By James Desborough
Portmortem Studios
LotFP
Levels 2-4
A high-concept adventure beneath the bone-white hills of Southern England:. […] The hearthstone tilts forward as the ground beneath it gives way, and the fire collapses inward with a choked sigh. A black seam splits across the floor, racing between boots and table legs, widening in the stretch of a blink. Tankards slide. A bench tips and crashes onto its side. The air fills with a grinding roar as chalk collapses in vast, dry heaves beneath the inn. The far wall lurches downward, its timbers shrieking and daub shattering to powder and horsehair as it tears loose. Cold night air floods briefly in through the widening fracture, carrying the smell of wet earth Elinor cries out as the boards beneath her feet dip and tear apart, and she vanishes into the dark. Outside, horses scream, their hooves beating against nothing […]
This 62 page adventure presents seventeen rooms of pitch blackness in a “lair of the sub-humans” tunnel complex. The designer had an idea and tried to implement it, but has no idea of what an adventure is or how to write one. Thus a confused over-wordy mess that, I think, doesn’t understand the Lamentations game system either. The pretension, in the face of this, is interesting to see.
You’re sitting in a bar. Oh no! The tavern collapses in to the earth. It’s very dark. TOTAL darkness, not even infravision or magical sight works. Subhumans start killing the other survivors who fell in also. Thus starts a little over a dozen rooms of groping about and smelling your way to the mystical ate that gets you back to freedom while you suffer -2 hit, +2 to be hit, blah blah blah.
This is garbage. It didn’t have to be.
The designer here is a Clever Boy. We know that because he tells us that in page after page of introductory text that amounts to See How Bad Ass I Am? I don’t know, he’s scared of the dark, he obviously met Raggi once somewhere and they are basically the same person and now he wants to suck him off by name dropping and it’s not a Fuck You dungoen its actually just hard the way OSR dungeons should be. “This is Atypical You’re not going to find any of the typical adventure-book fare here.” Uh huh. Listen to the voice saying Follow Me, says Frankie. As it has always been, the person shouting the loudest is generally engaged in flim-flam.
“Perhaps the best/ worst example of this was The Tomb of Horrors, but the ‘fuck you’ is now used as a condemnatory slur directed at anything with even slightly elevated deadliness or Old School sensibilities.” No asshat, it is not. But you didn’t write this for the OSR, did you? You throw some words down on paper, with painfully little care, in order to slap a price tag on it and make a buck or three from whatever followers you have and test the waters for more from the OSR crowd. Alas, at least from your viewpoint, you will find little purchase here. I suggest one of the more niche circles for your medicine show.
Name calling? Ad hominem attacks? That’s not this blog. Or, rather, it’s reserved for the worst of the worst, the money grab people. Let’s see just why this adventure is garbage.
There is, at a minimum, column long section of text up front defending hard dungeons ala the Fuck You dungeon, and, of course, noting that this is not a Fuck You dungeon. This is wrong. It is a Fuck You dungeon. Further, it’s a Fuck You dungeon that, I suspect, has never actually been much less playtested. The mechanics in this just don’t work. The presentation doesn’t work. That’s how I know this. Perhaps one of the very earliest examples of this, in the text, is what happens when the tavern collapses. You have to make a save or take 2d6 damage. That’s gonna be a 16+. We’re looking at between 5 and 18 HP for a party of mixed classes for levels two to four. And you’re gonna take seven damage. AND THEN YOU NEED TO MAKE ANOTHER 16+ SAVE OR TAKE ANOTHER 2d6! These are not optional. They represent the collapse of the inn into the chasm belowground. That is, on average, fourteen damage, with a fighter, on average, having eighteen hit points at fourth level. And you want me to believe that you have play tested this? Run this? Believe you know how D&D works? No. I loathe mechanics. I loathe an appeal to balance. But I also know that the lack of understanding of low hit points, saves, and turning undead are the absolute tells of fuckwit medicine men. [As in, all medicine men are fuckwits, not an adjective to describe certain medicine men.] The designer does not, in any non-trivial manner, understand the game system that they are writing for. The snake oil is strong with this one.
