on a genre that kills all the darlings, it fits here.

4. High Concept and Low Budget. These are often quite gorgeous but the vast majority of the books are also print and staple affairs, and even the high budget games emulate the "We made this at Kinkos" look on purpose. Not all do this, but the deliberate melding of a brevity in design with highly atypical art styles gives all games in this weird subgenre a unique look. 

5. Advancement is through play and not the rules, and are also brutal in this process. Most of the games in this style of design are unflinching in providing grim worlds, worst case scenarios as a starting point, mechanics which encourage character strife and death or genre-appropriate behaviors, and almost without exception they tend to eschew the notion of playing heroic and successful types (at least to start). They are often built around rules that avoid advancement and improvement entirely, or make it very hard or make it something that happens entirely through emergent play. The key goal seems to be to move the game space away from carefully codified concepts (like D&D's classes and species) and to force everyone to think outside the box. If your sorcerer in Mork Bog misfires a spell and is liquefied into a living skeleton: that's a good thing! It builds character. If your Mothership character is now host to a race of alien parasites: we call that growth, in more ways than one. 




Okay! End part one. Next up we'll start looking at these games (or at least the ones I have). For reference, here's what we'll take a look at:

Fantasy Games:
Mork Borg
Into the Odd
A Grim Hack
Sharp Swords & Sinister Spells

Science Fiction Horror Games:
Mothership (along with several hundred supplements)
Death in Space
Screams Amongst the Stars
Vast Grimm
Zyborg Commando RPG

Cyberpunk Games:
Cy_BORG
Running out of Time
Dancing with Bullets Under a Neon Sun
NooFutra (Mothership cyberpunk hack)

Horror Games:
Dead Malls
Liminal Horror
Liminal (not the same as LH)
Into the Zone
The Dead Are Coming

Hard to Classify:
Ultraviolet Grasslands
Electric Bastionland
Solar Blades & Cosmic Spells (it's maybe space fantasy?)

There are a few games I debated including on this list, but ultimately left them off. If they didn't quite fit the following criteria I excluded them:
1. Did I look at the rulebook initially and go "I have no idea how to start reading this," and then an hour later said, "That can't be the entire ruleset, can it?"
2. Did the game have a two page summary of the entire ruleset buried somewhere within?
3. Is more than half the game random charts? 

If none of those qualified (see, for example: Ryuutama, Tri-Stat, Rogue Element, etc.) then I excluded them even if they definitely felt "indie." They just weren't "zine" enough for this list.

Although Old School Essentials and Dungeon Crawl Classics both feel in the spirit of this genre of games, I feel that they are too traditonal in their ways to count. That said...OSE and DCC both arguably have an influence in this genre. 

We'll start with Mork Borg and the other fantasy systems next!