I generally cycle from SF to fantasy on about a six month cycle; I seem to be switching over again, as I found a new SF (abeit pulp SF) book I got to share.
Romulus Buckle and the City of the Founders !
Richard Ellis Preston Jr.
Zepplins, Martians, post-apocalyptic earth, swords, robots, and giant cool hats !
Season with the LA basin, cults and technoclans, lots more zeppelins, evil neofascists, missing sisters (did I mention robots ?).
Honest to god, what more do you need ?
A good, fast read, tight story, good characters, excellent dialogue and brisk writing style, all contribute to it being awarded the coveted 2013 prize for best use of zeppelins in a post apocalyptic setting without elves or gratuitous use of Tesla.
..AND, the second book is now out, in which the devilish plot and trechery is further revealed, along with blood-thirsty Martian Saber beasts, and a Mysterious Mountain hideaway !
Again:
http://www.amazon.com/Romulus-Founders-Chronicles-Pneumatic-Zeppelin-ebook/dp/B009PS42YI/ref=pd_sim_kstore_1
Wherein I blather on RPG design, play, and stuff I design, as well as rules-lite games and classic D&D and Traveller (and others), proving that while I don't have a life, I do have a keyboard.
Showing posts with label reviewsday. Show all posts
Showing posts with label reviewsday. Show all posts
Tuesday, December 3, 2013
Sunday, July 28, 2013
Quick review: Orbital by Zoser games. A traveller setting & sourcebook
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Orbital
A traveller setting & sourcebook
Paul Elliott & Ben Lecrone
From Zozer Games
From the blurb: Orbital
is a science fiction setting for Traveller with a fairly realistic (TL 9) feel
that is set within our own solar system.
Yeah, well I say, Orbital is great ! It is exactly what Open source Traveler should be (and is) creating. New campaigns in new settings, with all the
bells and whistles; chargen, ship building, planetary info, etc. It’s a TL 9
setting confined to the solar system –
no FTL, no gravitics and actual rockets instead of grav thrusters – so,
although they are super efficient &
advanced fusion rockets, fuel use and burns are important.
It includes rules for chargen appropriate to the setting, necessary
modifications to ship design (spin-grav modules and fusion drives in
particular), planetary lift off , re-entry and orbital travel rules; a bunch of
stuff that does a very good job of adding granularity to the low tech levels in
any traveler game, even one set in the Third Imperium. It probably worth getting for that alone if
you are a 3I purist.
The setting is cool, although I have to admit I freaked when
I saw it described as Cold war (” Dammit ! pipped again ! ) – but, it turns out
to be a late 80’s type cold war tech +100 years – and the main cold war is
between earth nations and Luna. So, cool;
my retro cold war setting is still viable (see
this blog for details) (assuming it ever wakes back up)
A very 1980’s SF
setting, no cyberpunk, no transhumanism, just corporate greed and nationalism
in space.
Chargen is well modified for the setting, and presented with
a minimum of “look it up in the core rules”, and a good selection of hardware
and “stuff” is included.
Orbital tells you the events and timeline, discusses
politics and society, and does it in an engaging and detailed manner; It’s harder to do well than it seems –I’ve
read quite a few attempts that seem more like an unusually dry sixth grade social studies report copied from
the encyclopedia than I care to think about.
I heartily recommend Orbital.
Get it here at DTRPG
http://rpg.drivethrustuff.com/product/109160/Orbital
Wednesday, September 14, 2011
Continuing my break from the cold war…a review of Engines and and Empires !
So, I thought I’d do some fanboy reviews of games that I’ve fallen in love with. First up, Engines and Empires.
How bout a quick summary before you start blathering ?
Okay.....Engines and Emrires is a BEMX/Holmes inspired set of rules via Labyrinth Lord, and allows play in a fantasy milleaux that is technologically similar to the pre or earlier victorian era. Mainly self contained setting and rules. It seems pretty much play-out-of- the- box ready, possibly with some need for LL in the spells. Whatever, nothing a competent DM or creative noob couldn’t handle. 200 + pages with no crucial part being overlong. Rules, spells, campaign equiptment, chargen mass combat, extras, options, you name it. All there. Vampires, Elves, lightning cannon, fireballs and rifled musketry, man. Vampires and lightning cannon, man ! Hobbits with muskets ! With muskets ! Yowsa !
