The Crypt Beneath the Earth

By Adam Helešic
The Curios Eye
OSE
Levels 1-2

Delve into the decrepit druidic crypt occupied by the warring tribes of lizard men and gullygugs. Discover its treasure, history, secrets, and rituals. Ally yourselves with the inhabitants, fight them, outsmart them, use every advantage you have to gain the upper hand and leave the dungeon with pockets full of gold, gems, and magic items!

This 24 page adventure uses thirteen pages to describe about twenty rooms in a druid crypt/cave complex overrun by a couple of humanoid factions. It tries. Really hard. Like, maybe, if you really tried to hand copy an illuminated manuscript. It just feels off, as if the various rooms don’t really belong together or interact together in any but the most basic of ways. The OSE style is not used in a very effective manner and the writing could be better. Still, though, you can see an adventure in there.

In a throwback, we’ve got no hook here. There’s just a giant tree with a hole hacked in to it and a set of stairs going down. Inaside we find an old elven druid burial ground. At least a few rooms full of it. And some bullywugs who’ve started to set up a lair. And some lizard men who are also trying to set up a lair. With the two groups fighting. And a treant protector of the tomb, who is absolutely useless, who wants everyone to be respectful. And a genie that the bullywugs have who is kind of an asshat in a new and different genie way. And some arcana spiders who just want to be left alone too do their magic shit. . Which almost certainly means they’d be REAL happy if the bullywugs were wiped out. No one likes you bullywug! Go home! Enter the party. 

The map supporting play has, I don’t know, maybe one major loop. It does have monsters noted on the map and is easy to read, but also it feels rather linear. Not, I don’t know, natural? It’s ok. If you were looking for a basic map to support an adventure then this would do it. It’s not going to create fun, but, there it is.

And, that’s kind of the same with everything in this. What if you knew what the correct thing to do was but can’t quite get there? There are wanderers. They are doing things. But, well, they are not great. “1d6 lizard men in a battle-ready formation, slowly moving through the dungeon.” Well, ok, sure. But thats really not much more than my d12 table I use in my game for wandering motivations. It’s fine. Really. 

There’s a line in this that I think is great. “The gullygugs are bandits, thieves, and overall bastards who can’t agree on anything, their approach always preceded by the sounds of their bickering.” That should, I think, be the springboard to many encounters and many situations. But I don’t think it’s taken advantage of. Playing them against each other. Hearing them coming. Luring them away. That’s the kind of “neutral environment” thing that I love. But I can’t see the adventure really taking advantage of it at all. Or, even, making opportunities where it could come in to play beyond the most simplistic “we approach the room and hear arguing” sort of thing. A potential denied, so to speak.

There’s OSE formatting. OSE formatting can be good. But only if done well. Is it done well here? Well, no? There’s descriptive text. Is it done well here? Well, no? There’s encounters with people to talk to and scheme. But, is it done well here? Well, no? Is any of it done BADLY, to the point of being odious, obviously off the mark or so on? Well, no.

We can see from that clip the OSE style. And how it has been clumsily implemented. Then, given the sarcophagi, the treant (in a dungeon …) and the skeleton vine dude, what order would you put the follow up the detail in? Or even the initial OSE style detail? Which is likely to be the most important thing, meaning what the party notice first or interacts with the party first, etc. What are you likely, as a DM to NEED first, in terms of follow up order and what are you likely to want to know about first, as a player, in terms of the OSE description section? Not what’s there. And then, the dude. The skeleton vine dude. Essentially he doesn’t do anything. I think the designer MEANT for this to be important. Interacting with him, what he says/des etc. But I don’t get much of anything out of that description. How to use him, both literally and figuratively. There is a lack of … payoff? Build up that leads to payoff? Does anything there, on that entire page, make you excited and the make the juices broil and cause ideas to leap to mind? Sure, not everything has to be The Jungle Cruise at Disney, but, also, maybe we can get to Epcot levels? Nothing there inspires.

And, even, nothing there is very well integrated in to the other environments. The lizard men, the bullywugs, the genie, the arcanas … there’s not much here. The treant would like people to play nice. Great. We just need a little more here. Some slightly stronger leanings towards interactive play. You can’t just SAY there are factions, you also need a little shove in to factions.

There’s this tendency to miss the obvious thing in the adventure. We see here the murmuring figure, a 50% chance of being there. Ok. Kind of an OSE description. Ok, not the bets one ever. Kind of a lack of understanding what the OSE description style is, but it’s there. I wonder, though, what the murmuring figure IS? There’s no indication of which monster this is. It’s not obvious at all. I’m not cherry picking, it’s not in text below this or anything like that. There’s just nothing there. You just missed one step: what the fuck it is. The most important one. In another spot there’s this adventurer that’s is emaciated, slumped against a wall, almost in a coma or asleep. He’s got some worm thing sucking his could out, and it will attack the party. But, what then, the adventurer? Nothing. Nothing at all. Who is he. Does he wake up. What if the party manages it? I get it “12 prisoners in a cell” don’t all need a personality and a life story. Sometimes genero dude is just a genero dude. But this is ONE guy. And it’s almost certainly the case that the party will do SOMETHING to try and help him. And if almost every party is going to do almost the same thing every time, then it seems like the designers job to maybe just provide a couple of words there to help support the DM during play.

This is free at DriveThru.

https://www.drivethrurpg.com/en/product/527477/the-crypt-beneath-the-earth?1892600

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Aoethera: Cataclysm

By Tim Duncan
CritHeads Gaming
Castles & Crusades
Level 9?

150 years ago, each continent was ruled by its own Kings or Queens, with the exception of Athel, which was a true wildland and sparsely populated. King Bisdain of Othellis, a primarily human continent, set his eyes on Athel. He wasn’t the only one. In the west, the orcs of Undgar had several settlements established, and in the East, the elves of Vewul had built a magnificent frontier city, Mulvic, and had designs for another one. King Bisdain began his bloody conquest in the west, while secretly building the Eld Bridge to the east. The human steel was far superior to the orcish iron, and they managed to drive the orcs entirely from the land and into seclusion on Undgar. The King and his troops wasted no time moving east, converging with reinforcements from across the newly finished Eld Bridge, and laid siege to Mulvic. While the elves had far fewer numbers, their tactics and techniques kept the invaders at bay for nearly 20 years. As the years past, the elves’ numbers slowly dwindled, and the capital City of Isvewul across the sea was getting desperate to liberate their surrounded people. It was in this desperation that the elves created the Sentinels, mechanical humanoid constructs built to be controlled by the implanted brains of volunteer soldiers

This 104 page linear adventure uses roughly ninety pages to describe twelve scenes. There are no specifics, but there are a lot of motivations and backstory. It’s abstracted nonsense about the fallout from some political thing with elf kingdom manipulation or some shit like that. Boring crap.

