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A/State
 
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A/State (Hardcover)


5.0 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Hardcover: 256 pages
  • Publisher: Contested Ground Studios; illustrated edition edition (1 July 2007)
  • Language English
  • ISBN-10: 0954519108
  • ISBN-13: 978-0954519100
  • Product Dimensions: 28.7 x 22.1 x 1.9 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon.co.uk Sales Rank: 2,195,641 in Books (See Bestsellers in Books)

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Customer Reviews

2 Reviews
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Average Customer Review
5.0 out of 5 stars (2 customer reviews)
 
 
 
 
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1 of 1 people found the following review helpful:
5.0 out of 5 stars You Will Never Forget The City, But The City Will Forget You, 2 Sep 2004
By A Customer
So goes the tagline to this superb roleplaying game from Contested Ground Studios. The tagline sums up the harsh, bleak feel of A/State- the setting is a vast metropolis isolated for a millennia. The City is a place of vastly divergent technology and the worst excesses of human nature: and worse yet. In the mythology of the place it was blasted by an event called The Shift which introduced warps and ripples in reality- shifting the city from where it had once been, and birthing bizarre, twisted creatures of nightmare. Into this urban sprawl that has festered for a thousand years come the player characters. Player characters in A/State are everyday people with the concerns and cares of everyday people everywhere- but they want to make a difference: to bring hope into a place that has given up. More often, though, they'll just want to survive.

The game system is tiny- taking up a miniscule 10 pages of the 250 page book (plus a chapter devoted to creating characters, still leaving over 200 pages of marvellous source material). The system is percentile based, fast, fluid and effective. It will also probably not be used often- ultimately A/State would appear to be a game of social and political ineraction, not of violence and destruction (although there is plenty of that too).

The majority of the strikingly covered and illustrated book (all the images are computer-generated and bring across the vaguely cyberpunk neo-georgian / victorian setting very well) is devoted to making The City real in a game. Many districts are detailed to a fine degree, featuring the major personalities within them- be they slums, the corporate districts or the chaotic horror of the Contested Grounds.

A wealth of information is given on everyday life, politics, crime (organized and otherwise), the highly surreal `Shifted' beings and places and the truly staggering scope of technology: the technology in The City ranges from electrically powered flintlock pistols (`sparklocks') to lasers and magnetic-repeater cannons, nanotechnological analytical engines, television, ekranoplans and more.

This is a truly alien, yet unsettlingly familiar world which is deliberately left very ambiguous- any referee could do many things with this excellent game. Whether you wish to concentrate on a `Brazil' or `Equilibrium'-like dystopia, or disturbing investigations into the twists of reality `A/State' has a huge range open to it, including detective-work, social commentary. Roleplaying opportunities abound. Possibly too huge- like many roleplaying games of this ilk `A/State' is a rich envrionment for a referee and players, but it would need a lot of focus and work to create a campaign. At the same time many will find it too dark, or too oppressive- which it may be, superficially.

A staggering work worth buying just to read, as a game it will offer hundreds of hours of unique roleplaying experiences- there is almost nothing else like it available (`Over the Edge' and `SLA Industries' are superficially similar). If you like scifi, georgian or victorian crime stories, horror or just want something a bit different- give A/State a try. Fantastic stuff and truly inventive.

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1 of 1 people found the following review helpful:
5.0 out of 5 stars Finally, an original RPG, 6 Aug 2004
A/state is an excellently-written RPG, with a very detailed background world. It has been billed elsewhere as a sort-of steampunk setting but this doesn't really do it justice. Set entirely in one city, which is impossible to leave, the game world has plenty of potential for adventure. Ideas for a campaign leap from every page and the emphasis is placed squarely on characters and plots rather then XPs and combat. The rules system also reflects this, since it is very simple. Combat is rendered so deadly that even the most foolhardy of dungeoneers will soon start thinking around it.
The game is well-supported already, with plenty of free PDF stuff on the website. The PDF files are of the level of quality most other companies reserve for their most shiny and expensive books, so a GM new to the game can quickly pick up the feel and background of the world.
This is one of the best RPGs I own (I have far too many) and is well worth a look. The Dickensian tone, the bizarre technology and the subtle hints at meta-plot cannot fail to supply years' worth of ideas to any GM.
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