(5e) The Great Assault

By CJNB
Geeks Next Door
5e
Level 7

Just outside the Lonely Desert, on the edge of civilized lands stands a massive 200 ft., black cube known as The Brick. Glyphs and symbols adorn the brick, etched into its impossibly hardened sides in an ancient forgotten language. Some say the brick is the doorway between the living and the dead. Some say it is a gateway to another plane. Still others claim that the brick is the foundation for the entire world, and discovering its secrets will unlock the keys to the multiverse. […] What secrets does The Brick hold? What treasure might be uncovered within its black sides? Gather your companions, grip your holy symbols, and bring light into true darkness as you come face to face with the mysteries of The Brick.

Uh … ok.

This 31 page adventure is part eight of a twelve part series. It has the party making some skill checks and then fighting four cultists. The setting is ok? It tries to have flavor? It fails on … adventure?

So, giant square building in plain, glowing runes on it, undead swarm out every night returning by morning. Town nearby, full of holy orders, dedicated to understand the structure. Party has been in town for seven adventures and this is the eighth. Once a year the town assaults the buildings, killing undead and keeping them at back while scholars study the building. The party joins the scholars, makes some skill checks to figure out the building, and then gets attacked by four cultists. Oh, and there’s a party in town the night before so you can engage in some stuff like turkey eating contests and the ilk.

IF you’re ok with the magical society/ren-faire shit then the setting is ok. The whole undead magnet/building thing, with glowing runes, is cool. Once you put a town nearby, full of clerics that train on undead, it starts to get weird. There’s a Romero thing going on where the people in town go to the walls to watch the undead swarm out every night. Surreal. And the leader of the assault (of 2000 people/knights!) rides an armored giant boar. Like I said, it takes some getting used to. The flavor is more “dumb D&D magical society” than it is weird OD&D undead magnet or surreal town watching the wall. It’s like it’s almost doing something interesting but is afraid to go there.

Oh, did I mention that in this town FULL of holy orders and scholars that specialize in the undead, that the mayor is a disguised lich? Yeah, with a mind shielding … how did you know? The inability to do something good matches my own.

Oh! Oh! You gain a level! Yup, you get enough xp to level, says the adventure. In fact, you level after every one of these, or so says the introduction. Doesn’t that match that Mearls statement that the party should level after each nights play? 5e is a story game. If it’s a good 5e you throw in some tactical combat that you can lose. If it’s a bad 5e then you can’t lose.

So, lets see, story game, four combats and some skill checks, a bunch of magic items that give you mechanical ability score bumps (weirdly a lot of them?) , boring rumors, town map doesn’t tell you what the buildings actually are just business names, shop descriptions with trivia instead of gameable data (she buried her husband instead of burning him … uh … so what?) super long flavor text and a lot of it, used as act transitions … the laundry list of bad shit goes on and on.

The 4e skill check part is so mechanical that, at one point, the cult attacks between success four and five of the run.

But, the setting is kind of interesting, and the concept of it being a central point of the campaign is kind of intriguing. It gathers all the NPC’s together on one page, and gives you another page of randos to spice up town life, and tries to summarize them in just a few words: 31/F/Hu/Shy & Nice. Not great, but the thought behind it is the right one.

It’s REALLY fucking hard to get past the lack of content and story-based structure. Yo already have all the flavor text you need if you want to steal the idea, from reading the intro blurb and the review. Although, the thing IS free. There’s just nothing much to salve in this beyond the “town near a weird building that attracts undead” conceit.

And you didn’t stick the fucking party level on the cover or in the description. How do I know what level this is for before I buy it?

This is Free at DriveThru.

https://www.drivethrurpg.com/product/263840/Holy-Mandate-The-Great-Assault?affiliate_id=1892600

Posted in 5e, Reviews | 4 Comments

The Dog That Would Not Bark

By Jonathan Hicks
Farsight Games
Swords & Wizardry
Level: Who the fuck knows?

When a dog comes running to the players looking for attention, what dangers will they be led to?

This six page adventure has one encounter, with five ghouls. My life is a living hell.

I’m interested, lately, in lower page count adventures. In contrast to the overwritten stuff that seems to dominate the market these days I was thinking about the opposite end of the spectrum. What was G1, like, eight pages or something? And it’s one of the best things written. [And, yes Kent, it violates several of the things I judge on and could be written better.] I’ve been a little intrigued lately by the idea of a lower page count adventure with a higher density of rooms. Alongside that is some thinking about pricing and inflation, again influenced by G1. If you got something really good in six pages, or adequate, what’s a fair price for that? Ain’t nobody gonna make any money doing this shit, so it’s a kind of academic question at this point, but interesting nonetheless. Finally, just how hard is it to make an adventure for publication? How much effort is it to get something short, dense, and at least adequate in a form that other people can use?

With this in mind I selected the Dog That Would Not Bark for a review. Six pages fits the model of what I’m looking for! And $1! Alas, it’s actually a six page Sidetrek featuring one encounter. The blurb says it’s an “adventure.” It’s not an adventure, it’s an encounter. The blurb has no level listed. Five ghouls … what is that, level 2 or 3?

An agitated dog runs up barking, making no sound. He wants you to follow him to a ruin nearby. Inside are five ghouls about to eat two little kids. ADVENTURE! Wonder! VALUE! Population: you.

Six pages for this shit. Oh! Oh! “If the party did well then you can put a magic item in the treasure by rolling on the table in the core book.” This is how you write an adventure?