Sometimes I just wish I could say “It sucks” and move on with my life. There’s this category of adventures that really are disasters, in the most amateurish way. Hubris, I guess. I can get behind some hubris. But, also, Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe, anything at all, you would’ve hidden from it in terror. I admire someone’s ability to just go out and do it. And I absolutely loathe the result, everything that led up to it, and the fact that I get to pay, literally and figuratively, for the hubris of others.

That’s the opening page. Well, after the table of contents which is in the same style except all of the text is in that blue underlined font, making it even harder to read than a page of fancy font italics on a “fun” tan background image. Did you look at it? Did you look at it and say “Yup, that’s easy to read!”

Great. A column of read-aloud to kick things off. Ingenuity of its people. Got it. Time for a city adventure. I love me a city adventure! It’s one of my favorites! The adventure immediately transitions from that read-aloud to you waking up on an airship.

I don’t know. You’re on your way to another city. That’s like all you get. There’s no adventure between that meaningless starting read-aloud and that “night two” start of the adventure. No boarding of the airship or reasons or anything like that. I guess this will have to do, as well as being told the food is expensive and bad: “The first two days aboard the Airship is rather uneventful! The captain is friendly and more than happy to chat with the passengers. The crew are respectful, but in a hurry, as their duties keep them pretty busy while underway. Addison Buchard and CPT Greene keep to themselves as much as possible, trying to keep out of sight. Addison is shy if approached, and CPT Greene is standoffish, but not hostile or rude.” Abrupt transitions from scene to scene. Overwrought text. And a massive railroad. I guess you’re taking the fucking parachutes, ey?

This one scene, of the twelve, is a good example of the text and playstyle. You have a rather abrupt read-aloud to begin things. Then there’s a very general description of the scene, the number of bandits and their objectives, etc. You are essentially seeing all of that in the screencap above. Then there are like five pages of maps of the ship, one of which is a small keyed map with a very general overview of each section. “Main Foyer: This connects the Crew Quarters, the stair to the Passenger Quarters, and the Mess Deck together. The Door to the Crew Quarters is kept locked at all times. DC 18 DEX will unlock it.” It’s not really a keyed encounter map, and, for the play style envisioned, it’s probably the right amount of detail. About a page for everything and a brief enough overview to get the feel. But the ACTUAL encounter is not specific at all and, i think, is essentially just an idea padded out to a column of text. There are bandits. They want to capture the chick and will destroy the ship if it looks like the characters are fighting instead of fleeing. I mean, that’s the basic scene, just expanded. That’s seven pages to describe “the principals jump out with a parachute during a bandit attack.”

Everything is this very loose description of a situation surrounded by a very strict railroad so you can get from point a to point twelve. I’m normally down for a situation, but in this case it doesn’t feel like a situation. Or, perhaps, it doesn’t feel like the text supports the situation. It’s just TOO loose. I recall one of the early 4e adventures that had a complex of cave rooms and a monster in it with the party negotiating the entire area with its difficult terrain and so on. Like a traditional cavern map but with a only one creature. The minotaur in his maze or one of those “trick” levels, like the mirror maze level with a robot and laser beams. Not a room as a set piece but rather the level as a set piece. Except this isn’t a set piece. It’s too loose for that. And it’s not a sandbox, it’s too constrained for that. Here’s a genericish map of an airship. There are twice as many bandits as characters. Go! “It’s entirely up to the GM how many Terravore
occupy each mound, and if any mounds are vacant.” Well, good thing I bought an adventure And, yet, there is tons of backstory. And motivations. And NPC description details that don’t really matter.

Leaving aside the plot based/scenes/chapters issue, it’s the situations here that are frustrating. I get situations. I love them. And open-ended play and a sandbox. Great. If I squint hard I can tell that the designer is TRYING to support the DM. There’s an attempt to explain what is going on so the DM can improvise and adapt. But the emphasis is on the wrong spots. Those motivation and background parts should be shorter and the encounters/situations more specific. It’s too open-ended where it needs specificity and too wordy in the parts that are to support “off the rails” play. The formatting also doesn’t contribute to locating information easily for the off the rails portion.

This is $25 at DriveThru. The preview is the first six pages. That’s really just a table of contents and some background information, the first six pages. It should show a chapter, from start to finish, to give a potential buyer an idea of what they will be handling.

https://www.drivethrurpg.com/en/product/532342/aoethera-cataclysm-book-1-for-castles-crusades?1892600

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The Lost Cannon

By Adam Dreece
ADZO Publishing
OSR
Levels 5-7

Time is running out as the infamous pirate Vocini races toward the swampy ruins of a coastal outpost in search of a legendary weapon, the Cannon of the Blessed. The adventurers must find and assemble the fabled cannon and sink Vocini’s flagship or risk being overwhelmed by his forces and tipping the balance of regional power. But danger lurks at every turn, as the Sea Witch’s minions do not welcome trespassers to her swamp.

This 104 page adventure uses about forty pages to describe about fifteen rooms. That means wordy and a lack of focus. Railroady to boot, I can think of no reason to ever consider running this.

Porchini the wannabe pirate king has one ship and the entire navy can’t stop him. Oh no! He’s going to try to find a legendary cannon in some ruins nearby! The party is arrested by a bunch of level fives and a level nine and sentenced to find the cannon that Porchini is after. You ride in a carriage a couple of hours, a carriage that holds at least seven extra people from all the guards present, until you get to the ruins. You explore fifteen rooms, find the cannon pieces, and shoot at the ship. The cannon does not cause nuclear explosions, so it’s unclear why everyone wants Porchini to not get it. Whatever. This adventure sucks. 

Oh, fuck, I forgot. It’s a race against time! Of course it is. Porchini is on his way to get the cannon. I don’t think the party is told that. Maybe once? You have to tell the party when its a race against time or else you’re just suddenly springing shit on them. Better, just don’t do a race against time. They always suck fucking ass. Every fucking adventure is a race against time to save the destruction of the world. *yawn*. 

So, five guards. All fifth level. And a level nine leader. This is at least as much power as the level range indicates. If you’ve got some level five guards then why not send THEM to get the cannon? Further, if the fucking ruins with te cannon are just a couple of hours from the fucking major city then why are they still unlooted?! Because of monsters? I think monsters have never met a city full of poor desperate methheads. None of this shit makes any sense. 

It’s magically shushed. In the read-aloud.

