Face it, if you want something in this harsh and unforgiving world, you have to do unto others as the royal and filthy rich have done unto you: you gotta steal it.
- Mark Finn
Mark Finn, raconteur both extraordinary and professional, has a ‘zine in this year’s Zinequest. Polite Society is all about heists and big-time capers a la the greatest heroes of Sword & Sorcery. What does Mark Finn know about Sword & Sorcery? Mark literally wrote the book on Robert E. Howard.
Yes, it’s that Mark Finn. So you know it’s going to be good.
But don’t take my word for it. Here’s what Bill “Fables” Willingham has to say:
Let me tell you some of the reasons you should consider buying Mark Finn’s new ttrpg zines called, POLITE SOCIETY: The Zine for Thieves, Scoundrels, and Ne’er-Do-Wells.
First of all, Mark writes good rules. Like him, they’re aged in fine oak casks, and go down as smooth as 20 year old scotch. No critique intended against every year’s new crop of hot young gunslinger rules writers – you all have your place keeping the games fresh and alive – but give me rules by one of the old guard rpg guys with nothing more to prove. He’s already spent a lifetime behind the dice, seeing what works and what doesn’t, and we reap the rewards.
Polite Society works. And, believe me, as one of its playtesters (along with Bill Williams and Brad Thomte), I tried in every way possible to wreck, ravage, and undermine those rules, because trying to get away with all kinds of sabotage is part of a playtester’s remit. Test To Destruction is the operable term. No destruction occurred, and instead we had a wonderful extended campaign. I’ve playtested many a game (including, but not limited to TSR’s Star Frontiers, and Top Secret, and too many D&D modules to count, and the original revamp of Jeff Dee’s and Jack Herman’s Villains & Vigilantes), and this is the first time the system being tested didn’t need a ton of work, just to make it minimally playable.*
But a set of cool rules (to quote Spicoli) isn’t enough. That’s the same as admiring a well-written recipe and actually eating the dish that results from it. Can you plan and execute a good, workable caper with Polite Society? The answer is unequivocally YES. Not only can you run a good heist, and maybe even a great one, but you can do so with only a few minute’s preparation. One of the best parts of every playtest sessions was after the fact, when Mark would run down the checklist of what went into planning that day’s caper. The job, the twist, the unexpected complication, and so much more – it’s all in there, every time.
So then, without reservation, or hesitation, I invite you to back Mark’s crowdfunding campaign, and/or buy the zines as they appear. In this brave new age of larceny-themed fantasy role playing games (and movies it seems) this is an addition to the popular new subgenre that’s guaranteed to stand out.
Thank you for listening,
Bill Willingham
Former TSR staff artist; lifetime gamer; creator of the long-running comic series Fables.
*For example, in Top Secret did you know there was originally a defensive fighting position one could get into during Hand to Hand Combat in which you could not possibly be touched? Of course you didn’t, because we found it and fixed it. And the hand grenade damage rules were flummoxed by us playtesters by taking turns swallowing each grenade thrown. Since it only did a single d10 of damage, but did it to everyone in its area of effect, we’d just take turns taking the hit for the team.
And yes, it's this Bill Willingham: