Product Review
This is going to sound a bit weird.
Noir is one of my favourite RPG’s, but I’m
not actually that keen on the game. What? Has he finally
gone over the edge, quick stop him before he tries
to swallow those dice. Let me try and explain, I bought
this book because I'd always wanted a gangster game
and the adverts for Noir in Arcane really sold it
to me.
Noir is a bit different to other
RPG’s, as it has no real setting or background
material. Instead it is designed for you to use film
noir style settings and play in a place known simply
as "The City". So how does the book flesh
out the bit’s other games would usually fill
with exciting worlds and characters? It explains noir,
more specifically it tells you how to give your games
a noir style and atmosphere. Don’t get me wrong
I like the idea of setting a mood in a game, but this
just wasn’t for me.
I think I get what they were trying
to achieve. They wanted to try and get away from normal
roleplaying and go towards a more serious film style
approach. I believe that the game would've been more
popular though if they had given you a bit of history
and an interesting background to spur you on. Instead
they ended up with a game that made it hard to get
groups of characters together and when you finally
had teamed them up it was hard to give them anything
to do.
The problem lies in the fact that
most film noirs had a central character that was often
against the rest of the characters in the film. This
means that you have to try and alter the standard
plots of this genre to fit a group of gamers. This
can be done, look at Reservoir Dogs for example, but
I would struggle to name many other plots that have
pulled it off.
Didn’t I say it was one of
my favourite games though? Yes I did and the book
really comes into it’s own when we start on
the game mechanics. I should also mention now that
this is primarily what the book is, a system. If you
tore out all the rules from this book there would
be very little left in it. All you have to do is look
at the contents to see this, of the ten chapters seven
of them are about game rules. Basically, the rules
are amazing and it makes a good job of giving them
to you.
The character generation has been
really well thought out and helps you build a character
you probably wouldn’t normally play. The pros
and cons (good and bad characteristics) have all got
an upside and a downside. So you may find yourself
taking things you normally wouldn’t because
they all suddenly seem less black and white and a
bit more grey.
The skill testing is great as well
and most other RPG’s would do well to take a
leaf (or a chapter) from this book. Basically you
add your skill number to your trait and roll that
number of D6, you then add all the dice results up
and see if you managed to get above a difficulty number
set by the Director (GM). You also get bonus dice
to roll if you add to the atmosphere of the game by
being descriptive about what your up to. Giving away
dice to players who are playing well is good, it encourages
descriptive roleplaying and therefore adds atmosphere.
This is also a good way for them to achieve the style
of game that they wanted and I feel they could have
left it here and got on with a little background.
All in all I think that if you
find a copy of this game stashed away in your local
RPG shop you should slap your cash on the counter
and buy one of the best systems ever. On the other
hand if you want a gangster game you better be prepared
to put a lot of work into your adventure as they don’t
give you much to work with, beyond a good list of
mood films to go and watch. When all is said and done
though, the best adventure I have ever run was done
using this game, so it must be doing something right.
Noir is not only a great outlet
for all your gamers Tommy gun wielding, kneecap smashing
needs but also one of the finest game systems I've
ever used.
Reviewed by Jon Simpson |