You know what does make sense? When you’re dropped off the carriages and guards go hide until you’ve got the cannon. “Even if the party searches, they won’t find where the coaches, grand magistrate, and Yokik went, as there is no trail due to magic. A spell has been put on the coaches that cloaks them, which the grand magistrate has control of. It only lasts until the following morning.” See, that makes sense. That’s what a shithole of an adventure would do, and it does it. Railroad the party. Take away options by fiat for no reason. Why can’t the party kill them/find them? I don’t know. The designer decided so, I guess. It didn’t match their idea of a heroic adventure? “The party has until midnight, more than twelve hours, until the coaches will be forced to return to the capital city. It is a two-to-three-day march back, in good weather. Why midnight? Why twelve hours? I don’t know. No reason in the adventure. Just because the designer said so, for no particular reason, and is enforcing it. Hey, remember that level nine? “If the party is in trouble, the GM may choose to have Yokik Swiftblade attempt to save the day (Yokik’s details are in the Creatures section at the back of the adventure).” Because of course the mary sue saves the day. Fucking shit engages in seemingly every low-effort trope possible.

Good thing this was in there

104 pages. For fifteen fucking encounter locations. That’s absurd. Even if I JUST take the room key section thats forty pages for fifteen encounters. So roughly sixty pages of backstory, preamble, monster stats, magic items descriptions. And, of course, how to read a stat block. I hate this shit. Put your fucking effort in to the fucking rooms keys. The extra shit don’t matter as much. The room keys are, generally, the heart of the adventure. Put your effort in to the heart of the adventure. So much extra shit thrown in and such shitty fucking keys. It is, quite frankly,  embarrassing. A special combination of hubris and chutzpah that I shall never possess, I guess. 

Three page backstory. Four page room descriptions. Just some fucking monsters. “F you dont free the sea witch then she breaks out to attack you.” She’s been trapped forever, and, so, selects NOW as the time to break out. Because of some fucking story idea the designer has. Trying to construct cool moments. Punishing the party for their decisions which interfere with their cool moments. “Oh, no, sea witch is wronged, the party should see that and help and if they dont then i’ll punish them.” Look, reactions to things the party does are fine, but when they seem punitive because the designer WANTS another course of action to take place then that just sucks ass. No one enjoys that.

I don’t know, what do you want to talk about? The long sections of read-aloud in second person? That seems boring. The struggles of your level seven characters in crossing a two foot deep creek?  

This is just a crap adventure. I guess it is technically an OSR adventure since it’s statted that way. What IS the OSR, blah blah blah. This is all such old hat. It’s the same old same old. The same people putting out the same crap, time and time again. Why do they care? They make some money off of each one. Who cares? Have another $.39 veal pot pie. Six hundred pounds of oatmeal for a dollar! What, you want to pay $10 for a half pound of artisanal locally-sourced heirloom oatmeal that supports a small business? Fuck you. Eat your swill. This isn’t a future where kilocals are used as currency. There is an inherent quality factor in the hunt for an RPG adventure. Isn’t there? Am I wrong? IS this just a hunt for the cheapest and densest calories?  That can’t be right? Why not put out something good? Why not be as happy as you can be with the thing you are producing? You’re not making money. No one is. So WHY? Why put something like this out? It just doesn’t make sense to me. 

This is $7 at DriveThru. The preview is 23 pages. So, you know, you’ll not get to see any keys. That’s willlldd. You enjoy that padding though.

https://www.drivethrurpg.com/en/product/507942/wondrous-and-perilous-adventures-the-lost-cannon-for-old-school-fantasy?1892600

Posted in Reviews, The Worst EVAR? | 5 Comments

The Ruins of Castle Gygar

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

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Livin on Stolen Time

By Jason Leslie Rogers
CozyRPG
Generic/Universal
Level? Ha! Not in a storygame boyo

A funeral. A memory. A fire.

Living on Stolen Time is a system-neutral, emotionally driven one-shot adventure designed for Game Masters who want more than combat and treasure. This is not a dungeon crawl. This is a story—one that asks your players to feel something. It begins with the funeral of Jasper Nighthollow, a thief and a dreamer who tried to undo pain with gold, who wanted to be better than the man who raised him, and who died before he ever figured out how. But Jasper’s death was not the end. Now he walks again, carrying within him the spirit of the very dragon that slew him, and the truth of his life—its pain, its joy, its regret—will be revealed in fleeting, cinematic visions. Your players will be drawn into the unraveling of Jasper’s legacy, confronting moral choices that have no easy answers. As the story builds toward its climactic confrontation in the smoldering streets of Grimscale Row, they will determine Jasper’s fate—and their own—amid fire, memory, and the pull of two entwined souls.

“For I, Bloodymage, stand supreme! None shall ever reach my depths and produce something worse than me! I, for all time, shall revel in my …” HOLD  MY BEER, says Living on Stolen Time.

This sixty page adventure is at least half read-aloud. It contains no choices. Isn’t there some mem about a Vampire adventure in which you stand around why elder vampires talk to each other? Yeah, well, this is 2025. History is depressing. Or, perhaps, the inability to learn from it.

And I am a hypocrite. Perhaps a self-aware one though. A fool, in the best sense of the word. I believe that a six page adventure can be good. I look with excitement upon every purchase. There is a shining hill called generic/universal. And … a D&D adventure that makes you feel something. I had the best calamari of my life at an Iberian place, Mallorca in Cleveland. Light, melt in your mouth, barely breaded. Life changing. So I ordered calamari everywhere I went. Olive garden. Applebees. It wasn’t the same. My various wives have independently insisted that I order two meals, one that I want and one that will actually be good. How is it possible that the sea cucumber, in Indiana, could not be good?!?!  Perhaps, gentle reader, you can find something useful in my unethical experimentations.

I’m sure this adventure meant something to the designer. It seems to, from their forward. I’m also sure Bloodymages stuff meant something to him. Regardless, this is one of the worst adventure I’ve ever seen. I’m not even sure it can be called an adventure. It’s got a number of chapters/vignettes. Each one has a fuck ton of read-aloud. Like, pages worth. Then there’s a section called “What Happen if … “ which has some “if the characters do X then you can do y” shit in it. That’s about a page. Then there’s some creator commentary with advice, about another page. “Allow the group to savor the moment0linger on the sights and sounds of the Laughing Banshee, where the crowd is paying their respects to Jasper’s memory in all the ways he might have enOoyed1 through guzzling and gambling, through song Ssinging and sword Sswinging0 maybe even through rabble Srousing and rough-housing” I don’t know, I’d guess that two thirds of this sixty pages is read-aloud? Maybe that’s hyperbolic. Maybe it’s only half.

I got it. You want to tell a story. You want some emotional connection. I’m down. Inn of Lost Heroes managed some of it. But, you don’t do that by boring the players to death. The very words, PLAY, seem to invoke an activity, yes? Is LISTENING an activity? Sure. In as much as eating shit is a hobby. I guess, technically, its true. Players don’t want to hear you speak. They want to do things. They want to make decisions. When you talk too long the players lose attention. They pull out phones. They get up in the middle of a con game and walk away and never come back. This should have happened in the playtests, right? Let me guess, no playtests. Because a playtest would have revealed this flaw immediately. It’s not the players faults. It is not they who are the problem. You are repeatedly punching them in the face and then screaming at them what the problem they are when they flinch. 

I think the story here was important to the designer. But, they didn’t know how to make it come out. They were, perhaps, too invested in it. This is an RPg, it can go a million different ways. That’s the fun of it. Choice. That;s why there’s a judge. This adventure doesn’t have any of that. The storyteller reads pages of text to the players. The players make the decision that the railroad has them on and then the storyteller reads pages more of text. That’s not an RPG. It’s not even a Choose Your Own Adventure.  

It’s not that we need dungeons or dragons or stabbing or something to make an adventure an  adventure. We need to be able to make choices. Ideally meaningful choices. We need to be able to interact with the environment in a meaningful way. And that’s not possible here. Everything is a straight line. I’m not even sure that there’s te illusion of choice in this thing, it’s literally just a straight line. 

Complete with flashbacks. It’s full of tropes. The little thief, rapscallion, flamboyant, heart of gold in the end, giving his life to defeat the dragon in the beginning mondrone for the party. Orphan, drunk father, wants to help kids. Blah blah blah. Oh no! Now the flashback says he’s in the doctors office and he’s dying! How then does this recontextualize his sacrifice, killing himself to save the party from the dragon? That’s my question, not the designers. I see it as the ultimate act of cowardice and refuse to engage further in anything Jasper related. Oh No! I’m not engaging with the adventure on the ONE path the designer selected. Oh no. Yes. Correct. That’s what an adventure is. People bringing themselves to it and unknown outcomes. You’ve selected an RPG adventure in order to make people feel something, instead of the traditional method of writing about a NYC tenement in the Paris Review. That means you need some connection to that form, the RPG adventure. 

But there are no choices in this adventure. Literally none. You get to be bored to death listening to read-aloud and then you get to do what the designer wanted you to do. Through railroads. Flashbacks. Whatever. I WILL NOT be told how to fucking feel in a fucking RPG adventure. You can influence me. You can encourage an environment in which I feel SOMETHING. But I will not be forced in to pity, given no other choices, and led down the path. THATS NOT A FUCKIGN GAME. At best it’s an activity. And, I think I could make a decent enough argument that it doesn’t even fit the description of activity, given my shit eating theory. “The empty vault is more than a plot twist it’s a gut-punch. Let the silence Breathe” Oh fuck off.

Tons of read-aloud. Second person read-aloud. Everything in single column formatting. No specificity. Not even much in the way of coherence. It’s not even clear what the party is supposed to do in some places. Or the DM. It’s just read-aloud and then the What IF section launches in with scenarios that don’t make sense at all. Ok. I guess we fight a dragon now? Or jasper? Or both? 

You know, as a good midwesterner, I find the sex adventures offensive. But, I find the inauthentic insulting. It is not that I am incapable of feeling during a game, it’s that the hamfisted attempts to do that here are plodding. 

Don’t fucking do this. Don’t try to be edgy when writing your first adventure. Maybe, first, figure how to write one and THEN figure out how to write an emotionally charged one?

This is $8 at DriveThru. The preview is the entire sixty pages, so, you know what you’re getting to here …

https://www.drivethrurpg.com/en/product/532313/living-on-stolen-time?1892600

Posted in It fucking sucks, man, Reviews | 23 Comments

Manic in the Monastery

By Will Jarvis
Inverted Castle press
OSR
Levels 2-4

The sun-bleached buildings of the monastery huddle atop sheer sandstone cliffs. As night falls, flashes of vividly colored lights can be seen from the valley below, and frenzied voices are carried on the wind. The monks have not been seen in weeks; their fervent preachers, normally a fixture in town, are absent and their renowned casks of ale have been sorely missed on market day. Something is very wrong at Silver Shroud Monastery.

This 26 page adventure presents a two level monastery with about 35 rooms in the process of falling to madness. It’s a delightful mix of encounters with something to do in most places, described fairly well, and easy enough to follow. The quality level I expect, in a good way, from just another Tuesday night. 

The framing here is relatively interesting. The temple-city of Mitosu disappeared over a thousand years ago. Ruled by the Veiled Emperor the One True God, it’s return is foretold to be a sign of the end times. It’s been raining nonstop for weeks now. No one has heard from the monks up at the monastery in the nearby mountains. They don’t come in to town to rant at folk or even to trade their ale. People who have gone up to see haven’t come back. Whelp, looks like maybe the city HAS returned. A crack has opened under the monastery, with an portal and an alien tree. “Fed by nightmares of the floating city’s slumbering denizens, its roots have grown deep, cracking and warping the ancient passageways.” Oh, and turning most of the monks insane. Not necessarily murderous though. Te stakes here are relatively low, it’s just some monks for the most part. You’re not saving the world or anything. But, also, a series of interconnected adventures framed by the floating cities return would be a pretty cool idea for an adventure path sort of thing. No real railroad, just a bunch of shit all kind of linked from the same root cause and the campaign ending in the city? Cool. I’m not sure that’s what this is doing, but the framing here was both specific enough to come up with an idea for it and open-ended enough that I could see it could possibly not be a railroad. Decent campaign idea if its going there, and perhaps a model for how to do OSR adventure paths? [

Also, as an aside, which costs more, the ale or the barrel used to transport it? If you bring a cask in to town to see, are you selling just the ale and taking the cask home again to reuse? I think so? Anyone can make shitty ale from anything but a cooper makes casks, meaning it must be the product of skilled labour? Anyway, just wondering]

Nice to lead the monks with their descriptions. And good “peled with food” encounter

Inside the monastery we;ve got some mad monks, who are not necessarily immediately hostile, some sane monks of various sorts. (The blind guy. The meditative guy. The FOCUSED guy) There’s some villagers who’ve wandered one. A chick looking for illicit lover monk boyfriend. The local sheriff and his men, terrified. And the there’s some alien mind worms and nightmares-made real kicking it also. There’s also wells to climb down, chasms to cross, statues to pull arms of, and TONS of other shit to do. It feels like every room has something interesting init. Not just something to do, like stabbing shit, but something interesting to interact with. “Entrancing smells of simmering aromatics. Towers of dirty dishes caked in grease are  stacked everywhere. Brother Aeron (HP 11) warmly greets anyone entering the kitchen. He is stirring a massive stew pot and wears a stained blue robe over his bulky frame.” Wants to cook for you. Reacts angry if you refuse. Also, hates the fucking brewer-monk, but wants some his ale. He knows a secret … I’m really down for the variety here. Stabbing. Talking. Statues. Other little puzzlybits. Exploration. A really fine mix for so few rooms, without it feeling … trite? Blase? “Standard?” And nothing here is like a set piece or anything. Well, there’s the final room, but those always kind of get a pass. Anyway, it’s just a great mix of solid interactivity. So we’ve got this kind of “oh no, weve not heard from the monks!” plot thing maybe as a framing but the interactivity feels like it belongs in an exploratory adventure. Which is fucking fantastic! Little vignettes and situations. “3 mad monks carrying a 4th tied to a stretcher who frantically claims he isn’t crazy.” says the wandering monster table. Great! “4 ghouls wearing monks robes pretending to be sick and asking for help.” I’m down!

Obvious trouble, tempting the party. And a nice wy to find a holy relic

The map is pretty good. Decent loops for it’s size, multiple entrances to the levels. Some verticality to it for more interesting play possibilities. Maybe a little “hallway with rooms hanging off it”, especially on the second level, but the vertical element adds to it. You get little mini-maps throughout the text to help run the specific areas you’re in. I get it, but, also, I run from the map behind the screen. Maybe that’s a digital age thing? And, I think that the little side-view art piece of the compound could have been bigger and more prominently displayed. It’s a little, ? of a page piece? It helps a lot with understanding the vibe and layout and the level one map and should have been larger and more centrally displayed.

This is how people act in real life. it enhances the adventure

That cook monk? He’ll slash your face with a pan of hot oil. How’s that?! WHo hasn’t wanted to include a deep fryer basket as an attack! I love it when adventures get visceral like that. It pulls you out of the d&d abstraction. Oh, look, another club. Nah man, it’s the claw end of a claw hammer! You get stabbed! Nah, he’s using a bloody screwdriver as a shiv! This turning of the somewhat generic abstraction of the rote of D&D play in to a something more, breaking out of the cycle.

And yet, it covers the waterfall, and the monster in it, and the hole at the bottom of the well. And brain eating worms sucking out brains. And something in the bottom of the latrine. Classic tropes, but done well, and proving the good definition of ‘classic.’ The Magic items have some decent variety, although they may be a little strong for level 2’s. Turn things to glass. Read magic glasses. But, also, a Syrup of Ipecac potion. And, at least according to the adventure notes, enough loot to level a party of 4 from 1-2 levels. Hmmm, maybe a little too much loot then? And, there’s a fucking journal. It’s the abbots, so, yeah, I guess he does keep records. But I’m so knee-jerky about diaries. I just wish a different manner had been used. The text gets long in places and yet could use a little more … “The air inside the case appears cloudy. Opening it releases poisoned gas with a garlicy odor that swiftly fills the room. Save versus Poison or take 1d4 dmg/Round for 6 Rounds.” I like most of this, but I’d love a “coughing up your jellified lungs” at the end. And a little less “opening it” and “swiftly fills the room.” Yeah, it’s a fucking trap, I got it. Give me some inspiration. (Although, I guess, swiftly filling could be seen as that.)

But, overall, a pretty decent adventure. A good Tuesday night game to play. We’re not changing the world here, but its very very solid. And, in the end, that’s all I really want. Something solid. 

This is $5 at DriveThru. The preview is twelve pages, shows the map some intro, several rooms. GREAT preview.

https://www.drivethrurpg.com/en/product/532562/manic-at-the-monastery?1892600

Posted in Level 2, Reviews, The Best | 10 Comments

Castle of the Veiled Queen

By Kuba Skurzy?ski
Nerd Sirens
OSR
Levels: Low to Mind

[…]  To protect St. Honegund’s holy site, stone wall and tower were built. Tower became inhabited by owls over one, full-moon night. From that date onward, the full moon was a special moment for the inhabitants of the fortress, as during these nights the foundations of the so-called Moon Tower would light up with a blue glow, as a sign of the divine providence over the castle. Imperial guards still repeat a frightful prophecy to each other, that when no more owls will be nesting here, the whole Karpaki shall be flooded by the infernal heat of the Eastern Sun. So far, legend has never been verified, as despite many sieges of the castle, the Moon Tower has not fallen to ruin, and owls have always been around.

This 44 page thing is not a adventure. Maybe a setting? A castle description? It’s Wall of Text, that’s for sure, with many issues that stem, perhaps, fro a lack of understanding of what the thing they were writing IS and thus how to write for it.

It’s a castle in some pseudo-historical-like central european setting. Gunpowder, Kaiser-moustauches and so on, mixed in with fairies and medieval markets. But, it’s not really an adventure. It’s like you included the Keep portion of Keep on the Borderlands but not the Chaos Caves, but then padded out to many more pages the keep. There are castle rumors. “The tower will fall when the owls leave the roosting!” Hmm, sounds familiar. Anyway, shit like that. Some rumors about the castle, some rumors from servants in the castle, a random guard generator as well as a random prisoner generator. And, a nice little section on the guards. Their hour, rotations, how they respond, and a note that they can also be lazy, corrupt, and don’t necessarily dislike the prisoners so they can be lax and give special favours at times. That’s a nice bit of realism and a nice little appeal to the party interacting with both groups, both to exploit or make friends with. There’s also a decent little wandering table, with things like a soldier or servent trying to witness something suspicious/illegal and wanting to report it to their patron. Decent. A situation, which is what things in adventures should be. Something for the party to exploit and a nice appeal to richer interactivity inside the castle. 

I’m assuming that this is an EASL adventure and it shows through in a place or two in some awkwardness in the language. “The old well was drilled for sieges – on a daily basis it’s secured by brass plate and the castle crew does not draw water from it.” I’m not quite sure what is being communicated here. It IS or IS NOT ever unlocked? The phrases seem to contradict itself. These DO tend to be the things I care more for, I’m chill with some awkwardness but when I can’t figure out what’s going on in it then problems arise. And there were a lot of people associated with this in production. Weird

That’s it for the first floor description …

But, really, the core issue with this “adventure” is that it lacks a purpose. And that the way the adventure is formatted/laid out/described can’t then match the purpose/objective of that part of the booklet/adventure/whatever. We know, for example, that a map/key format is great for a kind of exploratory dungeon. And that other types of adventures, like investigations, or social adventures have other formats that work better for them. But this booklet doesn’t really know what it is so it can’t really match its formatting to it. 

It is supposed to be, I think, a castle setting? This is the local major castle in the area. These are the people who live there. These are various general parts of the castle. And, then, for each part of the castle, these are some Things Going On. So, bandits hiding in one area, caves underneath with more. The blacksmith and carpentry shop. 

There’s no real thrust to any of this. In this way it is very similar to the Keep. You could, if you were so inclined, do something with the various parts. If the part is visiting then you could drop in part of it, or, rather, use some part of it to spice up their visit. But there are a couple of issues. Unlike The Keep, there’s no real reason to visit. In B2 it’s natural to visit the Keep as a home base, and, even, some of the rulers and such have a reason to eventually interact with the party. That larger framing is absent here, so it really is just a place for you tp drop in and use. But, also, it’s not on the borderlands; it’s a fairly major place. So we’re looking more at civilized play/intrigue. And then the various areas inside are not really set up for intrigue. Theres prisoners, in the jail underneath, but no one and nothing to hook you in as a small todo or such. IF you wanted to include a prisoner for your own game then you could insert them and create some play from it, but this is all just a general framing. Do you want to explore the included Moon Tower part of the keep? Why? Well, there’s not much here. Yo uCOuLD place the McGuffin there, or give the party some need to go there and thus do it. Or create your own intrigues in the political realm and thus give the party a reason to hobnob. But, again, with little purpose to it from the product proper.