Authors blurb:
ENGINES & EMPIRES is a campaign setting designed for use with the LABYRINTH LORD fantasy RPG. Sitting at the crossroads of heroic high fantasy and Victorian gaslight romance, E&E pits magic and science against an ancient darkness intent on once again enveloping the world of Gaia... along with all the Free Folk that now dwell thereupon.John Higgins , 257 pages.
Free PDF,and very reasonably priced print available from Lulu, here.
Now, the froth and fluff part.
Okay, here’s the deal, I am of the firm opinion that the further one gets past the pseudo medievalesque setting, the less sense class and level systems make; the same with different class membership and abilities by race (which really should be species). Plus, I’ve always cordially dispised " race as class" from its first presentation in Holmes (which, with BEMX I’ve always shunned). That said, E&E would seem to be a long shot for me to obsess about and fall in love with. But it is….fantastic.
Possibly its becuase it's vaguely post Napoleonic,early Victorian setting exactly defines the last period where class/level systems work (for me); possibly because it’s an actual non-dark/dystopic steampunk (gaslight, actually) setting or possibly because its a different take on human and non-human coexistence in a game world – but probably because it’s so well written, presented and a hell of a hoot. Heck. I even forgive it for Class as level because it makes it work (see below).
But Doc, why have you gone over to the dark side of emphasising setting over rules ?
Because E&E is that rarest of rare things, a rules set+setting that is well presented, flavorful, creative and not just another world of Greyhawk with or without some kind of edgy tweak. Unusually for me, the setting is a big part of the attraction, the rules are fine too, but there are lots of rules in the world. The rules work for the setting, and don't require a vast investment of time in learning the authors new d17-d4 action resolution skill and trait based semi-level system. And the setting rocks, and not just becuase it's edgy gritty or has cognitively dissonant elements merged together (Spelljammer anyone ? Mechs in Creeks and crawdads ?)
And how is it not just another D&D elfy welfy eurocentric greyhawk only with mecha carved out of Ents and trains that run on spellpoints drained from gelflings ?
Well, primarily, the setting is self-contained and almost unique – early steampunk without as much punk, also known as a gaslight romance –except that romance now pretty much means relationship romance, and not fantastical. What sets it apart from lots of steam inspired RPG’s is that steampunk usually either pushes magic in an almost modern world (Falkenstein,most vampire/werewolf settings) or focuses on the crazy science (1889, most of the steam mecha). E&E does a good job of including both; magic is old, but science is new –it’s the exact overlap of gizmo invention and academic magic and spiritualism.
Also, whereas much steampunk has been edging closer to 1900, E&E drops back to clearly before the 1860’s, probably to 1820ish (Crimean war ?) with some anachronisms. Inventors work with steam and chemistry, electricity is a new and yet to be tamed force, cap and ball rifles and revolvers exist alongside swords and suchlike, people ride horses, sail in clippers or steam side-wheelers, and flight is reserved for balloons and creatures with wings. Oh yeah –plus the undead and magic, both of which have a much more Victorian penny dreadful flavor.
AND, it’s not just set in an earth alternate. It is similar physically to earth, but it is a world where lots of the non-human species (elves, dwarves fey,niads,centaurs,halflings) coexist as equals and humans are just another kind of race. Humans don’t dominate, nor are the other species declining. Even the frikkin hobbits have a kingdom or two, and IIRC, a napoleon analogue is a gnome. (Laugh at the committee for public safety, if you laugh at me, monsieur). It has a history, and a gazeteer of the kingdoms at a reasonable level of detail, with lots of places and plaothooks for the GM to use.