Yeah, the soundless bark is interesting. As is the ghouls about to eat the kids. And the kids say the dog is actually their uncle turned in to a dog by a wizard.  But come on man, six pages? Seriously? There are dungeon with fifty or sixty rooms that come in six pages. That pack this much adventure in to a decent percentage of their rooms.

What a world. What a world. Time to try and find another example to support my thesis and ignore this ever existed. Sometimes science is about conviction.

This is $1 at DriveThru. The preview is but two page long. If it were longer you’d know how much “value” you were getting and not buy it. The second page is representative of the adventure. Lots of whitespace with a couple sentences of text.

https://www.drivethrurpg.com/product/269108/The-Dog-That-Would-Not-Bark?affiliate_id=1892600

Posted in Reviews | 23 Comments

The Mountain Tollkeep

By Peter Lattimore
Garblag Games
OSR/Warhammer


High on a mountain side where the pass skirts the flank of a massive peak sit two towers standing proud against the sky. Between them a thick wall and portcullis bar the path of anyone seeking to sneak from one land to another, for whatever purpose. The walls of this structure have witnessed many things: diplomatic envoys hell-bent on trade deals, generals on horseback with declarations of war, displaced peasantfolk hammering on it’s gates with malnourished hands.

This ten page “locale” is not an adventure. It describes a location, barely. Two towers with a wall running between them, closing off a mountain pass between two countries. It is devoid of any but the most basic location information.

Not an adventure. It is basically a map and then some text describing the map in a VERY basic way. Like, the map shows murder holes and the text says “there are murder holes on the wall”, or the map has two rooms on a floor labeled “bunkrooms” and the text of the product says “there are two bunkrooms on this floor.” IE: the text almost always adds nothing to the map and, while it doesn’t describe room dimensions, it does essentially the same thing with everything on the map EXCEPT room dimensions.

There are no NPC’s. There’s no garrison commander, or drunk soldiers, or anything like that. When it mentions people, and it seldom does, it mentions them in the most generic way possible. “The commander might …”

And it’s full of “might.” It contains useful advice like “you can change the walls from stone to something else to fit your campaign better” or “defenders are most likely to be seen on the walls”, or, in a hook “we’ll leave the blackmail option up to you.” So, basically, this product is a one page map expanded to ten pages with almost nothing else.

And even the map suffers. The two towers are called Falcon and Eerie, but the maps generally don’t note which tower is which.

I bought this on DriveThru and was gonna print it out, but it says i can’t reproduce it in ANY way unless I contact the designer, and I can’t find contact information for them. Yes, I’m being an ass.

There’s nothing here. I’d say it’s not even a location, but rather just a map.

This is available on DriveThru for $2. There’s no preview, otherwise you might know beforehand what you’re buying.

https://www.drivethrurpg.com/product/267577/Adventure-Location-003–The-Mountain-Tollkeep?affiliate_id=1892600

Posted in Reviews | 18 Comments

(5e) Embrace

By Richard Iorio
Rogue Games Inc
5e
Levels 8-9

Embrace is a voyage into the heart of an evil plot. Something strange is happening, and long-held beliefs are being perverted to fit another’s evil ways. How the characters accomplish their task and handle the looming crisis, is another matter all together…

This 46 page adventure is the typical Lovecraft Call of Cthulhu adventure converted to 5e. Actually, it appears to have been written for Sword, Shield & Spell and converted to 5e. But the publisher also sells the Colonial Gothic RPG game, which appears to be CoC in colonial america … and if you think “What if HPL wrote his stories set in colonial america?” and then converted it to 5e then you’d have this adventure. Everything about this is CoC. The pacing is HPL CoC pacing and the writing is straight out of every CoC adventure ever written. IE: bad.

Some woman’s husband has disappeared and not been seen for two months. Seems he was a university professor specializing in religion and went to some village to look in to something, not being seen since. The party is hired to find him. Sound familiar? Like every HPL story ever? When you think of D&D do you think of university professors? This thing is full of stuff like that. “Coach inns” abound, and some of the art looks more like a colonial american inn than D&D … Anyway …

The usual has happened. A cultist came in, took over the local religion disguised as a druid, and then converted people to Shub worship. There’s a strong wicker man/creepy village thing going on, down to the artwork showing a burning wicker man, along with the usual “everyone in the village is cultist”, people staring at you, the local sheriff is in on it, etc. If you’ve played any Call of Cthulhu game, ever, or read a rural New England HPL story then you know what the adventure is.  Wander around investigating, locals rise up, and then confront the EHP.

So, long read-alouds. We know that’s bad and why it’s bad. No one pays attention after three sentences. Then there is MOUNTAINS of DM text. But it’s CoC Dm text style, which means it’s written as a “first x and then Y and then z  happens” which is impossible to follow and run at the table. You can’t scan it. Bullet points and/or white space formatting is in painfully short supply. You can’t find shit, it’s all buried.

NPC descriptions are long and written in the same style. We’re not reading a novel. We’re trying to run something at the table. The writing and formatting needs to be oriented towards that. If all the other Call of Cthulhu adventures jumped off a bridge would you also? Bandit stats, in 5e, are a column long. How ever did older games manage with inline stats? Oh, the horror of recognizing what’s important in the game and it’s not stats, The Horror!

At the start of the game the party gets a letter the missing guy received. It’s signed W. The DM text tells us the wife “probably doesn’t know who W is …” How does that help us run the game?  The inexplicable nature of that line boggles me to no end and is representative of the complete lack of understanding of what an adventure is and how to write one. “I had an idea and I threw a bunch of text down on a page in a roughly linear manner” is no way to run a railroad/write an adventure.

Also, there’s no indication what level this adventure is for on the DriveThru page or on the adventure cover. Bad publisher! Bad! How the fuck am I supposed to know if I should buy it for my group of Level 1’s? Oh, I should just buy it? Oh, you didn’t think of thigns like that. See, get my point, YOU WERE NOT THINKING ABOUT THE NEEDS OF THE DM WHEN YOU WROTE IT.

It’s a CoC adventure. It’s another point in my favor that Horror  translates well between all settings, from SciFi to Fantasy to 1920’s. It’s not bad, at its core, but it’s just the usual CoC tropes, handed down from HPL himself.

Also, I now associate the 5e brand (and Pathfinder, for that matter) with suckage. When I get ready to go buy one I ask myself “I wonder just how bad this one will be …” I’m guessing that’s not the image that WOTC & Paizo are trying for. Mixing official shit with homebrew in the storefront was a bad idea, as was allowing the cross-branding. Hey WOTC, when you finally get that 10 picture movie deal done (You belong to Hasbro for cross-branding purposes. That’s it. And we all know it’s mostly or MtG) I’m going to think “I wonder how bad this one will suck?” because of your paper publishing strategy has led me that way. That’s what you were going for, right?

This is $8 at DriveThru. The preview is perfectly representative of the paragraphs long writing style that you’ll find in the adventure. So, good preview in that you tells you what to expect: a disorganized mess.

https://www.drivethrurpg.com/product/256234/Embrace-5E-Edition?affiliate_id=1892600

Posted in 5e, Reviews | 14 Comments

Trollback Keep

By John Bertani & Aaron Fairbrook
Merciless Merchants
Gold & Glory/2e
Levels 4-7

The Crimson Legion has gained a foothold in the Dragonback Mountains. Having taken over Trollback Keep, they’ve gathered wealth, power and now seek to expand their territory. Villages of man and gnome have been sacked or enslaved. And now the Crimson Legion may be close to discovering the lost Shrine of Deralugos. Lord Brie and his men are busy fighting the raiding bands that are ravaging the area. He’s offering gold and glory to those who can find the source of this incursion and help put a stop to it!

This 34 page adventure details a couple of dungeons and wilderness encounters in a small region. The humanoids have a keep they are launching raids from, and there’s a gnome shrine and dungeon also. It’s a good well-rounded environment with lots of opportunities to get in to trouble … exactly what D&D should be.

Well, it looks like SOMEONE has been paying attention. The wanderers in this are doing things, like orcs congratulating themselves over an elk they’ve downed. AND there’s a reference sheet of monster stats/locations. AND the there’s some cross-referencing of information. AND most of the information is related in bullet form. AND there’s some new monsters and magic items. The astute among you will recognize these as all things I bitch about. That having been removed, I will have to find to find new things in this to bitch about. 🙂

I REALLY like the dungeon map in this. Laid out around a river, it has elevation changes, stuff carved out, the water can be used as a bypass, there are islands, same level stairs, features on the map. The river naturally divides the place in to some little sub-areas. It’s visually interesting with lots of features for the party to explore.

It brings some faction play and interactivity to the table. Gnomes can be added to the parties forces, and they can clue you in to some barbarians nearby who might want to ally … but they don’t like the gnomes. There’s a captured giant to free and the various humanoids in the keep could be turned on one another. It’s a complex social environment and that’s great interactivity. Beyond that the dungeons proper have interactivity, like a corrupted fountain that, if cleaned u p, comes to life for a moment and blesses the party. Part of the place is a gnome temple, which is an excuse for a few funhouse elements, like the boulder roll halfpipe from Dragon’s lair. They don’t come off as odious gnome tricks at all, which is an achievement in itself.

The area keys start with a nice little description. A recently gutted and oozing elk carcass hangs from a tree near a cauldron next to a pile of crushed goblin corpses. An especially warty and fat orcs stirs the cauldron occasionally. Good imagery.

Some of the descriptions get long. Some of the bullets get long. As length increases the ability to scan drops off. It doesn’t delve in to the history of a place, or trivia, but lets say instead there’s a wealth of pertinent information presented. There’s some correct balance here and, while its not bad, it strays a little close to the “too much” line at times. A lot of times. Because of that you don’t get the sense from the text that it’s easy to scan and run. I’m not saying its NOT, I’m saying you don’t get that sense. Looking at it you might sigh, but it IS well organized.

Well, mostly. There’s a thing where they put the monsters at the end of the encounter, bolded, at the same indent level (or, rather, a lack of indent) as the room key proper. This can make it seem like the monster is crowding the next room and lack a kind of intuitive layout. Page ten room 2&3, I’m looking at you in particular.

Also, the art choices are a bit weird. It’s not clear why you might choose to include a generic barbarian pic over a pic of the new translucent snail people who you can talk to. Likewise, a pic of the main keep could have been nice.

And that last point is related to the largest miss in this. There’s a part of this adventure that MIGHT be: gather some NPC people and siege/invade/sneak in to the keep to kill the humanoids. That could have been handled better. An iso view of the main keep, and a littlre more attention to “things high nearby that let you look down in to the keep” or other elements that support a base assault would have been welcomes. There’s a kind of order of battle and some day night notes in places, as well as guards and alarms, but I think that needs to come as part of a package. More variety in the keep yard to hide behind/use in combat. More features in the area around the keep. Some more notes on NPC tactics, etc. [Fair warning: Far Cry 1 is in my top 5 list and I loved the open-ended nature of the base assaults there. And I loved playing Danger International and the base assaults we did in that. So … yeah, I love base assaults and have lots of thoughts on them.]

