Friday, March 12, 2010

Play-Thru: Leverage - The Quickstart Job

Margaret Weis Productions has announced Leverage: The Roleplaying Game, and with that has released the Quickstart Job. As would be expected, Leverage is powered by the Cortex System. The back of the book bears a logo that says "Cortex Plus." Given the many differences between the Cortex we already know and what is in this quickstart, it's appropriate to have at least a slightly different name. I've had a chance to run the Quickstart Job twice, with mostly different groups. My roleplaying group has been chosen as a playtest group for the game and had this in hand before release. It may be helpful to read my post about Cortex before continuing on. Also, anything I say could be different in the final release of the game, as it's still in development. This is really just what's in the quickstart.

Before I get into the game itself, I should probably talk about Leverage, the property on which this game is based. Leverage is a show set in our modern day. It's basically Ocean's Eleven meets Robin Hood. Nathan Ford is a former insurance investigator who hit rock bottom when his employer let his son die by refusing to cover the boy for a medical treatment that could have kept him alive. Given a chance to get even with his former employer, he wound up working with a team of criminals, each experts in their field: Parker, the really crazy (and completely adorable) master thief, Eliot, the "retrieval specialist" and resident muscle, Hardison the expert hacker, and Sophie the grifter (and occasional love interest for Nate). Over the course of working together, the group finds purpose in helping people get back at companies that are able to bypass the law with their power and money. The concept is, only thieves have a chance against such corruption.

The moment I saw the show, I was thinking roleplaying game. In the second season, they nudged me along by actually calling out the roles of each character: Nate was the Mastermind, Sophie was the Grifter, Parker was the Thief, Eliot was the Hitter, and Hardison was the Hacker. The more I thought about this as a roleplaying game though, the more trepidation I had about the whole concept of a heist/caper RPG. In my opinion, I've never truly seen the concept done right. Either you end up playing a modern dungeon crawl (don't split the party) or you have players twiddling their thumbs waiting for each specialist to do their job. In the best play circumstances, the GM's prep job is ridiculously cumbersome. The Leverage RPG seems as if it will find a sweet spot for me.

Gone from Cortex are skills. The character sheets have the traditional attributes in place, but instead of skills, there are stats for each role: Mastermind, Grifter, Hitter, Hacker, and Thief. Like skills of old, they're rated in die types, so the core mechanic of Cortex is basically intact, Attribute + Role Die. Instead of a difficulty number, the Guide (GM) rolls dice to generate a more fluid difficulty. On a glance I thought I'd just do away with the dice and have the Guide take the average roll, but that's where the new stuff kicks in, and Cortex becomes a roll-keep system.

Remember Traits from Cortex? They're slightly different now. They're a little like Aspects from Fate, really (small wonder since Rob Donoghue and Fred Hicks are on the development team). If a trait is helping you, you get to roll an additional d8. If a trait is hindering you, you roll a d4 and take a Plot Point. This leads me to another divergence.

Whenever you roll more than two dice, you still only keep the best two. This is now how you spend Plot Points. You spend them to keep more of the dice you rolled rather than to add dice to roll.

Whenever a player rolls a "1" on any of their dice, regardless of which dice they keep, it triggers a Complication. These are situational issues that come up, which give the Guide dice to add to his rolls whenever appropriate to the task at hand. For instance, if Nate causes a scene to give Parker some time, and the player rolls a 1, the team now has to deal with HEIGHTENED SECURITY d6, whenever it would apply. If HEIGHTENED SECURITY gets triggered again (with a roll of 1), it could be stepped up to a d8 and so on. The good news is 1) the Guide has to abide by roll-keep as well and 2) whenever a player rolls a 1, they receive a plot point.

The players have access to similar ammunition in Assets. They can spend a plot point at any time to create an Asset like SOPHIE DISTRACTED THE GUARDS d6 for a scene. If the Asset is purchased after the Guide rolls a 1, the Asset lasts for the rest of the story.

Needless to say, the Plot Points fly in all directions.

There is one combat encounter in the Quickstart Job (with a potential for two). I love the way it's handled. Basically, the player has an Endurance based on the character's Vitality. The bad guys get 2 plus one for each bad guy. So if a character has a 6 Endurance, and he's fighting three bad guys (5 Endurance), it seems like a pretty close match. Basically the player and Guide have a series of opposed rolls. Whoever wins takes an endurance from the opponent. Two get taken with an Extraordinary Success (win by five or more). Description of what's happening occurs between rolls. When someone's out of Endurance, they're Taken Out. It should be noted, too, that the outnumbering side gets additional dice for their numbers. So if three guys are rated at d8, the Guide would roll d6+3d8 to oppose the PC. If this is a Hitter the mooks are fighting, they're likely going up against 2d10 plus any Traits, Talents, or Assets that apply. In one of my plays, Eliot grabbed a WINE BOTTLE d6 and a FULL GLASS OF WINE d6 going into a fight.