Finally, while it clearly is shoving a Gygaxian fantasy world into a later setting, its fairly well thought out, and isn’t just an attempt to represent a particular modern or SF trope only this time made using steam and cocoanut shells (any fantasy/steam age star trek or mecha game, I’m looking at you)
And lots of cool hand drawn maps ! Did I mention the maps ? I love maps.
Any actual discussion of mechanics besides fanboy love ?
Like, what else do you need ? Okay, okay.
The rules are Labyrinth Lord derived, with custom classes and all the basics of Old style D&D mechanics and feel are there. It has the defining race as class mechanisms of the Holmes/BEMX family of games, and is scaled for a 36 level character track, paralleling the basic/advanced/master/expert kinds of plateaus. Usually these would be problematic , but the class level works well enough, and has the benefit of similar non-humans have different classes –so, an elfy character has some options, just some are called Fey, and etc. Similarly, the 36 level scaling (who the heck has time for a 36 level campaign now that we are out of middle school….) seems much more doable with an custom advancement scheme that avoids XP altogether, and is based on game session. I think the assumption is that a character should level up every4-6 sessions. That’s still a long way to level 36, but doesn’t involve having to kill Gods to get enough XP to level up….. Chargen is bog standard. Combat is very abstract, but with options for old farts like me to use to complicate things. Of note is a skill system that is simple, and not very granular – much like the d20 lite systems use. If you like the skill granularity to be very fine, this may not work for you, but it is very consistent with the style of the game.
The basic D&D classes are there (Fighter, Mage, Cleric, and Thief) in some campaign appropriate disguises, with some different skills and abilities. New classes include the inventor, a requirement for any steampunk/gaslight setting. Clerics are scholars (kind of a cross between VanHelsing and Seminary trained types), mages use charisma, fighters are soldiers, monks are Boxers (Fisticuffs AND Marquis of Queensbury, wot!), Thieves are experts/professionals, and inventors have a fully developed set of rules for tinkering, gizmonics and infernal device creation.
How does it play ?
Overall, the style of play seems fast, but not truly cinematic, if you accept that john Wu films are the baseline for cinematic RPG style. Remember, it’s a world where the fastest communication is still birds, and the fastest land transport is a horse. Whereas a cinematic game simply cuts to the action and then to more action with a brief précis of between the scenes events, the action in E&E would seem to be fast, and frequent but with a fair amount of development of the intermediate play sequences. Yes, you get to fight cannibal apes, but you also get to role-play a court feast and negotiate a treaty with the king of the gnomish cannibals.
The rules are simple and familiar enough to be essentially transparent. One plays the game, not the rules.
Anything to look out for ?
I sorta wish it was available in an 8.5 x 11 size, and/or hardback. But , one can print the PDF that way.
It really doesn;t have any sandbox rules, although encounter tables and world detail is provided -but no Judges guild style hex contents genrator tables - but thats fine, as it comes with a dandy setting already installed.
If you are expecting high graphic hex bases map projections, the ones provided will not satisfy. The art is (I think) entirely period B&W clip art; you'll either love it or hate it. Combat isn't very granular, but if I want that, I have Frappe or Colonial age skirmish.
Liking a rules set with 36 levels, post medieval class and level and Holmsian race as class makes me experience cognitive dissonance.
Oh yeah. Gnomes are treated as if they were worth existing. Can't support that. next thing you know, it'll be sapient ducks........
Anything else ?
E&E is a different RPG using familiar tropes and rules. Its exactly what I think is the goal of the OSR -not just cloning, but developing from the neccessary clones. Its all to easy to become obsessed with the basics (ie rules cloning) and lose sight of the fact that it is not an end in itself. Or, more academically, "Don;t convert vital ideological praxis into rarified ideology. Get out on the barricades !"
Anything else that doesn't hint at absurdist mockery of GNS games theory ?
Yeah. Who the hell are you, anyway ?
Look. I love it. It’s honest to god adventure from the last age of explorers, Burton and Speke, guns and mystic mysteries vs. the glory of science, all in a world different enough that it need not be haunted by the dark side of steam (such as colonialism, satanic mills and factory cities, and…well, the killing floor of world war one). Full marks. . I have the free version, and two copies of the print version, and I’m a known cheap bastard.