But … this isn’t a bad adventure. It’s a good one. It’s organized ok, and has interactivity and dynamism to it. I’m fond of the emergent play origin story of the adventure also (I rolled three monster checks in a row and wanted to piece them together in a larger picture.) Man, I’m not gushing, am I? It IS good, just pushing the boundaries of thick a bit and the layout/summaries/bullets, while helpful, could use some tweaking to make the points come across better. I’d say MM have just about cracked the code of producing good shit on a schedule.

This is available for $5 on DriveThru. Easily worth that. The preview is 8 pages. Pages 5 & 6 of the adventure show the orc camp/chef I talked about, and more of the preview shows you the writing typical of what the adventure is.

https://www.drivethrurpg.com/product/264501/Trollback-Keep?affiliate_id=1892600

Posted in Level 5, Reviews, The Best | 17 Comments

B2.5 Caves of the Unknown

By Charley Phipps, Thom Wilson, Mike Badolato
ThrowiGames & NTRPGCon
B/X
Levels 2-4

This 28 page adventure details the Daves of the Unknown dungeon from B2/Keep on the Borderlands, that was initially left blank for the DM to populate. It has about 44 encounters in the main Caves of the Unknown area, and expands the Lizardman mound and a couple of wilderness areas. This adventure provides an answer to the question: can you be both minimally keyed and wordy?

I picked this up at NTRPGcon. After writing this review I discovered that it appears to be physical copies only … and those copies are hard to come by. Oops. Sorry, I don’t usually do that. It looks like BadMike sells them in this storefront. Uh, I mean … SUCK IT FOOLS! I HAVE SOMETHING YOU CANT HAVE! Bwahahahahaha! Until I sell of my collection again. But first I have to rebuy it. Anyway …

Three authors and three separate sections: Charley with the Caves, Thom with the additional Lizardman mount and Mike with the three supplemental “one room” caves.

The second two are easy: they are too long. Column long rooms in the lizard mound and page and column long descriptions of a grizzly bear cave are too much for me, given the basic nature of the encounters.

The Caves of Unknown have more meat to them. And thus more sins. The writing style in all three is quite loosy goosy. Almost stream of consciousness. There’s a lot of padding, and I note in particular the Quantum nature of it. “IF the characters search the [x] then they find …” Or a room “appears to have once been …” This is not effective or efficient writing of descriptions. Ray goes over this in his Writing with Style booklet for RPG writers.

The padding is strong with this one and the loose style does not help scannability. The dungeon is pretty close to Vanilla and minimally keyed, which makes the “four to six rooms per page” stand out, even with the larger font size. There’s a snake under the rocks near the secret door. Further, there’s context involved in the descriptions which often clogs things up. We learn that the lost Thouls get their water from the room with the harpy, sneaking by her while shes asleep. Of course, they attack immediately, so this is a just an appeal to ecology. And explaining of WHY something is. The Thouls must have a water source! The bugbears are working for someone!  And so on. D&D seldom needs a WHY.

Otherwise, it’s pretty vanilla. Skeletons wear amulets to make them harder to turn. [Not one of Gygax’s great moments, and certainly not something to emulate.] Ghouls jump out of sarcophaguses when opened. Treasure is generic book items … and I’m sure B/X got its kiddie reputation based on the preponderance (exclusive) use of book monsters and magic items. They’re generic at this point.

And yet, there are hilights. A burned body on the floor … except for his robe, one of fire resistance. The naked woman in the forest ISNT a nymph, but a werewolf, looking not to kill but to infect others to grow a pack. A decent map, with underground river and several different encounter areas/themes … even if 85% of the dungeon does lie behind an easily missed secret door. Seriously … do no clues at all for that door? That seems a bit rough. I mean, the tossing a 44 room dungeon after room five seems a bit much.

It’s just another dungeon. And that can be ok, but it should be easier to use. Also, I’m not sure I like inline stat blocks combined with fat fonts. Putting them at the end of the room would have made scanning the room easier, I think?

Anyway, how would you, the reader, know? You’re not gonna see a copy of this. 🙂

Posted in Reviews | 55 Comments

(SciFi) Hard Light

By Kevin Crawford
Sine Nomine Publishing
Stars Without Number
Levels 1-3

Hard Light takes a band of young adventurers to a system blazing with the murderous light of a red giant star. The hard-bitten novium miners of the Brightside mining station maintain the only outpost of civilization in a system filled with lethal light and stellar outlaws on the run. Will the players find the riches of the ancient asteroid sky tombs and their alien makers, or will they fall prey to the seething rebellion that boils beneath Brightside Station’s steel skin?

This 38 page adventure describes a spacestation and the small system of asteroids in system. It has three Space Asteroid dungeons and a system to create more: the aline Sky Tombs. It’s got a great core concept with strong social dynamics, but man it is THICK and DENSE with text. Like, “study it every day for a couple of hours in order ro run it” levels of density.

Let’s start off with me saying I don’t know nothing about SciFi gaming. I mean, I love it. I played Traveller with a group that consisted of me and five Astrophysics PhD’s. Nothing like sitting bored for an hour while they argued the laser distance inside a dyson sphere. Oh, Colonel Gil Richter, how I miss thee … Anyway. I love SciFi and have no idea how to run it. It seems to me like it starts out at level 32 with the characters as gods. [Seems like I should do something with that. Maybe on my Patreon?] And I don’t know anything about Stars Without Number. I missed that part of the cycle. And I’m late to the SWN/Hard Light party. Like … ten years late? But people asked and besides, it’s a good test to see if my conceits hold up across genres.