So, we get the various parts of the castle explained in a very general way. There’s specificity here but no interactivity to speak of. Its missing things to get something going, but provides a setting if you want to add your own. And, thusly, not an adventure but rather a setting. And, given the lack of interactivity in the product, a kind of weaker one at that. 

And, given this focus, or lack thereof, the formatting it off. General descriptions, with some specificity. Lots of overviews and bullets, to the point that I think it becomes kind of a wall of text in places. They are used as paragraph break rather than calling attention to important things and summaries of them. 

The closest I can get here, I think, in comparison is the fortress supplements from MERP. Here’s a place. You could do something here but we’re not really going to provide an incitement to do so. 

This is $10.50 at DriveThru. There’s no preview. Sucker.

https://www.drivethrurpg.com/en/product/532586/castle-of-the-veiled-queen?1892600

Posted in Reviews | 24 Comments

Hubert’s Hole

By Nicholas Lemler
Self Published
OSR
Levels 4-5

Hubert the Halfling was a successful adventurer before settling down and beginning a Shire of his own. After building a home to humble many among even the big folk, Hubert invited his clan to live with him in the hopes of starting a vineyard. Little has been heard in the last week or so, however, and passersby say the place looks ransacked. A group of Expert adventurers could potentially find answers, as well as loot from Hubert’s many adventures within.

This 26 page adventure uses ten pages to describe about sixty rooms over about three levels in a hobbit hole complex now overrun. It’s got some interesting specificity here and there that really grounds it as a halfling adventure, but in general it comes off as a hack with a few traps in a bland environment.

How do you have an elf adventure FEEL like an elf adventure? How do you make a dwarf adventure FEEL like a dwarf adventure? Well, the designer here managed, in spots to really make this adventure FEEL like a halfling home. At least in places. I don’t think that’s a small feat. The number of generic elf tree forts and dour and bland drawf homes that I’ve seen is seemingly beyond number. We have resorted, a great to edal, to treating them like humans with points ears or short humans with beards and calling it a day. Oh, and stick in a few trees or a rock or two, depending. They have never felt alien, or even that different than humans. Even, accepting that they don’t really need to, they’ve never felt that interesting to me in tha vast. Vast majority of adventures. This adventure, however, does a decent job, in some laces, or really bringing in that halfling vibe.

I want to highlight just three halfling related phrases from the adventure; “Lobelia Tumbleberry”, “A breathless halfling named Fredegar Hardbuckle (second cousin, once removed to Hubert)”, and “Jar O’ Pennies sits forgotten in a southeast corner.” 

I frequently talk about the power of language and its ability to reference more than the written word say. The very best in evocative language lets you learn things about the world by implication. More than the written word, the implication of what was written has meaning and lets you springboard off of it. It summons up from the dark recesses everything you have ever known about halflings, large families, and that pseudo-english small village vibes that Tolkien channeled. Sackville-Banningeses! If you can’t channel the personality of each and every one of thirty halflings from that one throw-away-like “second cousin, once removed to Hubert” then I don’t know man, I can’t help you. Anyway, there are some very nice little halfling vibes, at places, in this. Not a lot, and generally in to the preamble rather than the adventure keys proper, but there are some good examples here.

It does a few other things well. “The stench of trolls in room 11 is strong”, tells us one room. I love a good light/smell/sound warning, or, at least, and adventure that thinks about the environment as a whole to assist the DM. The descriptions are … let us politely say. Focused. “Mess of long-since pillaged crates and boxes. Gnawed animal bones spread about floor, primarily near hall east. Old Jewelry Box lies in a broken crate. 30’ x 65’” I like the GNAWED animal bones, and the east hall gives us a hint of what’s to come. Both are nice touches. But, also, let’s look at a general layout/description:

There’s a room name. That’s good. I might stick in an adjective, but, we’re starting off well with a framing of the information to come. I’m not the biggest fan of room dimensions in a description. I think that  most cases it’s repetition from information on a map, but, also, I know some people, the salt of the earth, like it. But, then  there’s the Occupants and Loot section. I am less than thrilled at these. We can generally intuit if there’s no loot in a room by the description not mentioning loot. The same for creatures, if none is listed in the main textual description then there must not be one present, eh? I get, perhaps, that the Occupants section might just be another way of listing creatures, instead of say, bolding or some such. But I think it’s a poorer choice. The creatures come late in the description and, in most cases, they should probably be up front, or at least near the top,of a description when they are obvious. No sticking in a “oh, yeah, ancient read dragon” after a five minute room description. They also, I believe, fit in a little better. They feel more at home when they are in the room description rather than listed at the bottom of the description like this. A little more, naturalism? They generally feel more like they belong and are doing something  there. 

The actual descriptions tend to be quite light. There’s nothing wrong wit being short, but they also feel more than a little hollow. An almost minimalism element present. That description of the backdoor is great. Narrow hallway, dirty shoes, clothes piled haphazardly. And the weasel nest fits PERFECTLY in to that. I’m reminded of an adventure centered around three singing witches. Which actually turned out to be harpies, not withes. Doh! Oh course! I love it when the party is told exactly what something else and then doesn’t see it. Masterful stroke, doing that. The room one guest room is a little meh, but, also, it could be  the entrance (and, to the adventures credit, windows are listed on the rooms, and their state, so you can break in. Yeah!) I think the descriptions are a little too workmanlike for me, a little too fact based to really communicate the vibe of the room. Taking that room five description, the wide table is a nice nod, as is the bones and rotting flesh, a clue as to whats nearby. But its just a little too … staid? And the room numbers could stand out just a little more.

The encounters feel a little … plain? The doppelgangers in the barn from the screenshot are a good example. There’s a little note elsewhere about them, but the encounter is just a little off. It needs a little vignette, or situation. The weasels are a high point, I guess and the others feel a little like “also, there’s a monster in this room.” Not integrated in, or lacking activity. There’s also little in the way of alerts, for monsters reacting to things or to intrusions. It feels like everyone is just in their room, as a kind of afterthought. There are a few “survivors” hiding in rooms, and those feel a little more integrated, but not as much as I would like either. As if the room occupants were divorced from their surrounding and/or environment. There’s just a little too much DM sauce needed. I think I’m looking for something to springboard a more dynamic environment, as a DM. I don’t need to be spoon fed but just a little more to get the a more dynamic play style going.