GO GET IT NOW !
Other reviews are to be found here and here .
Tuesday, February 1, 2011
Reviewsday Tuesday. Spinters of faith part 1: Railroad or Sandbox ?
Reviewsday Tuesday Presents:
Caveat: FGG sent me a bunch of free and unsolicited PDF product after I wrote a raving fanboy squeeee about Swords and Wizardry, Complete edition. All he requested was a fair review, which I hope to provide, but be aware that I did not pay for this, so that will color any comments I have. See, maybe it's me, but whenever I buy something, I always read it with an eye to “Did I just waste X dollars that I could have spent more enjoyably on Beer.”. Needless to say, anything involving beer being wasted, even potentially, can inspire some serious nerd rage, which these kind of reviews will lack.
First question: was it worth the Beer ? Absolutely, as it was free. The only way to up its Product to Beer rating would be for FGG to send me Beer with the PDFs (are you listening ?). Would it have been worth the beer if I paid for it ? Read on.
Splinters of faith (SOF) is the first part of a ten part adventure series, intending to start players at level one, and work up from there, probably to level ten; oh yes, and save the world, while they are at it. They visit a village, get some well intentioned but incorrect information about a chicken, deal with the real problem, and discover a dangerous way to kill some time with a bunch of ghouls and such. Ideally, they realize that this Is Part Of Somthing Bigger and More Important than the chicken or their loot from the crypt.
So, okay, I liked it, although I may not have ever bought it on my own, mainly because there are so many damned modules, and I'm a snob (see note at the end) . Note that I did read it all the way thru (which says a lot) , and am very tempted to use it as a start to running D&D for my son and his overly sugared up friends.
It is easy to run as a basic railroad style “ read the backstory to the players via a bard, ancient tome or annoyingly intrusive wizard buddy of dad’s or something , and send them to save the worlds by visiting a bunch of places”; or, and this is key, a spooky mystery with threads buried throughout the more mundane bits of a campaign.
Regardless, it’s a nice module with a village, some wilderness and a nice crypt full of undead. It should challenge beginning characters, and actually hose them if they are really stupid. Otherwise, they’ll likely win, but know they’ve been in a fight. Which, really, is the point of adventures, right ? 'cause:
“As his vision faded and filled with the sight of the Lord of the Nazgul standing over the bodies of Glorfindel and Aragorn, Frodo surrendered to despair and cast himself into the foaming river, the ring slipping from his drowning fingers. It was lost again, but still whole and would soon find its master; nothing now would stop the tide of darknesss, nothing but the worlds end."
Is depressing.
Objective part:
What you get: a 16 page PDF, with some nice cover art which can be used to illustrate why elves are not nice benevolent angels like Frodo thought (Read the Hobbit again, and pay attention). The title is great: juxtaposing portentous (not pretentious. Look it up) phrases like “splinters of faith“ and the word “chicken” is always good postmodern fun. Actual text starts on page 4, and as foretold in prophesy, the last page is OGL stuff. So, twelve pages of actual stuff. Art isn’t excessive, and seems evocative; lots of maps (IE real content) are included. The campaign back story runs to page 9 before we get to the part that the players are in. The module can either be run as a one off (although it will lack some resolution, sometimes life is like that, and at least you get some cool stuff and a good ghost story), or as part of an organized campaign To Save The World By Remaking an Artifact.
I should mention that I'm reviewing the version for swords and wizardry, presumably the complete edition. This is great, and really convenient as it is the rules I want to run, and gush about. Probably why they sent me this one instead of the pathfinder version. Clever lads, them Frog Gods. That's about all I have to say about that, except that it nicely shows a wonderful benefit of the rules lite and OSR approach to gaming: minimalist stat blocks. Let me say this here, MINIMAL stats and technical rules exposition REALLY Helps Make the text more READBLE. No kidding. I have to read statistics books and software manuals for a living, so when relaxing, too much techtech makes my eyes threaten mutiny .