So, Keep on the Borderlands. Take the keep. Make it more interesting by adding two major subplots and maybe six minor ones. Then describe three of the caves of chaos and put in a generator to help the DM make more. That’s this adventure.

The dungeons are the Sky Tombs, some burial/pilgrimage places for some aliens that are in an asteroid belt. You get three described, one of which is full of pirates. Another one is pretty much fully abandoned and the third in the middle of an alien standoff. Three types of dungeons which we might call social, ruin, and normal-OSR-fireworks-factory-storing-gasoline. All three have completely different vibes. While remaining true to their vibes I might characterize each as a slow burn. Each one has a few things going on in it with a decent number of “empty rooms that have something in them but it’s really an empty room” to spread out the action. I’m sure that in play it will scare the shit out of the players and in to their characters pants. Not so much from a horror standpoint but from the tension and unknown. Maybe a little slow compared to most adventures, but you gotta have space to build tension. And this does that.

The station, proper, is a powderkeg. Loans, miners, admins staff, crooked staff, pirates showing up, tense work environment, DANGEROUS work environment. And a couple of major subplots with embezzlement, resentment, and revolution. And then a lot of interpersonal dynamics with people hating each other or secretly in love. It’s a great place and feels alive. It’s better than 99% of the starting village stuff I see, at least, and it’s all because of the downtime/social subplot stuff. And the hooks, several presented, make sense. Yeah, they are caravan guards in one, err, security staff on a supply ship, but it fits in well and each tends to tie the party in to a major NPC, with favors and resentments abounding in them. They all have some good roleplay in them. “Yeah, I owe you $8k? Well, I don’t have it on hand, you see. It’s gonna take me a few days to dig it up and right now I’m totally preoccupied with the water situation …” The entire section on the hooks and subplots is a great example of to bring your stuff to life.

But …

Man, this thing is THICK. DENSE. HEAVY. Words after words after words. I’m sure this all makes sense to Kevin, since he write it, but the thing is going to take several read-throughs, at least, with a highlighter and pencil notes in order to make it runnable on the fly in a meaningful way. Sure, You can run it out of the box easily enough, in a superficial way. It you print out the NPC summary sheet (Great job! And it’s all on one page!) the party could arrive from one of the hooks, run a couple of roleplays from the sheet, then send them off to a dungeon to explore. And you’d be losing a lot that the social aspect of the station has to offer, and will fumble through details like life support, blackmarket, etc. Then you’d hit the dungeons, which you prepared ahead of time, right? Or if using one of the three, you’ve highlighted it ahead of time?

Because man those things are thick also. The third one, the more “typical” OSR dungeon is written in a terser format and is easier to run with only a single pass. The second, the “ruin” is thick and dense with room effects. The first, the pirate den … man I don’t know. It’s clearly got a social aspect to it, and also a “clear them out” aspect to it, but it’s written like the second and the social elements are not supported very well at all. It doesn’t make it easy in supporting the DM in helping the party get in to trouble/have complications. Other nits abound, like an order of battle for the dungeons with smarties in them, and quibbles like warnings in trap rooms, etc.

But the text density, man. I don’t want to come off like an asshole (too late! Ten years too late …) but man, I don’t know. Normally I’d suggest bolding, whitespace work, insets, summaries and the ilk. But it’s SciFi. You HAVE to address air. You HAVE to address “lets just blow it up” and you HAVE to address vac suits. It comes up every time. Maybe level one SciFi is easier to write, and level four SciFi is where it gets harder.

The room keys need a major overhaul. The station needs a major overhaul. There need to be more summaries. Things need to be easier to locate (radiation, vac, blowing it up) and easier to scan (room keys.)

It seems to me that this is a great fucking place, but I have NO idea how I would get it in to runnable format at the table. I mentioned highlighter and pencil, but I’m not even sure that could get it in to a form that would it justice. And justice it deserves. It’s coming in just under No Regerts and is close to that mythical line of something really cool that is hard to use that you find at the used book booth.

This is $5 at DriveThru. The preview is five pages and is a pretty good representation of the adventure. I would prefer a page of dungeon also, or maybe the hooks page, but check out those five pages. If you can make it through it in a single pass and hold the information in your head for a week then you should have no problem running it.

https://www.drivethrurpg.com/product/86468/Hard-Light?affiliate_id=1892600

Posted in Reviews, SciFi | 7 Comments

Through the Gate of Flesh

By Carl Niblaeus
Stockholm Kartel
LotFP
"Low Levels"

Something stirs within a mountain on a forgotten planet somewhere in the Cosmos. Legends talk of a God living in the mountain, a God that has recently woken up again. Some of the inhabitants of the abandoned planet instead whisper of a mad wizard who has returned to the area. And among the elders there are still some who remember the disappearances and abductions many, many years ago. In the dark woods on the mountain there is a strange clearing surrounded by ancient statues, that only bold adventurers dare investigate. What will they find?

This twenty page adventure describes a kind of wizard lab/tower with about fifteen rooms. Nice ideas and an interactive emphasis can’t save us from column long rooms. Even if there is an attempt to provide an overview.