This is $5 at DriveThru. The preview is the first eight pages, with no rooms shown. Traditional room/key adventures should show you at least a few of the rooms in a preview.

https://www.drivethrurpg.com/en/product/532723/hubert-s-hole?1892600

Posted in Reviews | 2 Comments

The Fall of Willowdell

By Martin A Cubas
Weird Adventures by Martin A Cubas
Castles & Crusades
Level 1

Willowdell was once a quiet halfling village hidden deep in the forest. Now, a blood pact with a vengeful spirit has transformed its people into fiendish predators, and the land itself twists with corruption. The characters must navigate the village’s haunted streets, face warped townsfolk, and uncover the truth before the horror spreads beyond the trees.

This 54 page adventure uses about 22 pages to describe twelve locations in a ruined halfling village full of crazed halfling-fiends. It’s padded out, and tries so hard to explain things that it comes full circle and is now HARDER to understand. It’s just a basic hack. 

The local halfling villages have appealed to the human castle for help. It seems they think there’s gonna be “a humanoid invasion.” Rather than respond with the army, some scouts and mercenaries are sent in to look around and see what is actually going on. You make your rounds and when reaching one particularly isolated village you see a bunch of bodies on the road. Gnolls and halflings, with most of the village razed. Rather than just go home and say “yeah. You lost a village, better send in the army!” the dogooders poke around, find some  crazed halflings as well as a survivor or two that tell you about the local “sacrifice a child for a great harvest and safety” tradition. Looks like it went wrong. At the site of the sacrifice a local specter fills you in via an exposition dump and points you to a small buried token. Taking the token to the town hall, you confront the evil forest spirit on the other end of the bargain, destroy the token, kill the spirit, and free the crazed townsfolk. Yeah! 

This is all a REALLY basic adventure. There are really only a couple of locations of note. The tavern with a survivors locked inside. The mayors house with the same, and some clues. The center of the cornfield where the sacrifice took place, and the town hall that contains the possessed mayor. The other eight or so locations add a little color but not much else to the way of the plot. There’s the required “oh no, what has happened here!” location when you first enter the village, and then the single crazed halfling that was partially lobotomized they transformed, so now he’s just banging his head against the wall. Literally. You’ve seen enough zombie movies to know what the score is. Err, I mean crazed halfling-fiend movies. 

There’s an art pack that comes with this adventure that is rather better than most. I’m a little confused why it’s stand-along pieces and they don’t appear in the text. Maybe to use as handouts? Anyway, it gives a pretty nice rural halfling creepy vibe. Only when you hear the wind blowing through dry corn stalks, or the liminal nature of farm fields and orchards can you truly understand the kind of … hollowness that the art communicated well. Anyway, it does a good job and it should have been included in the adventure proper. There’s no real art nin the adventure, just some full collor textured battle maps. I fucking hate that trend. They are confused and hard to read. I dare say that its not the fact that they are full coloror textured, just that the full color and textures are badly done., in the same way a hand drawn map could be clear or illegible. 

I’m rather fond of the hook here. It’s rare for an adventure to offer a pretext as to WHY the adventurers are doing the work instead of the local lord, but in this case it does make a little sense. Or, maybe, I just read Pillars of the Earth.  Anyway, the locals think they are going to be invaded “by humanoids” and so instead of committing the troops the local lord send out someone to see if he needs to send in the troops. “The castellan is now recruiting mercenaries and adventurers to scout for signs of hostile activity before committing regular troops.” And, then, when you reach the main halfling village, “The adventurers are received in Greeneye with every courtesy and comfort the humble village can muster.” Well, there’s a pleasant change. You’re treated like you’re there to help and that they’ve asked for your help. It’s a nice start. I am pleasantly surprised and looking forward to more.

But, of course, it’s gonna suck. And it does. 

Two pages of backstory. A lot of appendices, as the page count would suggest. The wanderers take a page to describe even though it’s just “you might run on to a roving band of halflings while going from one location to the next. (Which is a 33% chance every five minutes …) This is an insane amount of text for something so simple. And the only color here is a suggestion that the DM might make them come from a nearby house or something, in almost those exact words. There is no specificity. There’s epilogue, which I’m usually glad to see, except in this case there’s nothing much going on. You won! Yeah! The mayors wife is the new mayor. And if you lose? Nothing much happens, in terms of specific outcomes. “Epilogue – The conclusion of this adventure will depend on the characters’ actions and decisions. While there are multiple possible outcomes, these are the primary scenarios, which you can adapt to t your campaign:” Yup, that’s what an epilogue is and how you got there. I’m surprised, a bit, that each word used is not defined. 

But the major problem here, beyond the simplicity of the thing, just hacking, is that it is wordy and padded out to a pretty extreme degree. 22 pages to describe twelve locations gives us an average of two pages per location. And some are much longer, with the majors house being five pages long. And that’s not a bunch of room s being described. How do we get here? “CK Notes. This is the village mayor’s residence.” Yup, that’s what “Mayors house” usually implies. We get a bunch of backstory in it. And we get a SHIT TON of backstory and exposition. Everything is padded out. Every “room”, every creature, everything that you could come across. And every entry n the adventure is like this. Single column everywhere. The presence of bullets doesn’t really help, with information being spread out over so many pages. The effort to make it more approachable has resulted in it being infinitely more confusing. For a relatively simple hack adventure. And it comes off as rather generic. While there’s backstory and explanations on the hows and  whys there is little in the way of speciality to ground the adventure. 

It’s a simple adventure, padded out to an extreme degree.

This is $1 at DriveThru. The preview is twelve pages, and you get to see a bit of the first couple of locations, so it’s an ok preview.

https://www.drivethrurpg.com/en/product/533161/c-c-the-fall-of-willowdell-c-c-compatible-edition?1892600

Posted in Reviews | 14 Comments

The Gnawbone Encampment

Joshua Bassler
Jitur Games
Generic/Universal
Level: Ha!

Smoke rises from the hills,
and in the shadow of a colossal skull,
the Gnawbone goblins prepare their blood-soaked feast.

This twenty page adventure uses about eight pages to describe five rooms in a goblin lair. Proving, once again, that Generic/Universal is the kiss of death, it fails to present an adventure and instead presents ‘possabilities.’ Thus in spite of more than few decent ideas it trudges blindly down the failed path of the Five Room Adventure.

What is the ratio of good to shit that you will put up with? Like, if i stick in ONE room in a 150 page adventure will you call it good? Worth playing? If it’s ten percent? Fifty percent? And how torturous can I make those good ideas? Can I surround it with so much bullshit that it makes you roll your eyes and vomit? 