The Subjective stuff (aka dogheaded opinions)
Okay, it has an epic backstory, an evil icklord, and a McGuffin scavenger hunt. Pretty straightforward, and honestly, nothing new or surprising. The task (fix the mcguffin, stop the baddie) is cryptically spelled out on the door to the tomb, in case the bad guy comes back. Why they went with poetry and not a big skull and trefoil logo with warnings and instructions in in seven languages and stick figures is a mystery, but that’s priests for ya.
The actual play parts consist of one village, a small extra-dungeon wilderness, and a small but evil-encrusted barrow. One moves from the mundane (kill the fox that is eating chickens) to the surprise (oh, look, it isn’t a chicken) to the dangerous and spooky (Where does this go….oh man, so that’s why they are here…). The village is good and mood setting, the interim setting is an expected surprise, and the crypt is a very nice small dungeon which actually makes sense if you you know the backstory. If not, it’s a good undead fight, with clues that something very odd happened here. This is crucial to the point of the module. It’s the gateway to a long epic campaign, which always means, how to keep the players on script without chains and whips ? SOF1 has an unusual, and, I hope, intentional, approach to resolving this dilemma.
A digression about the Backstory:
Interestingly, apart from some cryptic poetry (in a crypt –get it ?) Most of the backstory is unavailable to the players without him tediously reading it to them : “The ghoul in life was an unspeakably evil man, servant of the big bad dude who was, as you all know, imprisoned here by and artifact of great puissance which was forged by the elder blah blah blah.)”. So, one can just hand them the backstory (ADD module XYZ123 style) , but me, I think that this lack of explicit exposition is a feature, not a bug.
In other words, the players should at most get the impression that something very odd, unpleasant and unfinished has happened here, and possibly something that is hidden in their histories –or lost. The module states that the players should have a definite feeling that the McGuffin needs to be reforged. Me, I’d play it as a Close Encounters like compulsion , or at least an itch to find out what the heck happened there. At the very least they may be motivated to find out who the heck killed and left after having robbed the.....oh wait, spoiler. Buy it yourself, since I didn't have to, so they can make money. Geeze, what is it with you kids these days ?
So...?
So what’s the solution to running it as part of a campaign ? Like I said, one can vomit forth the backstory and then highlight the cryptic poetry so they know what there mission is, or, alternately, and I like this, it is VERY easy to leave them baffled.
My opinion of a good horror story (which this is, with a dark claustrophobic settings, Dark Lords and a side order of cannibalism, entombment and betrayal) is that you spend most of it going "WTF ? Seriously, what was that about ?", then, "Oh gosh ! I think its.... ", until you get to "AAAAAAAAA we're screwed !". This is an excellent vehicle for that kind of start to a campaign.
The module claims that the following installments can be linear or in any order, and that suggests to me that the whole plot can be buried and only slowly uncovered between the lines of normal adventuring. At which point you start to discover that there’s something you should have done, and maybe you didn’t, and perhaps its not too late to make it right…..
Or...?
Or, if your players hate to think, or don’t have lots of time, or just want to play epic mcGuffin hunt, one can easily give them the tour guide and a reservation on the Acheson, Topeka and Dungeoncrawl Railroad. Don’t knock it, kids, it can be a very fun style of adventure if you know what it is going in. Sandbox is not the only way.
The Note at the end:
Confession: I never have liked adventure modules. This is an adventure module. Bear with me before I draw any conclusions. See, in the classic D&D era I snootily avoided them, proclaiming “why buy imagination that I already have in spades”; and then went on to run whatever, often as not no less derivative, railroady, unjustifiable and confused as any AD&D XYZ123 module. Sometimes it worked, sometimes it didn’t. Possibly it was because I was cheaper then, being a highschool/college student, and plus, too, there was always the onerous amounts of beer and textbooks to pay for. So, I didn’t get a lot. Some classics, yes, and I always was a sucker for sandbox or city modules. But basically, I’ve always been a roll yer own kinda DM.
Now, however, I find time limits press upon me, and my gaming group. The time needed to build up a decent adventure is scarce, valuable, and often disrupted by (insert beer reference here) and family, too. So, my secret shame has been shopping for and using modules, pregens and etc.