So, wizard tower. Wizard is home and about to Call the Stars (Mummy reference!  That right bitches, I played VtM when it came out! And was Prince of Indy in the LARP. So I’m REAL royalty! FU PoN! 🙂 /Complete the Ritualistic Ritual of Ritualism. Also running around inside are some helpers, some abominations, some dum dum homunculus clones,and some space pirates. Yup. Space Pirates.

And OMG I luv Luv LUV them so much! No-gooders, stopping at nothing in their hunt for treasure. On the lam from the Galactic League. Led by Tunguska Slim, wearing a tooth necklace and singing blues tunes with a raw growling voice. Their spaceship is parked in the woods nearby. Uh … I’m supposed to point out, in this part, how I like gonzo, right? That’s really just a one-off though, the rest of the adventure is devoid of the gonzo.

But it IS full of wizard labbyiness. There’s a metric Fuck Tun of shit to mess with in this. Helmets, thrones, chairs, crystals … sit down, fuck with some crystals, push some buttons. The third leg of Bryce’s Good Adventure stool is interactivity. I think it’s one of the few things, outside of the DM, that can make an adventure fun. You can’t MAKE a party have fun. And the DM contributes mostly to the fun (along with the group. IE: people are important) but an interactive adventure trumps a non-interactive one. Do you want to walk down the street and look in the windows or do you want to go in, try on the clothes, play with the toys, and get free perfume samples? If usability for the DM is one leg, and evocativeness the other, then those two tend to have more of an impact on the DM. Interactivity though leans more towards the players than the first two. And a fucking mind-swap helmet brings the interactivity!

It has a summary sheet that goes along with the map. It’s one page, lists all of the room numbers, and then bullet points the interesting things about the room. A kind of cheat sheet for the DM when running the adventure. It’s a good idea, but I don’t think it’s implemented well. The bulleted summary comes off a a bit generic, losing the flavor of the rooms in favor of the facts and I would prefer to have both. “Room1: Five statues around a large sphere. Pressing bronze disks on sphere reveals entrance to below.” Ok, sure. But a few more adjectives and adverbs would have helped. And what about that formerly manicured walkway? The bullets lose the flavor of the room. Yes, there’s only so much page real estate, but I think that’s a solvable problem. The margins are wide. The bullet form is slavishly followed. Column break space is large. Individual lines in a half point smaller font. Headers/footers. There are a lot of ways to fit more on a page.  

This is important, I think, because the main text is a mess. It’s long and hard to dig through. Long is necessarily always a problem, but hard to dig through is. Formatting, layout, word choice, whitespace can all make long things easier to dig through and find the important bits. But … why have a preponderance of unimportant bits? Sure, some are nice, but not to the extent they get in the way. And man, this is a textbook case of “could be easily fixed.” One room starts with “This 40’ circular chamber is the room where interested guests to the laboratory were greeted.” Guess which room that is? Yes, it’s the reception room. I left out the first part “1: Reception Room” And we know it’s 40’ from the map. The first thing the DM sees is garbage text. That’s not conducive to running it at the table. [And, a note for those who like to see room dimensions in room text. A: I don’t care. B: You get to like what you like C: You’re arguments carry more weight if you can make a case for them better than ‘i like it.’ And remember, you’re fighting against Core Principal One – Make it easy to find shit]

Likewise the text is full of notes like “If the PC’s look behind the curtains …” or “if the PC’s search the boxes in the room …” These are not quantum events. They don’t exist when the PCs do things. Less snarkily, those are filler phrases that do nothing. “Behind the curtain are …” or “The boxes contain …” is better writing. Ray(?) has an entire book on this shit. What’s that called? I gave it a recommendation. Oh, Writing With Style by Ray Vallesse. Someone needs to buy Carl a copy. (https://tenfootpole.org/ironspike/?p=4366) “Six armchairs, once beautiful, now ragged and decayed.” You mean 6 ragged & decayed armchairs? I think we can infer the once beautiful part based on context.

A major, major edit, both by a good editor and by Carl proper, would clean this up enough to at least hit No Regerts. But not in its current form.

Also, did I miss the Aldebaran thing? Lovecraft? Howard? I know it pops up all the time in shit like it has some meaning I missed.

This is Pay What You Want at DriveThru, with a suggest price of $2. The preview is meh. It does show you the map summary thing. It’s a good idea. It also shows the rumor table, which seem ok to me. The beginning of room one is on the last page. That starts to give you an idea of the writing, in an imperfect way.

https://www.drivethrurpg.com/product/265258/Through-the-Gate-of-Flesh?affiliate_id=1892600

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Fight On! #14 – Citadel of the Dark Trolls

Citadel of the Dark Trolls
Lee Barber

This is level 9 of the community Fight On Megadungeon The Darkness Beneath. It has nine locales in a large cavern system, with each of them expanded upon in to a number of keyed entries. Deep in its own mythology, it rivals the Ghoul Kingdom. And has no idea how to organize itself for play at the table. Ultimately, a disappointment.

Some of the upper levels of Darkness Beneath rank among my best of all time, including what I think of as THE best of all time, Level one. It’s simple, terse, non-standard and creates child-like wonder. I would argue that the Citadel of the Dark Trolls is has the most expectations of all the levels presented. That “dungeon map” that rides along with every Darkness Beneath level has had it staring us in the face for many years. Yeah, it’s not the LAST level, the Tomb of the Dark Lord remains there as desert, but Citadel has the kick ass name and the teaser right from level one, with the great doors on the underground highway. Lee has written something that lives up to the expectations set. It’s deep and rich and full of that hinted at mystery and mythology that Kingdom of the Ghouls (Baur) also did so well. You get a real sense for the place, and it’s not generic AT ALL. I have an issue with expectations and you can see that in many of my reviews. It’s not my most charming quality. But this dungeon met my expectations. It FEELS like the Citadel of the Dark Trolls.

