Fast and “Fury”-ous
Evil Beagle recently provided me promotional copies of
Leonard Pimentel’s Magnum Fury and Six-Gun Fury. No expectation of a review
was discussed, but since I feel like writing a blog post and I don’t have a lot
of time to come up with something more creative, I’m going to review them anyway.
Built on a Powered by
the Apocalypse-adjacent engine, both games set out to emulate
competency-porn action—Magnum Fury in
the ‘80s action movie mold, Six-Gun Fury
in the Western style. Action resolution is much looser and seat-of-your-pants
than PbtA games, making the Fury games weirdly perfect for both creative-minded
RPG novices and veterans. There are no “Moves,” so certain kinds of newer
players who like a more video game-like set of options may find themselves at
sea, but fanfic writers and players who don’t like being told what they can and
can’t do will enjoy themselves.
Also, the success resolution scale favors player characters succeeding
more often than in PbtA games. I
appreciate this immensely, because I’d rather run games starring John Wick*
than Ted “Theodore” Logan.
Character creation is simple in both games, though simpler
in Magnum Fury. Players arrange an
array of genre-appropriate stats, choose an archetype (which has more bonuses
and choices in Six-Gun Fury), fill in
some background fluff to give the GM something to work with, and jump into the
action. Players familiar with the games (and genres) should be able to slap
characters together in fifteen minutes or less, making both Magnum Fury and Six-Gun Fury perfect for hard-cider-and-GF-pretzels gaming.
I ran Six-Gun Fury
last weekend and the players one novice and several veterans) took to it
quickly. Even Robin, who has a grudge against Westerns from a childhood filled
with parents forcing them on her, enjoyed it and really got into her remorseful
Stone Cold Killer character. Admittedly, the game ran toward the zany, gonzo
side of action-adventure, but… um… that’s what I do.
If I had the time and energy, I could easily see running a
weekly pick-up Fury game. The GM sections
of both books emphasize improvisation, providing colorful random adventure
generation tables and recommended filmographies. My only objection (as is usual
with PbtA and adjacent games) is that
the GM doesn’t really play with
everyone else; as the dice-rolling is all in the players’ hands, the GM becomes
much more a literal storyteller, which is something I can only enjoy doing in
moderation.
But that’s much less of a complaint here than in my limited
contact with other storygames. Both Fury
games emphasize having a rollicking good time, so it’s easy to just sit back
and react to players’ absurd actions. I look forward to the official release of
Six-Gun Fury and wonder what Leonard
Pimentel will create next.
*Action movie character John Wick, not game designer John
Wick, obviously.
Thanks for this, Sean! It bears pointing out that Magnum Fury is the older of the two games; Six-Gun Fury represents an evolution in the design.
ReplyDeleteCurious if you have a sense if the evolutions in Six-Gun represent the improvement on Magnum we're hoping for.