Justice Velocity (affiliate link) lives up to its name: it’s fast-paced high octane roleplaying.
Now, that’s right up my alley, so when I heard about it I had to go and check it out.
I’ve played various examples of games that claimed to be action-oriented, and the question is always how well they do at streamlining and simplifying play versus how well they do at making the game feel thematic. I’m going to focus my review on that, today.
Justice Velocity runs about 70 pages. I’d say it’s done really well; there’s not a whole ton of art, but what’s there is good and thematic, and the cover does a really good job of getting players involved.
I’m going to take a moment to talk about what I perceive as the target audience of this game: people who want a break from their regular game or who are not roleplayers (or not frequent roleplayers) who like action films.
That’s not to say that you couldn’t play Justice Velocity for a long campaign as a stand-alone game, but I think this is outside of its primary wheelhouse. It’s 70 pages, and a lot of the rules for stuff are “do what seems cool” instead of highly fleshed out and meticulously balanced things.
And you know what? I like that. It’s a game that respects the intelligence of its players; it’s simple enough to play without the rulebook being referenced all the time, but elegant in its threshold-based 2d6+modifiers mechanic.
Now, it’s not going to let you achieve a lot of mathematical whimsy, it’s a thin book, but one of the things I’ve learned as a game designer is that sometimes people need a game they can play without worrying about a bunch of math, and Justice Velocity is in a genre that lends itself to raw cinematic action and hits that niche.
Now, with that said, it is simple. If you like Shadowrun or GURPS or even D&D you might feel like you’re moving to a much simpler system.
But that’s where we move into the more specialized parts of this review.
Is it Sleek?
One of the reasons why Justice Velocity is 70 pages is because it sticks to very basic rules for everything but cars and gunfights (or fistfights, if that’s your speed) and doesn’t complicate those terribly much either.
But the rules actually deliver on that.
It has rules for grid-based play, but the book recommends theater of the mind for most combat (and trackers for vehicles, which is a must). If it’s a one-on-one cinematic moment, you can easily do away with the trackers in vehicle races and chases, both of which can be represented at varying degrees of detail.
It’s worth noting that while I describe Justice Velocity as simple, it has an attributes, skills, special abilities, gear, and usually vehicles to track. That’s a handful of moving parts, but it doesn’t worry too much about the nitty-gritty. Gear is handled entirely by GM fiat (which could cause issues), and advancement is very simple.
One nice thing is that whenever the rules extend beyond simple mechanics, they are very clearly explained and usually get a nice in-depth example. I’m willing to bet that people who play Justice Velocity and want to stick to the rules-as-written experience all play pretty much the same game, which I can’t say about every roleplaying game out there. It’s tremendously clear, and I could probably run almost every part of the game from memory after reading it once (the one exception being the vehicle rules, which get a little more detailed).
Now, I will say that I am a little concerned that the point-buy system might not actually work the best for what they’re hoping to achieve. This might be the only time in history that I’ve ever said those words. There’s a certain amount of character overlap because it’s a game primarily focused on guns and cars, and a good handful of character options aren’t about guns and cars and are unlikely to be taken.
So you’re in an odd place where a lot of people are going to have the same skills (in theory; in practice you never know), and a lot of skills might not be represented. Combat skills come free, though, so it’s more a question of what would matter.
In this way I think the system is perhaps over-streamlined. Skills all cost the same, for instance, and characters don’t necessarily start with any skills. So you wind up with a situation where a lot of people are going to have a couple skills (especially Driving) but not necessarily have any skill represented.
This is probably fretting about nothing; skills give a +2 bonus, but there’s no penalty for not having them. The majority of a character’s bonus is going to come from other sources anyway, but it might have been nice to have a couple free knowledge or language skills, especially as a way to ground people, or have them cost 1 point instead of 2 during character creation.
A small concern I have is that in theory Will could be a little strong because it feeds skill rolls, gives limited uses of a bonus die, and boosts HP. However, since the distribution curve of attributes is relatively slender (players spread 20 points across five attributes) I don’t see a huge problem barring a couple weird situations I’ll discuss elsewhere.
The important thing here: the rules are simple enough for players to understand without needing to read (always a good point, especially for a game you could play impromptu and a genre that fits that style), and a competent GM can take them a long way.
Is it Thematic?
Yes. Eight hundred times yes. It may have a little testosterone poisoning, but it’s both self-aware and blissfully unconcerned about what people think about it.
You want ’em? Justice Velocity’s got ’em.