This looks like a good mix of prebuilt and DIY....sort of like a module from IKEA ? Oh well. There goes any hope of beer from FGG.....
Splinters of faith, Adventure 1: It started with a chicken.
Gary Schotter & Jeff Harkness.
Frog God Games. 2010(ish)
Caveat: FGG sent me a bunch of free and unsolicited PDF product after I wrote a raving fanboy squeeee about Swords and Wizardry, Complete edition. All he requested was a fair review, which I hope to provide, but be aware that I did not pay for this, so that will color any comments I have. See, maybe it's me, but whenever I buy something, I always read it with an eye to “Did I just waste X dollars that I could have spent more enjoyably on Beer.”. Needless to say, anything involving beer being wasted, even potentially, can inspire some serious nerd rage, which these kind of reviews will lack.
First question: was it worth the Beer ? Absolutely, as it was free. The only way to up its Product to Beer rating would be for FGG to send me Beer with the PDFs (are you listening ?). Would it have been worth the beer if I paid for it ? Read on.
SOF:ISWAC capsule review for the attentionally challenged.
So, okay, I liked it, although I may not have ever bought it on my own, mainly because there are so many damned modules, and I'm a snob (see note at the end) . Note that I did read it all the way thru (which says a lot) , and am very tempted to use it as a start to running D&D for my son and his overly sugared up friends.
It is easy to run as a basic railroad style “ read the backstory to the players via a bard, ancient tome or annoyingly intrusive wizard buddy of dad’s or something , and send them to save the worlds by visiting a bunch of places”; or, and this is key, a spooky mystery with threads buried throughout the more mundane bits of a campaign.
Regardless, it’s a nice module with a village, some wilderness and a nice crypt full of undead. It should challenge beginning characters, and actually hose them if they are really stupid. Otherwise, they’ll likely win, but know they’ve been in a fight. Which, really, is the point of adventures, right ? 'cause:
“As his vision faded and filled with the sight of the Lord of the Nazgul standing over the bodies of Glorfindel and Aragorn, Frodo surrendered to despair and cast himself into the foaming river, the ring slipping from his drowning fingers. It was lost again, but still whole and would soon find its master; nothing now would stop the tide of darknesss, nothing but the worlds end."
Is depressing.
More stuff, lots o' blather and actual information occasionally .
Objective part:
What you get: a 16 page PDF, with some nice cover art which can be used to illustrate why elves are not nice benevolent angels like Frodo thought (Read the Hobbit again, and pay attention). The title is great: juxtaposing portentous (not pretentious. Look it up) phrases like “splinters of faith“ and the word “chicken” is always good postmodern fun. Actual text starts on page 4, and as foretold in prophesy, the last page is OGL stuff. So, twelve pages of actual stuff. Art isn’t excessive, and seems evocative; lots of maps (IE real content) are included. The campaign back story runs to page 9 before we get to the part that the players are in. The module can either be run as a one off (although it will lack some resolution, sometimes life is like that, and at least you get some cool stuff and a good ghost story), or as part of an organized campaign To Save The World By Remaking an Artifact.
I should mention that I'm reviewing the version for swords and wizardry, presumably the complete edition. This is great, and really convenient as it is the rules I want to run, and gush about. Probably why they sent me this one instead of the pathfinder version. Clever lads, them Frog Gods. That's about all I have to say about that, except that it nicely shows a wonderful benefit of the rules lite and OSR approach to gaming: minimalist stat blocks. Let me say this here, MINIMAL stats and technical rules exposition REALLY Helps Make the text more READBLE. No kidding. I have to read statistics books and software manuals for a living, so when relaxing, too much techtech makes my eyes threaten mutiny .
The Subjective stuff (aka dogheaded opinions)
Okay, it has an epic backstory, an evil icklord, and a McGuffin scavenger hunt. Pretty straightforward, and honestly, nothing new or surprising. The task (fix the mcguffin, stop the baddie) is cryptically spelled out on the door to the tomb, in case the bad guy comes back. Why they went with poetry and not a big skull and trefoil logo with warnings and instructions in in seven languages and stick figures is a mystery, but that’s priests for ya.
