mburnamfink's profile picture

mburnamfink 's review for:

5.0

Personally, I run hot and cold on ptbA games. I love the simplicity of the system and the clarity of design that a good execution of pbtA enforces. But Apocalypse World 1e had some rough edges and some fuzziness about its version of the wasteland that made it hard for me to see how I'd ever play it. Dungeon World is alright, but if you want to have high fantasy adventures, why not just play D&D, or 13th Age, the best version of D&D? And while Night Witches is absolute masterpiece of design, I'm never going to find another person to play it with. Comrades is the antidote to my all my problems with pbtA.

Comrades distills both pbtA and revolution down to their essences, and what remains is as close to a utopian ideal of an RPG as I can imagine. This is a game about your revolutionary vanguard, about a small band of comrades who are willing to dare everything to bring about a better world. You'll throw down with thugs from across the political spectrum, out-manuever splinter factions in your own movement, suffer under the oppressive tactics of the secret police, hear a dying comrade's last words, raise a mob, and strike a blow for revolution.

The moves and playbooks are wonderfully calibrated to revolutionary action: I especially appreciate the inclusion of a universal Start Something move to incite a mob, and the perceptive list of questions on the What's Going On Here? move to read a situation. The GM advice helps develop the ideology of the comrades, and put them under pressure from adversarial fronts, which work through a series of steps that cause the world to crumble. I particularly like the Pathway Moves, end of session rolls which describe how the comrades are advancing towards revolution on five tracks, ranging from a democratic victory at the ballot box to assassinating the head of state.

Nearly a decade on from the release of Apocalypse World, designers have a good sense of how pbtA works. W. M. Akers has written one of the best examples of the ruleset, perfectly calibrated for telling a thrilling tale of revolution, with plenty of examples on how to make the game the your own. Comrades includes a fully-fleshed out setting for Khresht 1915, a fictional country inspired mostly by the Russian revolution, and thumbnails settings for New York 1776 and Callisto 2219. You also get 10 playbooks for comrades from Artist to Worker, and great advice on running the game, and building your revolution. The visual design is spare and evocative, with well-chosen black-and-white prints standing out against a red and yellow color scheme. Comrades is inspired by the radical leftists of the 19th and 20th century, but there's not a set ideological stance in the game. This game is about anybody who is willing to die for their ideals, to fight bravely for a better world, and bring down the evil SOBs in charge.