Quick Ass Game Review
Start with a disdain for complex role playing systems. Add a ton of pop culture references, an understanding of Joseph Campbell’s Hero’s Journey, a simple one die system that is flexible enough to handle every circumstance, tons of humor, candy, bisexual cheerleaders, and the belief that player characters should be ‘naked and on fire’ and you get Hex Games’ Quick Ass Game System (QAGS).
Don’t mistake QAGS for a joke system. At first I thought it was a parody of Steve Jackson Games’ GURPS, but the more of QAGS I read the more I liked it. It is a legitimate system with a surprising range of possibilities. One of the first things that endeared this system to me was that they acknowledge that RPGs are devices for story telling. Their expert use of Campbell’s work is testament to the fact that although the text is light and full of jokes they do know their stuff. The mechanics of the system are a simple d20, ‘roll high without going over’ mechanic. Character creation looks to be simple, with an emphasis on the character concept and background. Every character has a WWPHITM (WHO Would Play Him/Her In The Movie) trait. Not only do they fill their book with film/TV/literature/historical figures but they want you to do the same when you create a character. They stress that this shouldn’t be used as a crutch but as description. I think this is a great idea. If nothing else it will help the other players envision your character.
The most unique aspect of the QAGS is the use of Yum Yums (YY). YY are candy handed out to the players by the GM. The players then can use it to bribe the GM. They can give the GM YY in order to improve die rolls, re-roll die rolls, avoid die rolls by auto succeeding, or alter reality in small ways to suit their character. The GM is encouraged to hand out YY to anyone who makes his job easier. YY are also spent to improve characters. A legitimate use of a YY is to eat it so you have to have a certain amount of willpower or you will always be out of YY.
QAGS is also a great system to teach new players about Role Playing Games. It describes how to role play as well as how to game master in basic terms with a good dose of humor. They use Campbell’s Hero’s Journey to help describe both the Archetypes that the PCs will be and the way to build a story arc for GMs. The mechanics are very simple and easy to grasp, at least to anyone who’s seen the Price is Right. They also include a lot of good advice for new Game Masters. QAGS is full of advice on how to tell stories, keep the action going, and keeping things balanced.
They don’t include any source material for a world to play in, or even a genre to play. They instead include ‘Qix Start Genre Guides’ for ten popular gaming genres. These include genre definitions, campaign and adventure ideas, as well as sample archetypes, gimmicks and weaknesses. I never thought of the Frog Brothers as Mentors.
And then, just as you think there is nothing left but boring tables and character sheets you get an example of Campbell’s Hero’s Journey using… Hudson Hawk! Now this might not seem as far fetched as using The Sponge Bob Movie or Rocky Horror (inside joke for old Round Table fans) but again they are pop culture references of things that I love. I mean what are the odds of referencing both Hudson Hawk and The Last Boy Scout in the same book. I’d say that they were intent on only using Bruce Willis movies that flopped except that they do make a John McClain reference on one of thie tables.
All in all I enjoyed the rules very much. They were an entertaining read and had some good gaming ideas in them. One of my friends said she’d be willing to run this so I can’t wait to play.
Posted on July 13th, 2007 at 11:32 am. About 'Quick Ass Game Review'.
Very nice review. I have a few questions. First, have you heard the actual play of M-Force by the RoleMonkeys? Second, have you read any of the titles by Hex Games, such as M-Force or Terror at Camp Waka’Naka? Third, how easy do you honestly believe it would be to adapt QAGS to a unique or custom campaign setting?
I’m just curious what your experience and impressions are. I’d personally love to find a system that would allow me ot customize the hell out of it, with minimal re-working of the rules, and that I could introduce to a player group with a shallow learning curve. You know … something like, “Let’s make characters and start playing in this custom setting, within an hour of sitting down.”
Maybe I ask too much.
Posted on July 13th, 2007 at 12:27 pm. About 'Quick Ass Game Review'.
The Rolemonkeys are where I got the QAGS system from. I won it in their giveaway. I am a HUGE fan of those guys. Not just the Rolemonkeys but all the Harping Monkey podcasts as well as All Games Considered. As a result of their generosity I’ve read the M-Force monster pamphlet and have the Terror at Camp Waka’Naka, although I have not read that one yet. I’m hoping to pick up the M-Force main book in the near future too.
I definately think it has a shallow learning curve and a good GM could have a session running quick. They give a advice on how to customize your setting, but if it is real or near real world setting it should be easy. If you wanted to do something exotic, like an Ars Magica adaptation, it would take a lot of work to fit it to the QAGS system. If you are just trying to make some action heroes in a easily defined world QAGS is a great choice. I say this not having played it yet, but that is the impression the rules give me.
Posted on July 19th, 2007 at 9:35 am. About 'Quick Ass Game Review'.
“Third, how easy do you honestly believe it would be to adapt QAGS to a unique or custom campaign setting?”
I’ve used QAGS to run many different campaigns, from canonical game settings like M-Force, Spooky or the Herrick Agency to Shakespeare/Tarantino/Rodriguez fusions to Chinese fantasy to bizarre space adventures to dead guy games. Other GMs I know have used it to run social and political commentary, the 80s in all their glory, the Simpsons, teenage nosferatu transition expediters, time-hopping cowboys, pirates, fratboys versus monster of your choice, and modern mercs. Heck, one of my games at Origins this year was a Regency romance–about as far away from sterotypical roleplaying as you can get. And some of the games that Ruckusmanager, Our Guy in the North, is running at Gencon this year make me green with envy that I didn’t think of them.
As for customized mechanics, for the Sindbad game we had to revamp a set of unpublished ritual high magic rules, while another game “Champions of Navistar” is going to use a more flash-bang magic system. It’s all a question of what is going to work best with the scenario you want to run/play/stoytell. Whether you want to run Japanese rubber monsters, giant transmogrifying robots, or even a good old-fashioned car chase, the basic QAGS system is flexible enough to accomodate pretty much anything you want to do. At least in my experience.
That’s why I use it.