How else do we know? The read-aloud. The read aloud here is long. VERY long. Like, a page long in some sections. A column, or a good chunk of one, is not uncommon in most places. James Desborough has never read that text aloud to anyone playing this game. Because if they had then it wouldn’t be that long. James would have seen his players turning on their portable gaming systems, watching tiktoks, going to get a beer, swiping on tinder, or whatever. No one pays attention. We know this. It’s common knowledge. You don’t monologue a villain. The players don’t pay attention. You don’t write long read-aloud, the players get bored. This is not a player issue. This is a designer issue. The WotC study, the article about it read-aloud and attention spans, should be well known by this point. And, as I noted, even if it were not the complete lack of player attention as you spew more and more irrelevant flowery text at them should have been a major hint to the designer. If it has been play tested, of course. Or even run for someone. Does it work for the players? Do you CARE that it works for the players?
How about the DM? Do you even care if it works for the DM? Or is this just a payday for you? You see, gentle reader, the text here is in italics. And in a funky fucking font in italics. No one, ever, in the fucking history of the world has ever said “Oh boy! I hope I get to struggle through a long section of flowery text in a font that is hard to read!” Long sections of italics are hard to read. This is, or should be, common knowledge. Funky fucking fonts can be hard to read. Funky fucking font in fucking long sections of italics are VERY hard to read. It’s a fucking cognitive issue in much the same way that single-column text causes more fatigue than double-column. Not that YOU give a fuck.
Let us move on to formatting. The text here is in a kind of long conversational paragraph styling. The only straight appeal to formatting is a bolded word like “Smell” or “Taste.” That’s good. It helps direct the DM attention to those needs. You know what else the DM needs? To know how many creatures there are in the room. Room one in this is where the adventure starts, so to speak, the pit the tavern and everyone has fallen in to. There’s some vignette shit where the party hears gurgles and screams as the Bone Tomahawks slit throats and cut hamstrings and the like. And, of course, there’s a fight for the party to take part in. It doesn’t actually say. Ever. Some of the people in the inn survive the fall and there’s a little section for each of them that describes their current state. Related, there’s a brief “event” that is the attack, and in the text of one of them, relating the attack on one of the fallen NPC’s, there is a note that says “If they kill both the attackers …” That’s all you’re fucking getting. Pretty fucking basic, isn’t it? How many enemies are in the room? No? You wanted to write some story game bullshit and slap an OSR label on it? Or, are you just incompetent as a writer after all these years? Or, given up and doing a money grab?
How now brown cow, let us look at immersion. There is little. What there is, though, is designer fiat. Why can you not see in the dark? A Wizard did it. Why is X? A wizard did it. I’ve been writing three reviews a week for, what, fifteen years now? The amount of contempt the designer has for their audience is beyond compare. Yes, fuckwit, we are all playing D&D. We know that if we want to play D&D tonight then take the hook. We know that everything in the fucking game is made up. And we rely on designers to provide the verisimilitude that does not break the fourth wall and does not drag us out of the vibe. You didn’t even fucking try. You just wanted X to happen. I don’t need explanations. Those suck also. A contingency spell goes off that triggers a magic mouth that says a spell trigger word. That’s bullshit also. Explanations suck. But immersion in the game does NOT suck. It’s a major fucking point of RPG play. But you don’t give a fuck about that do you? Cha ching! Given that no one makes any money in RPG’s I must then assume this is and ego boost for your self-described “high concept” pretentious adventure of little imagination.
There’s a reference sheet at the end with some mechanics on it. That’s good. There are also a series of NPCs who you end up with in the tunnels/pit. The descriptions of these are in three parts. A read-aloud (ug) and a paragraph or so of information that is full of background as well as mannerisms. The mannerisms are good, the backgrounds less so, and in most cases could have been eliminated or GREATLY reduced. Then there’s “their condition after falling in.” The mannerisms and condition information should have, also, been included on the reference sheet, in an abbreviated manner. There’s a nod to this, but just in terms of a name and tracking their alive/dead status. A few extra words here, on mannerisms, would have gone a long way. IE: how to use them in play.
Otherwise, this is just a series of encounters in the dark with little interactivity beyond that. There’s a lot of room in the OSR, from the RAW 1e crowd to those smaller games that lean more towards streamlined mechanics. I don’t see this as fitting anywhere in the spectrum.
This is $13 at DriveThru. There is no level range mentioned until you get in to the meat of the product, that should have appeared on the cover or the marketing page on DriveThru. The preview is six pages, the first six, so you get to see a good deal of the initial pretension. It should have included a page or two of encounters to give the potential buyer an idea of what they are purchasing. That is the purpose of a preview.
https://www.drivethrurpg.com/en/product/561839/kingdom?1892600
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