A couple of thoughts come to mind here. First, from the subtitle of the press release, what does MWP mean when they say “Pick-Up-And-Play Games?” This line is repeated in the body text where MWP states, “MWP’s own crew of seasoned designers and creators of licensed role-playing games, stand ready to develop an all-new series of pick-up-and-play games and game supplements.” Second – and closely related to my first question – will this new RPG use the latest version of Cortex or an older or newer system?
Karl “Helo” Agathon (played in this example by Sean) has been trapped on Cylon-occupied Caprica for weeks with his co-pilot, Sharon “Boomer” Valerii. They have fled one hiding place after another and have recently discovered a shelter beneath a restaurant. They are planning to rest and re-supply. Helo has ventured upstairs to make a hot breakfast, while Boomer catches some extra sleep.
GM: Helo, you find that the perishable food has all spoiled. You do discover plenty of canned and boxed food in the pantry, including oatmeal and toaster pastries.
Sean: The pastries should be fine. I heat them up in the toaster and look for a couple of clean plates.
GM: While you’re scrounging around the cupboards, you hear a loud crash and the sound of broken glass coming from up front, near the door.
Sean: Frak! I look for someplace where I can hide and see what’s going on.
GM: Okay, roll your Alertness + Covert. Sean rolls the dice for a total of 11. The GM rolls Alertness + Perception for the Cylon Centurion who is entering the front door. The Cylon gets an 8.
GM: You are pressed up against the wall. From here, you can see tall shadows moving in through the door. You hear heavy footsteps.
Sean: I pull out my pistol, trying to stay as quiet and stealthy as possible. Any way I can get a better view from my vantage point?
GM: You look around and see a stainless steel dishwarmer off to one side. In its reflection you can make at two Cylon Centurions. They slowly walk around the room.
Sean: I remain quiet and perfectly still in my hiding place. Maybe they’ll go away.
GM: They continue to look around the room, but something’s up. The Centurion closest to you readies its arm-mounted rifle, though neither of them are looking your way. The Game Master rolls again for the Cylon’s chance to spot Helo, and again the Centurion fails.
GM: You smell something baking.
Sean: Uh oh. Is breakfast still toasting?
GM: Yes, and it looks ready to pop up.
Sean: How far away is the toaster?
GM: Do you mean the Cylon, or—
Sean: The one holding my breakfast!
GM: It’s about fifteen feet away. The first Cylon Centurion is only a few feet away, partially separated from you by a frosted glass wall.
Sean: I make sure the safety is off of my gun.
GM: Sure enough, the pastries pop up, and the sound alerts the Cylons. Both Centurions spin toward the source of the sound. At the same moment, Sharon walks through the door from the stairs.They turn away from you, focus on her.
Sean: I fire at the closest toaster—er, Cylon! I yell for Sharon to run!
GM: Since the Cylons were not aware of you, you have the Initiative and can go ahead and roll the attack: Agility + Guns. Sean rolls, scoring a 17. Shouting a short phrase does not count as an action in combat.
Sean: Good roll! Did I hit? The GM determines that the Cylon was standing still, facing Sharon. As an Easy target, the Cylon’s defense was 3. He calculates base damage as 14. He also adds 3 more points for the weapon damage of the pistol—a total of 17!
GM: Your armor-piercing rounds hit. The first shell tears through the back of the Cylon’s head, and the second goes through its torso. The Centurion looks as if it’s about to drop. Now we have to take a look at Initiative. The GM checks everyone’s Initiative ratings. The surviving Cylon Centurion goes first, then Sharon, then Helo. Checking the Cylon’s game information, the GM rolls an attack on Helo. The result is a 9.
GM: The remaining Cylon shoves its way past its comrade and begins firing at you in a wide arc. Sharon stumbles to get out of the line of fire. Are you going to be attacking this turn or defending?
Sean: These things have automatic weapons. I’m dodging, and I’m going to dive for cover when my action comes up.
GM: Roll Agility + Dodge.
Sean: I’m spending two Plot Points on my dodge action! Sean rolls the Attribute and Skill dice, and adds a d4 for the Plot Points. All together, he rolls an 11.
GM: You barely dive out of the way as bullets tear the room to shreds. You duck behind the bar, even as light fixtures and other debris fall down on you from the ceiling.
(For the record, I do think that MWP has some of the best Examples of Play since old Victory Games and their James Bond 007 game. Go to this link and read the two-column example of play starting on page 12 of the pdf which has a classic set of scenes from Goldfinger and an in-game version side-by-side.)
I for one welcome the narrative approach to gaming. I dare say that narrative RPG play is gaining popularity and will get a huge shot-in-the-arm when Fantasy Flight Games releases the Star Wars: Edge of the Empire Core Rulebook in the second quarter of 2013. This narrative surge is in stark contrast to what Wizards of the Coast (WotC) appears to be trying to do by releasing Dungeons & Dragon classics. Although I have no personal interest in DnD 5e, it will be interesting to see just how many narrative elements WotC does – or does not – bring into their new edition.