The caverns have about nine major locales. These are large open areas and  the like, on a grand scale ala Descent in to the Depths of the Earth. Not really a hex crawl, but there’s a sense of large space/distance here. It’s a nod to the ecology and the “kingdom” of the dark trolls. Each locale is expanded upon, some more than others. There are fully keyed out locations, like the citadel proper, and then other locations that get more than a nod, like the troll “farmlands.” The hand-waving gets a little deep at the some places, like the farmlands/supporting “countryside” but it’s at a level that is about appropriate for something like this. It’s enough to give the DM something to work with, as a sideline if the party should flee there, for example, but I think also recognizes that this is not a 90 page supplement but rather one article/dungeon in a magazine with about 20 other articles in it also.

I’m going to concentrate on three points to the review, two minor and one major. First, I quibble with the overview map & key. Oh, did I say key? I mean, it doesn’t actually have a key. The “big map” has a hex-like map of nine locations, each with a number and a little embedded “#1 is the gatehouse” chart on the map. And then the main text has GATEHOUSE instead of “#1- Gatehouse.”I’ve seen a couple of adventures do this lately and I’m not sure where it’s coming from. (Since this was written a few years, I guess from this?) There’s this reliance on textual headers to convey location information. I don’t get it. How does that make it clearer? Maybe if magazine page numbers were on the chart also or something. But forcing me to fig through the text to find a one line offset entry for “GATEHOUSE” is not the way to earn “I am the friend to the DM” points.

Secondly, the linkages to the other levels seems a bit light. As an example, the gatehouse notes that the guards will let you through with a legitimate reason. Three are listed: legitimate bounty, an identifying item/pass, or you want to fight in the pit games. I know, all too well, how hard it is to link up a deeper level to an earlier one when you’re writing it at different times, and yet that’s the challenge to overcome.

Both of those are symptoms of a larger problem, the need to think about how the adventure will be run and orienting the writing and layout towards that. For example, on of the rooms at the gatehouse tells us what happens if people fly over the gatehouse. It’s the room with the giant ballista in it. Ok, that makes sense, in a way. But … isn’t it more likely that the party will just fly over the gatehouse and the DM will be left digging through the adventure looking at keys, ALL of the keys, to see what happens then? Why would you not put this information “up front” outside of the keys? That’s where the information is likely to be needed. Buried in room 23 of 76 would wouldn’t have a note about what happens if the party doesn’t visit the dungeon, would you?

But, the major issue is that I like to think this level is incomprehensible. Each and every room is so THICK and DENSE that you can’t make out what is going on and how it relates to the issue/room at hand. Rooms are a third of a column, or a column. Paragraph breaks are few and far between. I’m looking at room 2 of the gatehouse right now. It’s about half a column of text without bolding or paragraph breaks. There are long digressions in the rooms of things like:

“Skaemir was returned to the Citadel by posturing goblins, his lacerated flesh sliding from exposed bone. To chastise the troll nobles, Gorangol kept the Prince’s equipment, ate his Blood Thump, and demanded that a week-long party for her wild goblins be held at Dagendreng Hold, free of charge. While recovering, the angry Prince learned that the Shamans blamed an outbreak of disease on his combined failures to uphold prophecy.”

Uh, ok. I guess so. Is the middle of a room description the best place to put that fluff?

And fluff it is. Fluff after fluff after fluff. That section comes from a column and a half that describes fighting styles and other information. WITH ONE PARAGRAPH BREAK.That’s what this level is. It’s a fluff regional setting book. I don’t review those. Since fluff is solely inspiration, and I think that’s totally subjective (or, maybe, I don’t know how to review subjective shit) I don’t review fluff. I like it, and don’t mean fluff in a derogatory term, but it’s not an adventure.

This is 27 pages of fluff masquerading as an adventure. Ye Olde Pushbacke &| guidance seems to have been missing.

It’s fucking cool, but I’m currently running a game, not reading the background guide for a Tv series writer.

This is $8 on Lulu.

Posted in Reviews | 11 Comments

(5e) Sleeping Giant Mountain

By Ashley Warren
Self Published
5e
Level3

A recent archaeological expedition in Icewind Dale has uncovered a remarkable discovery: the Spine of the World mountain range is, in fact, the actual spine of a great giant.  The discovery confirms an ancient legend, that giants as tall as mountains once roamed the Forgotten Realms.
Lead archaeologist Silja Stengravar knows the truth. Centuries ago, a lich, threatened by the giants’ ancient elemental power, banished their race to an abandoned planet known as Kaiva. The lich was defeated, but its curse remains, protected by its minions in the heart of Garagai Mountain. Held captive to the curse, the giants are suspended in time, unable to roam free and claim Kaiva as their own.  Silja’s discovery has summoned the portal to Kaiva. Will adventurers brave the perilous journey through the hostile and awe-inspiring planet to destroy the curse and reawaken the giants?

This seventeen page adventure has about six pages of actual content. Laid out in three scenes, the party travels through a hollow mountain, that is actually a giant, kills some shit, and then runs away as the giant they are inside of starts to move again. Ignoring the scene-based structure and the “archeology” bullshit, the organization of the adventure is a nightmare. It could be worse, but the lack of content and the free-flow organizational style hide a simple linear adventure.  

