@4TALES FROM THE FLOATING VAGABOND REVIEW ======================================= @1 "You dive behind the bush, but in the process disturb a flock of ducks, who fly in to the sky. The security droid turns in your direction, and then starts rolling towards your hiding place," the games master tells me. "What are you going to do?" Thinking fast I reply: "OK, I stand up and walk towards the droid going `Quack! Quack!'" It may sound stupid, but when your playing Tales from the Floating Vagabond (TFFV) that's the sort of weird thing you do. The system is humorous, obviously, but humorous in a slapstick Laurel and Hardy kind of way. It begins as all the best adventures do in a bar (the Floating Vagabond of the title), which is suspended at the centre of a very strange universe. In this bar the drinks don't just make you see double, they turn your head into a mushroom cloud, and then give you the worst hangover you've ever had. The basic statistics for getting a living character in TFFV are: strength, nimbleness, aim, smarts, cool, common sense and luck. In to these a player has to divide 20 attribute points, where 2 is an average rank. When this is done you can then work out your Oops! points. Oops! points are TFFVs name for hit points, called so because the players go oops when they've been hit by something. After the stats have been worked out the fun really begins with the players choosing a shtick for their character. The shticks are there to add humour to roleplaying, and there is no doubt that they do, by giving the character a strange ability to cause something to happen to them or their surroundings. A character can have the Rambo effect which means ranged attacks always miss when launched close to the character, or the trenchcoat effect that allows a character to hide an unlimited amount of items in their trenchcoat. To pay for both a shtick and some skills the players are given 1500 points. Buying the shtick of your choice will cost 500 points or there is the option of rolling 1d20 (one 20 sided dice) for a random result, which will only rob you of 200 points. Once a shtick has been decided upon the characters then get skills. As one would expect the list of skills is appropriately funny including such things as "headbutt" and "target vomiting" under the combat skills, and "belching for effect" and "look good at all times" from the social skills list. Each of the skills is related to a statistic and has a set cost, but they can also be bought multiple times which will increase the value of the skill. Being a - kind of - multi-genre system there is also a skill called "cast spells", which means that a character can be a magic user (if only to a limited extent). It would have been very easy with a comedy RPG, for the rules to have been simple but inefficient, this I am glad to say is not the case with TFFV. Yes the rules are simple, but the majority of situations are covered. All skill rolls are made using one of the following: 1d4, 1d6, 1d10, 1d20, 1d30 or 1d100. The choice of dice depends on how easy or hard the action is, where a normal skill test is done with 1d10, the player having to roll under Štheir skill value. Combat is also worked out using 1d10 with various modifiers taken in to account by the games master (GM). The layout of TFFV has also had a lot of thought put in to it, with each chapter being introduced by one of the major characters from the bar. These characters talk the reader through their particular chapter accompanied by a multitude of pictures which add humour to the text. All the tables a GM needs are highlighted by big blue boxes, and are also listed at the back of Šthe book. My main gripes with the system are the lack of a GMs screen with all the useful things printed on it, the fact that you have to buy additional adventures to get rules for superheros and spaceship combat, and the use of a d30 within the rules. This dice, having such small sides, rolls in all the wrong directions, including on to plates, in to pizzas and generally off the table and on to the carpet where it vanishes. TFFV, although no where near as in depth as some systems, is ideal for when everyone's bored of characters that are more complex than they are. The GM can relax a bit, and the players can make jokes to their hearts content without disrupting an intense moment. Leigh Barlow