The actual play parts consist of one village, a small extra-dungeon wilderness, and a small but evil-encrusted barrow. One moves from the mundane (kill the fox that is eating chickens) to the surprise (oh, look, it isn’t a chicken) to the dangerous and spooky (Where does this go….oh man, so that’s why they are here…). The village is good and mood setting, the interim setting is an expected surprise, and the crypt is a very nice small dungeon which actually makes sense if you you know the backstory. If not, it’s a good undead fight, with clues that something very odd happened here. This is crucial to the point of the module. It’s the gateway to a long epic campaign, which always means, how to keep the players on script without chains and whips ? SOF1 has an unusual, and, I hope, intentional, approach to resolving this dilemma.
A digression about the Backstory:
Interestingly, apart from some cryptic poetry (in a crypt –get it ?) Most of the backstory is unavailable to the players without him tediously reading it to them : “The ghoul in life was an unspeakably evil man, servant of the big bad dude who was, as you all know, imprisoned here by and artifact of great puissance which was forged by the elder blah blah blah.)”. So, one can just hand them the backstory (ADD module XYZ123 style) , but me, I think that this lack of explicit exposition is a feature, not a bug.
In other words, the players should at most get the impression that something very odd, unpleasant and unfinished has happened here, and possibly something that is hidden in their histories –or lost. The module states that the players should have a definite feeling that the McGuffin needs to be reforged. Me, I’d play it as a Close Encounters like compulsion , or at least an itch to find out what the heck happened there. At the very least they may be motivated to find out who the heck killed and left after having robbed the.....oh wait, spoiler. Buy it yourself, since I didn't have to, so they can make money. Geeze, what is it with you kids these days ?
So...?
So what’s the solution to running it as part of a campaign ? Like I said, one can vomit forth the backstory and then highlight the cryptic poetry so they know what there mission is, or, alternately, and I like this, it is VERY easy to leave them baffled.
My opinion of a good horror story (which this is, with a dark claustrophobic settings, Dark Lords and a side order of cannibalism, entombment and betrayal) is that you spend most of it going "WTF ? Seriously, what was that about ?", then, "Oh gosh ! I think its.... ", until you get to "AAAAAAAAA we're screwed !". This is an excellent vehicle for that kind of start to a campaign.
The module claims that the following installments can be linear or in any order, and that suggests to me that the whole plot can be buried and only slowly uncovered between the lines of normal adventuring. At which point you start to discover that there’s something you should have done, and maybe you didn’t, and perhaps its not too late to make it right…..
Or...?
Or, if your players hate to think, or don’t have lots of time, or just want to play epic mcGuffin hunt, one can easily give them the tour guide and a reservation on the Acheson, Topeka and Dungeoncrawl Railroad. Don’t knock it, kids, it can be a very fun style of adventure if you know what it is going in. Sandbox is not the only way.
The Note at the end:
Confession: I never have liked adventure modules. This is an adventure module. Bear with me before I draw any conclusions. See, in the classic D&D era I snootily avoided them, proclaiming “why buy imagination that I already have in spades”; and then went on to run whatever, often as not no less derivative, railroady, unjustifiable and confused as any AD&D XYZ123 module. Sometimes it worked, sometimes it didn’t. Possibly it was because I was cheaper then, being a highschool/college student, and plus, too, there was always the onerous amounts of beer and textbooks to pay for. So, I didn’t get a lot. Some classics, yes, and I always was a sucker for sandbox or city modules. But basically, I’ve always been a roll yer own kinda DM.
Now, however, I find time limits press upon me, and my gaming group. The time needed to build up a decent adventure is scarce, valuable, and often disrupted by (insert beer reference here) and family, too. So, my secret shame has been shopping for and using modules, pregens and etc.
This looks like a good mix of prebuilt and DIY....sort of like a module from IKEA ? Oh well. There goes any hope of beer from FGG.....
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