
By Onslaught Six, Roz Leahy
Tidal Wave Games
OSR
Levels 1-9
[…] Deep beneath Castle Gygar was a thriving maze of magical creatures. These levels would shift and expand at times, as if the dungeon were taking a breath. The divine magic of Lord King Gygar was no match for the chaotic energy of his dungeon’s denizens, and, before long, the Castle was abandoned. The land of Jotun has been without proper rule for hundreds of years now. Castle Gygar’s ruins stand as a kind of warning now, a warning against digging too deep in search of power. For the foolish few who now and then decide to ignore this lesson, a p
This 64 page digest adventure fits in a megadungeon with twelve levels and about 25 rooms per level. It’s got a kind of disconnected vibe between the rooms, a very terse minimalism, and some videogame overtones. It does hit at a consistent mediocre level. I just find it hard to sustain interest.
Well, it got done. Which is more than most large projects can say. I’m going to struggle, somewhat, with describing what this is. “It’s the ruins of Castle Gygar, it’s dungeons anyway. Duh!” But, more than that, the kind of disconnected nature of the levels. But, perhaps, I should start with the room description style. That’s a weird place to start but I think it kind of is the origin story to everything going on in this, in one way or another.

You can, from that collection of room entries in the screencap, tell that the rooms are pretty terse. We’re talking twelve to a digest place terse. “Four +1 Spears hang on the wall, glowing brightly as they are approached. A small vent conceals a low tunnel to 1.3” Two sentences. Quite terse. Not the more evocative sentences ever written, by far, but also it’s hard to slam them for padding. 🙂 So. Why are the sentences not longer? Why select this ultra-terse format? It’s twelve levels and over three hundred rooms. Size can’t be the factor, the entire product is long. Unless 64 pages is a logic publishing format that it needs to fit in to? In which case … why twelve levels instead of ten with longer descriptions? I feel like I’m missing something, a gimmick or something. It just feels artificially constrained, although I can point to no real reason for that feeling other than the very short descriptions in a very large number of rooms … and thus implicitly a large page count. I do appreciate a terse format, but, not so terse that we lose the room proper. In the grand scheme of things a padded out product would be shittier than this, this kind of terse but ok would be neutral and an evocative terse description would be the ideal. So, first do no wrong is taken care of. I just can’t see why the word didn’t end up somewhere better. The rooms come off as barren.
And, more than that, they come off disconnected. Why are the spears there? I don’t mean backstory. There’s an ogre nearby. And imps. Gargoyles. Beastmen. The Hunger. That’s a lot of monsters. A zoo almost. In the rooms surrounding Ye Olde Glowing Speare Roome. I don’t need a historically accurate number of farmers to yeomen in a village but I do need the vibe to seem plausible. Why are they still there? And, for that matter, why the fuck are all of those monsters living so close to each other? This is why we have lairs, and zones of control, and themes areas in dungeons. It keeps this kind of monster zoo thing from happening. There are dead zones. And dead zones between areas can have secrets. Like four glowing spears hanging from the walls. So, it all just kind of comes off as disconnected. Sure, it’s a room and the description does not overstay its welcome. But, also, the description isn’t really bringing the room to life in any way AND the overall design and placement of the room doesn’t really contribute to a bigger picture. On the first level the leader of the beastmen, a single orc, sits on this throne, his 3000gp(!!) treasure in the next room. He’s flanked by his beastmen guards. So, I guess two of them? Pretty nice fucking loot. And no beastmen lairs or orc lairs or really ANY other monsters nearby. Just dude on his skull throne with his two bros. There’s no real level vibe. Or zone vibe. Or room vibe. Just do you thing in THIS room and move on. It’s not even full of special rooms, like, a set piece after a set piece like the Tower of Gygax con game specials. I don’t know, a more boring Stonehell barbican?
And there are quite clearly come videogame play loops. You can convert temples to your own god, which will give you a small attack bonus You can rind relics which are like one-time-use spell scrolls. You can go through a twelve step process to find a +5 sword on the last level that detects secrets doors and can cast list and cure wounds. Which, frankly, seems a bit of a rip off after twelve levels and the hoops you have to jump through. It feels like maybe its a way to help with that interconnection issue and lack of purpose, but, you also don’t really seem to know WHY, to what end, all of the mini tasks are leading to. And if you don’t know you are making a decision then the tension around making that decision is lost.
And, of course “The door to 0.8 is locked by the Gold Key (0.15).” How much more of a videogame flavor do you need than that?
Monster summary in the back, along with wanderer tables, which is a good idea. No monster descriptions, which is a bad idea. The map does denote which rooms have internal light sources, which I enjoy to help me run a level. But, also, the rooms try to denote it also by placing the text in either white or black font, which I think makes it busy. Not to the point it’s illegible or anything, I just don’t think it does what the designer wanted, it’s already on the map, and, worst of all, it annoys me. 🙂
Things are just not … vibing together the way I would like. It really needs a rug to tie the dungeon together. Outside level. Dragon level. It’s just, overall and individually, not working together toward a common end. Maybe you can sustain long play like that, I don’t think I can.
This is $10 at DriveThru. There are multiple previews, so, good job with that.
https://www.drivethrurpg.com/en/product/510225/the-ruins-of-castle-gygar?1892600

I actually don’t mind the format; it reminds me of the old Geomorph entries given as examples: the first time the room is entered, there’s a hungry troll. If entered again, there’s a vagabond willing to barter, etc. I don’t need much more than that to run a game, as long as attention is paid to more complex or important rooms.