I mentioned Talents. These are similar to Feats or Edges in other games. They let you break some rules or give you special perks, essentially. Eliot has one where, if the Guide rolls a one, he can spend a Plot Point to remove a die the Guide rolls for the rest of the encounter. Basically, he's Taken Out one of the bad guys.

The Quickstart Job is setup at the beginning of the con itself. There's "boxed text" of Nate and Hardison explaining the job, then the team is already on the scene. You of course play as the cast of the show. On both plays, my groups finished in two hours, counting rules explanation. The Quickstart Job doesn't mention the rules which I'm guessing will be included for job planning and other roleplaying opportunities. Feedback was nearly universally positive, and everyone wanted to see more. Even here in the desert, I can hardly wait for Summer.

Who is this for?

If you're a fan of Leverage, you need to check this out. Indie or Hippy gamers should totally check this out. It's Cortex laced with Fate and Dogs in the Vineyard. If you're frustrated with heists and capers in your modern games, there's something here for you.

Who should stay away?

If you prefer tactical play over narrative, this might not be your cup of tea. If you're not happy if there's no big combat in a game, you'll probably not enjoy this. If you hate the show and movies like Ocean's Eleven, 10-foot pole rule (also, we probably shouldn't hang out).

Honestly, I can't really see any group getting nothing out of this game. It had everyone at my table's wheels turning. It's inspired at least one campaign in a different genre already. What are you waiting for? Grab the Quickstart Job, and "let's go steal a holding company."

10 comments:

  1. Thanks for the review, Ron! I'm still laughing at Eliot's FULL BOTTLE OF WINE d6.

    Yes, a lot of the rules for job planning, caper structure, creating new crews, and so forth aren't in the Quickstart Job but will definitely be in the corebook.

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  2. One of the players in the second test is a real fighter (you may have seen me mention Bill in a recent post). He was told there were three guys coming out of an office, grabbed a bottle of wine and a full wine glass, and used it to get the advantage. The narration was brilliant!

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  3. So Ron, how does this version of a Heist story solve the problem you've had with the genre before (namely "Either you end up playing a modern dungeon crawl (don't split the party) or you have players twiddling their thumbs waiting for each specialist to do their job. In the best play circumstances, the GM's prep job is ridiculously cumbersome.")
    ?

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  4. Two things help the issue:

    1) Earbuds. Seriously. The players are always connected, even when not in the same room. Because of this, their characters are able to help with everything that's going on. Hardison has an ability, something like "Do you have that thing I gave you?," which allows Hardison's player to lend a hand by granting a gadget, essentially an Asset.

    2) And this is bigger. The mechanics are designed for quick resolution with narrative, rather than the typical 10 Tons of Search Rolls(TM) you usually deal with. So even if a character is not involved in the situation, they won't be out much longer than a typical combat turn from other games.

    Hope that helps!

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  5. Earbuds cannot be estimated. Split the party AND keep the party together. It's awesome. And it makes the moment when someone has to remove an earbud all the more potent -- as the exception moment.

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  6. Ah yes, earbuds... makes a lot of sense! I see how that could help.

    I kinda like the sound of that "Do you have that thing I gave you?" ability... "Crap, that door has an electronic lock and I don't have the keycard!" "Do you have that Mobile Keycard Generator I gave you? It's like a skeleton key for keycard locks. I ALWAYS stay in the nicest room at the hotels!"

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  7. This is a good summary. The plot point economy is really the central element and "star of the show". I was thinking up "Nate-is-a-drunk" scenes in order to be ready to get more plot points if they were needed.

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  8. Thanks for the overview, Ron. Now I have another game to buy. Golly Pete!
    This sounds really fun and I think our Team Beta would like it a lot. The mechanics are not too complex and there is some familiar things too (aspects).

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  9. Interesting.

    I was wondering how they were going to handle the genre differently. Like you, the multiple search tests for a game always seem cumbersome -- in our Cortex-based games, I've always just set a standard difficulty, had the players roll, and narrated the find at the appropriate time. (Searching at the speed of plot, so to speak.)

    I'm a bit ifffy on the roles vs. skills idea, but until I see it, I suppose I should hold fire. The use a skill point to get the extra die is novel to Cortex -- I'm won dering if the difficulty targets are different, since we've had plenty of fails/botches on the three die (attribute+skill+trait) model in BSG and Serenity.

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