Dude can write some read-aloud. “Smoke drifts into the night sky. A rough barricade of sharpened logs blocks the canyon path ahead, its timbers hung with bone charms that clatter in the breeze. Goblins cluster near a fire, their laughter sharp and cruel. A mangy wolf pulls at its chain, teeth bared as it scents the air. Beyond the wall, firelight flickers — and in the distance, looming above the tents, the shadow of a massive skull rises against the night.” It’s drifting heavily towards purple. And it tells us there are goblins instead of describing them. But, also, massive skull, looking above, mangy wolf. Sharp and cruel laughs. Bone charms that clatter. Quick, Robin! To the thesaurus-mobile! A little too much in places but the designer has the right idea and I’ll take this over a thousand other worse examples. It does feel forced, or perhaps a little ‘novelized’ in places, but he’s on the right path for sure in using the power of language to paint a picture.  

There’s also some decent foreshadowing going on in places. There’s that hint of a giant skull in the read-aloud above, and that shows up in a couple of the rooms. Then there’s also some pretty explicit foreshadowing: “Foreshadowing: A sickly prisoner mutters about a ritual “in the skull’s brain, ” planting dread for Area 4.” So… uh, ok. Yeah, the foreshadowing is good. I’m not sure we need it hammered in three times, by listing it as Foreshadowing, by doing the foreshadowing proper, and then by explaining what foreshadowing is, but, again, dude tried. 

The designed also included some explicit conclusions to the adventure if you fail then then the goblins ravage the and there are rumors of a goblin warband. I’d like a little more specificity in what was mentioned; refugees on the road speaking of atrocities or some such, but, again, at least he tried. The victory conditions are much less interesting or specific than even the loss ones. At best some prisoners (GENERIC unnamed ‘prisoners’ might stay with the party and offer their services. If would be funny if there were, like, a thousand of these, but only like five or so around at any one time for one reason or another. It’s like a wand of five magic missiles; how can be best use these five before they are used up and the wand recharges tomorrow? 

So, the designer has tried, more so than most. That read-aloud is from the entrance room and it gives you options for sneaking in through a garbage pit under a barricade. And you can meet a goblin deserter, maybe. The designer has tried to paint a decent picture of an environment, from the read-aloud to the potential for interactivity through stabbing, sneakin, and talking. 

But, also, this is a five room dungeon. It looks like the entire series, Delves, are going to be five room dungeons. As is so painstakingly, and repeatedly, explained to us in the introduction pages, that means an entrance, a puzzle/roleplay room. A setback, a climax, and a treasure/reveal. Hark! The enemy at the gates! Five room fucking dungeon. This is one of the worst trends to ever grace the RPG industry. Fucking pay per word blog/magazine crap. Sure, you want to five room up your home game? Have at thee! I still think it sucks but I can at least understand how it might be useful. But, as a paid product? Jesus Christ. It’s absurd. It’s like going to a Michelin starred restaurant and getting a generic brand Kraft Mac & Cheeses from a box. I think you misunderstood the assignment. This is a place for shit you can’t do at home. Something with some depth to it? Something more? Adding value? No? *sigh* Formulaic. That’s what I want to pay for. Formulaic. 

This is a five room dungeon. The entire purchase is twenty pages. The five rooms take up about nine of those pages. And how can this be? No worm juice here, just the usual crap. “Grashnak Bone-Eye, Shaman of the Gnawbone Tribe. Grashnak was born small, even for a goblin. His tribe — the Gnawbones — had always been weak and fractured …” and on and on and on the background information goes Irrelevant. Padding. Not useful at the table. “But Bryce, I like …” I don’t care that you like shit. It’s shit. T’s fucking padding. It distracts. It distracts both the DM at the table who is trying to run the fucking adventure, making it harder for them to locate what they need to run the fucking thing. And it distracted the fucking designer. They concentrated on that kind of shit instead of concentrating on making their fucking adventure better. Hey, here’s a fucking idea. How about making the actual five fucking rooms better?

YOU COULD START WITH INCLUDING A FUCKING MAP. 

Yeah, yeah. Not everything needs a map. It’s not clear that one is absolutely required here. But, you know, the relationship to the entrance, the garbage pit, the canyon, the crawly hole to bypass the entrance and so on would have been MUCH clearer. It would have added an extra element of play. 

You know what we get instead?

Twenty fucking pages and the designer can’t be bothered to put in a battlemap? That kind of shit is how you get twenty pages. That kind of shit is how you get almost two pages per room for the most simple of encounters. What happens is all goes according to plan is a section that tells you … how each room works. In a five room dungeon. Then there’s a “Planned Path” outcomes. Which is kind of like the same thing. Fuck me man. Maybe a good rule of thumb is to consider what you’d put in the adventure if it were fifty or a hundred rooms? Would you describe each and every room to us three times? As is, there’s ALSO an intro to each room for the DM, that’s not read-aloud, that sounds a lot like read-aloud, but THEN the read-aloud follows. It explains the room. “The Gnawbone tribe has thrown up a rough barricade across the canyon path leading to their camp. It’s a ramshackle palisade of sharp- ened logs, lashed together with rope and hide. Bone charms dangle from the gate — crude runes carved into skull fragments and tied with sinew. A watch fire burns in front of the barri- cade, where goblin sentries lounge.” That’s the section for the entrance room, with the read-aloud I threw up in the review earlier. It says the same thing! I think that’s four times now that essentially the same thing has been said? Sometimes you just wonder what the fuck s going on in peoples heads. Work the fucking room!

And it’s Generic/Universal, so you know it sucks. I wish I didn’t have to say that. I wish that a generic/Universal adventure could be good. I believe, deep down in my heart, that they COULD be good. But in practice they never are. Why? Because for some fucking reason when someone writes one up they seem incapable of putting anything concrete down on the page. The fact that something is generic/universal seems to mean that the adventure must be one full of ideas instead of one that puts something in front of a DM to help them.  Here’s an optional reward. Here’s something that could happen. Here’s something else that could happen. Come on man, do something concrete with the fucking adventure. And use that concrete thing to springboard to something else. You’re the designer. Design. That’s what the fuck we’re paying you for.

It’s clear, I guess, that they want that sweet sweet lucre from both Pathfinder and 5e. Just do a separate version. People do it all the fucking time. I think it’s a filthy money grab, but, also, that’s why you made it generic/universal in the first place. 

Let’s see … goblins are always running to raise the alarm, but there’s no guidance on what happens then. Who comes? How do they react? Nothing. The entire place is in a canyon. Narrow enough, as that battlemap screencap tells us, for the party to feel penned in. Nothing about the top of the canyon though. If the fucking idiots walk straight in then they deserve their deaths. Get on top, divert the river, sort it out later. Who the fuck camps in bottom of a ravine? I’m mystified why, given all of the words, there’s nothing about being on top. Or reactions. Oh, no, I’m not. Because it’s not imagined. Or played. Because, in spite of the page count, word count, etc, not much actual worthwhile effort was put in to it. *sigh* 

This is $3 at DriveThru. There’s no preview. Just fork over the money and prais ethe fact you were allowed to consume.

https://www.drivethrurpg.com/en/product/533699/delves-the-gnawbone-encampment-issue-1?1892600

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