A couple of weeks ago, the other Earthlings and I played our very first game of Spirit of the Century. Spirit of the Century is a tabletop roleplaying game based on the FATE system (which in turn draws elements from the FUDGE system, and in particular, the FUDGE dice). Are you following me so far?
Spirit of the Century is set in the “pulp novel” era of the 1920s, in the optimistic period between the two world wars. The player characters play pulp-style heroes: the learned professor, the adventurous archaeologist, the daring pilot, all of those tropes of the era. Science, or – as it should be put – Science! is king, and there’s no telling what fantastic and terrifying secrets are about to be unleashed upon the world. Tell you what… let me just show you the cover for the sourcebook:
Everything you need to know about the game is right in that picture, right there.
The character generation mechanism is different from most RPGs; even other fluffy, anti-min/max-ey ones. All player characters (for reasons relevant to the mythos) were born on 1st January 1901, so the first part of character creation is explaining what they did during their childhood. The second part is about explaining what they did during the Great War. During each of these (and every subsequent step), the character will gain two “aspects”, which they’ll later use for or against their feats in a way not-too-dissimilar from the PDQ System (which may be familiar to those of you who’ve played Ninja Burger 2nd Edition).
The third chapter of character generation involves telling your character’s own story – their first adventure – in the style of a pulp novel. The back of the character sheet will actually end up with a “blurb” on it, summarising the plot of their novel. Then things get complicated. In the fourth and fifth chapters, each character will co-star in the novels of randomly-selected other player characters. This can involve a little bit of re-writing, as stories are bent in order to fit around the ideas of the players, but it serves an important purpose: it gives groups of player characters a collaborative backstory. “Remember the time that we fought off Professor Mechk’s evil robot army?”
That’s exactly what Johnny Sparks did in “Johnny Sparks and the Robot Army”. When Professor Mechk released his evil robot army on the streets of New York City, Johnny Sparks – government-sponsored whizkid – knew he had to act. With his old friend Jack Brewood (and Jack’s network of black market contacts), he acquired the parts to build a weapon powered by lightning itself. Then, alongside Mafia child and expert pugilist Michael Leone, he fought his way up the Empire State Building to Mechk’s control centre. While Michael duelled with Mechk, Johnny channeled the powers of the heavens into the gigantic robot brainwave transmitter at the top of the tower, sending it into overload. As the tower-top base melted down and exploded, Michael and Johnny abseiled rapidly down the side to safety.
And so they have a history, you see! And some “aspects” for it: Johnny got “Master of Storms” from his lightning-based research and “With thanks to Jack” for his friend’s support. Meanwhile Jack got “On Johnny’s wavelength” to represent the fact that he’s one of the few people who can follow Johnny’s strange and aspie-ish thought patterns.
In our first play session, Michael Leone (Paul), Jack Brewood (JTA), and Anna Midnight (Ruth) found themselves in a race to rescue aviator Charles Lindbergh from the evil Captain Hookshot and his blimp-riding pirates. Hookshot hoped to use the kidnap of Lindbergh as leverage to get his hands on some of Thomas Edison‘s secret research, which he hoped would allow him to gain a stranglehold on the world’s aluminium supply, which was only just beginning to be produced in meaningful quantities. So began an epic boat (and seaplane) chase across the Atlantic to mysterious Barnett Island, a fight through the pirates’ slave camp and bauxite mines, a Mexican-stand-off aboard a zeppelin full of explosives, and a high-speed escape from an erupting volcanic island.
Highlights included:
- Jack’s afraid of flying, so while the others arrived for the first scenes of the adventure by seaplane, Jack trundled well behind in a cruiser. As a result, he completely missed the kidnapping.
- When Hookshot was first kidnapping Edison, his attempt was foiled when Ana threw a cutlass at him, severing the grapple he had tied to the scientist.
- Michael’s a badass at barehand combat. When he wasn’t flinging wild dogs into trees, he was generally found crushing the skulls of pirates into one another.
- Spirit of the Century encourages a particular mechanism for “player-generated content”. This was exemplified wonderfully by Jack’s observation that he “read once that there was a tribal whaling camp on an island near here, called Ingleshtat.” He paid a FATE point and made an Academics roll, but because I wouldn’t tell him the target of the roll he only knew that he’d “done well”, and not that he’d “done well enough.” He and the other player characters weren’t sure that his knowledge was accurate until they reached the island (and thankfully found that he was right). Similarly, the motivation for the kidnapping wasn’t about aluminium until one of the players speculated that it might be.
- Ana Midnight’s spectacularly failed attempt at stealth, as she crept via a creaky door into a building full of armed guards. Also, Jack’s fabulous rescue attempt, as he dived and rolled into the building, firing his pistol as he went, while Michael climbed up the zeppelin’s boarding tower, leading to…
- The tense (and, surprisingly, combat-free… barely!) stand-off and negotiation aboard Hookshot’s zeppelin, towards the end of the story.
There’s a lot of potential for a lot of fun in this game, and we’ll be sure to play it again sometime soon.