June 2, 2015

Heroes of the Falling Star Preview

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Fatherhood does interesting things to gamers. Some fathers are left to answer the dreaded question, ‘Dad, what’s a murderhobo?’ My friend Jay Anyong of Life and Times of a Philippine Gamer is proudly Tsinoy, and in thinking of how he was going up to bring his new son the Tsinoy way, came up with a great gaming solution.

The result is Heroes of the Falling Star. This writeup is based on the latest preview copy Jay furnished me. I often use Jay as a sounding board for development on Hari Ragat, so now it’s my turn to give feedback. :-)

Basics
In HOTFS, you play heroes in a fantasy Chinese-inspired world who are tasked with missions to help the needy by the goddess of mercy. To aid you, the goddess has granted you a special magic item that arrives on a shooting star – thus the title.

There are quite a few cool features in this game. First of all is the game’s clear vision of what it wants to do – to teach the virtues of kindness, loyalty, courage, respect and honesty – via magical adventures and trials of character that a kid can understand.

This is supported by a very rules-lite system that focuses only the essentials. Your character sheet can fit on a 3x5 inch index card with lots of room to spare. Here’s a sample I created in two minutes:

Stone Ox
Loyal Hero

I am Really Strong (+2), Sort of Friendly (+1), and Not So Smart (0)*

*Yes, I’m channeling Number Ten Ox from Bridge of Birds.

My kung fu is Lifting, Pushing and Holding.

Rolls are made with a single six-sided die, with a bonus if your stronger traits are applicable. Stone Ox for example would get +2 to feats of strength. If your Kung Fu applies, you get to reroll your die once if you fail a related roll. Simple!

Kung Fu
Jay’s gone back to the Chinese etymology of the term kung fu for this game, which is basically a generic for any deep discipline, not just martial arts. This fits very well with HOTFS branding as a non-violent or deprecated-violence game. Your kung fu in HOTFS can be cooking, painting, even pathfinding or animal taming. I like this way that the game encourages kids’ creativity. (Of course, you could also go the Ranma way and treat everything as a martial art!)

Falling Star Treasures
At the start of every adventure, the Lady of Love and Mercy gives the heroes their mission and, like a Buddhist version of James Bond’s Q, gives them wondrous magic items to help them out.

Again, the mechanic of these treasures points up the game’s nonviolent and ingenuity-encouraging stance, because these treasures are almost never weapons. Instead, they each have one wondrous property that never fails to work. They’re meant to be used as tools to help get through an adventure, but shouldn’t be powerful enough to solve the adventure by themselves.

This is also works as a challenge to the game master, who will have to make sure that the treasures he hands out cannot be used as obvious solutions to the core mission. For example, the Immortal Uncle’s Robes allows its wearer to assume any guise desired. I really like the absence of an artillery function in HOTFS’ magic system, as for me this makes magic feel much more wondrous.

One question yet to be addressed is what happens to your Falling Star Treasure after each adventure. Do you get to keep it, and get a new one, or do you keep it as your permanent gimmick, or is it replaced with a new one every adventure?

Harmony Bonus
I’ve never made a secret of my preference for mechanics that drive the desired style of play, and this is one of those. It came about during a discussion with Jay on chat, where we came up with the idea of encouraging players to find win-win solutions.

The ability to compromise is a key social skill, so it’s great that this game helps to teach it. When a conflict is resolved in such a way that even the heroes’ opponents end up happy (or at least satisfied), the heroes get an extra Star (XP) each.

Every ten Stars won gets you a Constellation thematically commemorating your feats. From then on, you get +2 for any rolls involving the theme of your Constellation.

Conclusion
I don’t have kids. I’m still one at heart in some ways though, so when I say I like this game, I’m saying it resonates with my inner kid. Aside from my designer’s appreciation for the craft of this game, there’s an earnest innocence to Heroes of the Falling Star that just makes this jaded old coot want to play.

2 comments:

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  2. What a great concept! I was just discussing with the wife what else we could do for positive value reinforcement with our girls, who seem to always need reminders....

    I'll give it a playtest and send some feedback.

    One passing thought was that the idea kinda reminded me of Dragonraid. One neat idea in that game is that scrolls of scripture defeat opponents - but the player actually has to read what is on the scroll for it to work (a bible verse in that game).

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