RPG Review: Young Centurions
Visit a world of pulp action-adventure
in the 1910s with the Young Centurions RPG from Evil Hat Productions. If
you're new to Fate or to the Spirit of the Century setting, this book
belongs on your shelf. If you're already familiar with either of
those, take a minute to see if this book is going to add value to
your collection before you jump on it.
In Young Centurions, you take on the
role of a unique individual, born in the first minute of the first
hour of the first day of the new century. You embody a Spirit of the
age, an aspect of the new century that shapes your character with the
positive energy of things to come. Shadows oppose you, those people
born on the last minute of the last hour of the last day of the
previous century, empowered by the energetic detritus of what has
gone before. It's not always easy to separate Spirit from Shadow in
the confusion of the new century, even when it seems you're all
working toward the same goals. And oh yes, you're all teenagers.
Young Centurions is the prelude to Evil
Hat's Spirit of the Century and Strange Tales of the Century, books that focus on adult characters of the 30s and 40s. Those books use
the original Fate or Fate Core rules while Young Centurions uses the
Fate Accelerated rules. Characters in Young Centurions tend to be
less powerful, less capable, and more vulnerable than adult
Centurions, both because the rules of the game provide fewer powers
and because, well, you're all teenagers.
That emphasis on the characters as
teenagers dealing with unique teenage problems is one of the
strongest aspects of the game. (Fate pun...) We're not talking teen
angst here; the responsibilities of teenagers involve personal and
family matters far more often than issues of society.
Adult heroes make decisions that impact
the world at large in ways that shape the events of society as a
whole. Teen heroes make decisions that change their family dynamic
and potentially jeopardize and hurt the people that matter most in
their life.
The book does a lot of things right. It
provides a set of character archetypes to use as a foundation, with
aspect questions and stunt packages that quickly get players into the
meat of the game. It explains the use of approaches with clarity and
through the use of examples. It teases the flavor of the world with
story snippets and plot hooks as a springboard for your game.
The GM chapter contains solid advice on
gaming with teens as both players and characters, as well as tips on
how to use the unique elements of the Young Centurions setting. The
setting chapter gives us an intriguing glimpse of the world and just
what role we're going to play. Most important, the book makes me want
to be a part of this universe.
Still, there are things that I wish
Evil Hat would have done differently. I see no need to reprint the
Fate Accelerated rules, not when they make the FAE book so readily and inexpensively available. Young Centurions does nothing to
significantly change the rules; simply adding the setting-specific
material would have been sufficient.
For all the intrigue generated by the
setting teasers, the book leaves us completely cold when it comes to
running the foundational elements of the background. The setting has
no central conflict around which to build a campaign, though opposing
agendas are implied between the Century Club and the Shadows.
The book leaves the GM with a great
deal of work to do in order to construct a group template, including
deciding the specifics of the supporting structure and writing up
stats for the opposition. I wanted more details on the Century Club,
Doctor Methuselah, and the Steel Don. I want to draw inspiration from
that material for my stories; I don't want to have to create
everything from scratch.
I find only one critical fault with the
book. Young Centurions games follow a story structure rather than a
tactical structure, but the book provides no instruction on how to
set up a game. This means you can't simply stock a building with
mooks and repeatedly kick down doors. You need to construct your game
for narrative flow and problem solving. The Fate Core book includes a
whole chapter on how to construct conflict scenes and tie them
together. That instruction is absolutely essential to Young
Centurions and its absence creates problems for GMs without a strong
narrative background.
So I'm conflicted. I want to like this
book. The premise appeals to me a great deal. It's a fairly solid
introduction to the world of Spirit of the Century. It's
self-contained, since it reprints Fate Accelerated and does a pretty
good job with the rules. It captures the flavor of teen adventure and
preserves a spirit of optimism.
This is a setting for stories that I
really want to read, but it's also a game that I really don't want to
try to run. Story structure games put up a truckload of work for the
GM and require a whole table of players that know how to effectively
resolve conflict within a story structure. Spirit of the Century at least gives you the option to focus on the action scenes and talk
through the rest without detracting from the game play.
At the end of the book, I find myself
wanting more. I really think there should have been more background
material and a chapter on game construction. At only 160 pages,
there's ample room to push the page count up to 198 and create a
truly complete product. The price point is good, only $20 for a
full-color hardcover – half that for the PDF.
It's a great introduction to Fate and
the to Spirit of the Century setting. By the same token, if you've
already got Spirit of the Century or Strange Tales of the Century
this book adds very little to either rules or setting. Even if you've
already got the Fate rules in one form or another, this book
adds some nice new mechanics and just barely enough flavor to make Young Centurions worth the purchase.
My copy came from the original Fate
Core Kickstarter, though when Evil Hat's Magic 8-Ball selected me as
a Young Centurions reviewer they also provided a digital copy. They
have also requested reviews of the two Young Centurions novels: Sally
Slick and the Steel Syndicate, and Sally Slick and the Miniature
Menace. I read Steel Syndicate back when it was first released and
loved it; I'm looking forward to reading it again on my way to the
Miniature Menace ARC. See you then!
Winston Crutchfield reads far more than is healthy, but is attempting to compensate by foisting his favorite books onto his rebellious teenagers. He's always open to discussion about books and looking for reading suggestions. He can be found on the Christian Geek Central forums as "MindSpike" or on Goodreads under his own name.
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Winston Crutchfield reads far more than is healthy, but is attempting to compensate by foisting his favorite books onto his rebellious teenagers. He's always open to discussion about books and looking for reading suggestions. He can be found on the Christian Geek Central forums as "MindSpike" or on Goodreads under his own name.
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