It’s the sort of game I’d be totally happy just kicking back and playing, and one that’s a great rainy-day or missing-player backup game. I don’t know if the rest of my group would enjoy it, because they’re not really into the genre like I am, but if you ask “Could I use this game to recreate X?” and X is any major action movie of the last 20 years, the answer is almost certainly yes.
The one exception I’d point out is that the rules are very focused and tight. You wouldn’t be recreating Netflix’s Bright, for instance (but why would anyone in their right mind?) or some of the other genre-action hybrids like superhero movies, but that’s not the point of Justice Velocity and they don’t lie and pretend that it is.
Vehicle chase rules are a stand-out positive part of the ruleset. I don’t think I’ve ever seen them better elsewhere, and it has one of the few random tables to help with inspiration for obstacles and boosts that you might encounter while racing around a city.
They do get a little complicated compared to the other rules, and it would’ve been nice to see perhaps a little more of the under-the-hood dice in the way of examples (the first example is a little vague on what exactly people rolled).
The Elephant in the Room
Before I move on, I want to quickly address a couple issues I do have with the game. I don’t want to be too negative here; they’re not deal-breakers, but they are things that I would be remiss if I overlooked.
A lot of things are left to “roll with it” mode. I’m a believer in the intelligence of average (and even slightly below average) players and GMs to figure out what the heck they want from their games, so I’m totally fine with this.
The problem is that if you don’t know what you’re doing, or even have an idea of it, you can really easily mess stuff up.
Character advancement is practically nonexistent; though it’s present the rules are basically “Throw some AP (Advancement Points, of which each player gets 10) at it”, and the method for determining that is left up to you. If players expect AP every session in a fifteen session game, you’re going to run out of options for them very quickly before they start stealing the spotlight from each other, and I don’t think the book is clear enough about that.
One of the suggestions is to base AP gained on Will, which is probably the only big balance issue I see; the game is generally loose on balance, but as an exercise in collaborative storytelling I don’t see a problem here. With that in mind, you could expect to see people gaining 2 AP per session and people gaining 6 AP per session if someone were liberal with AP (I don’t think anyone who read the book would go beyond that), and the people who started with high Will could easily dominate the competition.
Keep in mind, however, that they are clear that the idea of the story isn’t to follow people gaining bigger numbers but to follow high-octane action. Not having advancement is not the issue; not being consistent with it is.
For a group that’s already frequently roleplaying, I think this is a non-issue. People will use the method they like from other games. It’s for first-timers and infrequent roleplayers that I see this becoming an issue, which is why I’m hesitant to openly recommend what would otherwise be an excellent first-time game, unless the GM has experience.
If there were two things I’d change about Justice Velocity, I’d put a lot of the things that currently are just given the “season to taste” treatment into organized tracks for “high-power”, “baseline” and “high-stakes” play so that things like the rates at which you refresh resources and how to handle character death could be communicated to players directly. This would make it playable by novice roleplayers and address 99% of my concerns about the game.
The second is that I’d tweak the AP costs of some things or give starter packages for players.
Other things are all nit-picky. The sample enemies are next to sample PCs and other content in Chapter 3, when it might make sense to move them to the GM-specific section in Chapter 7. There’s inconsistent capitalization in the Abilities table. The word roll is misspelled as role once.
Very nit-picky. This game is well-edited and obviously lovingly playtested to get rid of any significant errors, and while it’s not A-list Hollywood production value, it’s probably the most solid indie title I’ve seen in a while.
I really like Justice Velocity and don’t regret buying it. Will I recommend it? Conditionally.
If you’ve played other roleplaying games and want something fast and light that’s built with some really solid chase scenes, this is an easy option to recommend. I feel like its bespoke mechanics do a better job than, say, Savage Worlds, which would handle the action movie genre well but has a lot of extra stuff to handle other stuff as well, for the particular milieu it occupies.
It’s also easy enough that you can play it with your friends who are interested in roleplaying games but think that “dice” is what you do to vegetables when you’re cooking. Because you can pretty much play with just a couple six-sided dice, you can really easily play anywhere, and you can make characters super-simply by using a point pool system, which is great for both speed and balancing some of the otherwise frenetic moments, and despite my griping about a couple small elements it’s tremendously well-made with room to customize it to fit your needs and the theme you’re going for.
That there are two things I’d change about the game, and both of them are easily resolved by a good Session 0 or a savvy GM is a good sign. I’d like to see a second printing/edition with a little more bulk (perhaps delivering on more of the Kickstarter goals?) that keeps the underlying stuff exactly as it is.