First, nice cover! That’s the kind of place adventurers should be dying to go to! The touch of the fantastic this brings to the adventure is wonderful. Of course, the players don’t actually get to see that, since the place is supposed to look like a mountain and not a giant. Or … does it? The advice to the DM is to do whatever you want, make it look like a mountain or like a giant like the cover shows.

This then is our first major point of divergence: the role of story & the DM. This adventure is firmly on the side of “DM as storyteller.” Want it to be a mountain? Make it a mountain. How long should the players have once the mountain/giant wakes up in order to escape from it? It’s up to the DM, as they control the pacing. Should the players be trapped on the other planet if they fail? It’s up to the DM since they control things. Somewhere around 2e the game shifted. Instead of an emergent story that develops around the party the style changed to the DM as storyteller. I find this hollow. In it lies a thousand sins. The players no longer have agency in their own action. The rules won’t let you die anymore and neither will the DM because their “story” has something going on. The baddie must escape. The artifact must trigger. Blach. So what? Someone dies and they make another character. They don’t escape and they get to have adventures on another planet. Or they have an entire campaign inside a giant. Or any of a thousand other possibilities. But it’s the players who have the action token and not the DM. This whole DM as Storyteller thing has Giovanni Chronicles in it. A hollow & empty style of play that can never be meaningful because there was never anything at risk or any chance to change the world in anyway. The plot says that at level 20 the evil god gets summoned, so whatever you do is meaningless. It’s going to happen 19 adventures from now. Just pull out your phone and play some Bubble Bobble.

So, this adventure is a part of a playstyle I abhor, and can make a logical well reasoned argument as to why it’s bad. Let’s accept for the moment that someone responds with the No-Accounting-For-Taste “But That’s the Way I Like To Play.” What then?

Then we fall back to Ye Olde Rule-e One-e: the only purpose of the adventure is to help the DM run it at the table. Does this do that in any meaningful way? No.

The data is laid out in some weird paragraph form. Inside of each “scene “are some bolded subheadings. Each subheading with have a couple of paragraphs and the various encounters are laid out in that text. There is no real organization other than “if you read the entire thing from start to finish then you will see the order of things as thing one comes before thing 2 or thing 3 in the text of the paragraph.” This is terrible, and is now the second or third time I’ve seen it. I don’t get it AT ALL. What’s the point of this? Is room/key now not being done at all? Is it impossible to just bullet point out important information, or number it, or do ANYTHING other than just list it in paragraph form? Again, the DM is scanning the adventure text at the table. They need to location the information quickly. Burying it in a paragraph is not the way you do that.

There’s a couple of inset boxes early on, when the “archeologist” is talking to the party. (This i, I think, the only time inset data is used. Or anything other than just paragraph data transfer.) The first is some … flavor text(?) about the archeologist. The second is a point of data about a curse. The inset about the curse it good. If I’m the DM, looking at that page, I can immediately find the curse data. But the archeologist flavor text? What’s the point of that? Their personality & looks are would have been much better served to have been highlighted instead of being buried in the sentence data in the paragraph before the insets.

I can quibble with the other choices. An archeologist wants your help. Why? Why not a wizard? Do we have to live in a world with archeologists and museums and shit? Why not embrace the fantasy? Easy enough to fix, they’re a wizard now. But there’s other things. There’s some note about how killing a wolf is an evil act if it hasn’t attacked yet. And it then attacks. What? Hang on there. Uh, no, it’s not an evil act. You mean it’s an evil act the way YOU play D&D. In my world it’s not. This kind of DM enforced morality garbage is a blight on the game.

This is a low page count low content adventure. It is no way lives up to the cover, even given the “run away to escape the giant” gimmick ending.

The designer runs an RPG Writers Workshop and appears to be an author. The content of the workshop appears to be of two types. The first section appears to be things you might see in any writers workshop. Storyboard, moodlists, outlining, creating villains, NPC’s, etc. The second part is about layout, editing, publishing, etc.

I haven’t gone through this workshop, but the agenda leave me with a raised eyebrow. Adventure writing is not similar to story writing AT ALL. Adventure writing is technical writing. You are trying to transfer information out of the designers head and on to paper in such a way that it enters the DM’s head that they can use it to run the adventure. All in about the three seconds you get when they glance down at the page. I don’t see that in this workshop. Joyce may have been a great writer but if they wrote a D&D adventure in the style of Wake then it would be a disaster. First, technical writing. Then evocative writing detailing interactive encounters with the POTENTIAL for combat. D&D is about interactivity and too many designers confuse combat for interactivity.

It is my great hope that the great masses of humanity who know only the WOTC/Paizo echo chambers do one day get exposed to the better writing & formats os the inside & OSR scene. There are certainly a huge pile of garbage in that community also, but they seem to be more actively thinking about these things, and experimenting with formats, etc, than the WOTC/Paizo crowd. The major publishers are really doing a disservice to everyone by not caring about information theory in their own products. People see it from the the official publishers and think that’s the right way to do it. There’s no right way. Some are easier than others, but there are many paths to good design. The WOTC/Paizo garbage is not it though. These designers get all these 5-star reviews and accolades, never knowing what’s over the next hill

This is Pay What You Want at DMSGuild with a suggested price of $1.

https://www.dmsguild.com/product/232047/Sleeping-Giant-Mountain?affiliate_id=1892600

Posted in 5e, Reviews | 11 Comments