Dust & Stars (No Artpunk #5? #6? idk)

Number SOMETHING in an eight-part series. 

This is a compilation of the best eight entries from Prince’s recent No ArtPunk contest. Basically, you had to use published monsters, magic items, etc, with one unique allowance allowed in each category. Settle in, I’m reviewing one adventure at a time. Also, I admit that an orgy of women, wine, bread, circuses, and self-absorbed loathing kept me from reading Prince’s commentary earlier. So I’m going in to this blind. Let’s see what “winning” entries look like, shall we?

Dust & Stars
Settembrini
OSRIC
Levels 9-12

This twenty pages adventure describes a tower with about thirty locations. It’s got a cohesive backstory that makes you want to know more and does a good job placing monsters in an intelligent fashion in a high level adventure. It’s also single column and could use an edit.

The Space|Time War. The fleets of the Eternal Empire. The Star Pump. Cosmo-port. A dying god. A river of dust, fine as silt. Celestial Cult. That’s how you write a fucking backstory man! Taking up most of a page, it offers no real explanations of what the fuck is going on but you just star at it, trying to take it all in, wanting to know more. It’s exactly the kind of “Don’t Explain Things” that I’m talking about when I mention that topic. It makes the mind race!

If you say the name of the tower, outloud, then something weird happens. Why the fuck doesn’t this happen in more adventures? Especially high level ones? Because of COURSE thats what happens when you say the name of something powerful outside. ANother room in the tower has a creatures name on a door “Frank may not pass!” Of course! These elements FEEL right. A trapped man turns in to a bodak. An elemental, over time, turns in to a mud pool … which is handled like a black pudding. Because that’s how to handle this shit. It is an imagining of the environment FIRST, and then an attempt to figure out the D&D mechanics shit later. This is the cure of the sad old tropey D&D. The D&D that only uses the book shit. Or, rather, uses it first/. “I need a EL12 encounter. I can use four of creature X. They are in the room. Yeah! Next room!” No! From the books came evil in to the world! Or, rather, STARTING with the books brings evil in the world. And not in that Good Way that we all secretly look forward to. The books are the death of imagination. They allow for someone to not try at all. But, this adventure (and, it could be argued, the entire contest) is push-back against that. You start by imagining a thing and then you find something in the book to make it D&D-able. Or, at least, you snake it SEEM thats what happened. 

A tower full of high level enemies, traditionally a monster-zoo type situation. This solves that, a bit, with solid reasoning behind things, that doesn’t overstay its welcome. One sentence on why creature X is here. A little relationship chart to show who they like and hwho they don’t for a little extra talky talky fun. 

The format is single column and the editing could use another pass. It’s approaches wall of text territory, and the language use needs to be tightened up for scanning.  “An iron cage once existed, covering the walk from the entrance door to the spiral staircase. It is rusty, broken and destroyed.” Once existed it the key here. And, while it seems like such a simple thing, not something to worry about, it’s the repetition of the concept that drags things down. A rusty, broken, destroyed iron cage covers the walk from the door to the spiral staircase.

I’m a big fan of this, in concept. This is one of oldest of the old adventures that you have to dig through and grok and work on to get in to your brain. I also suspect this is a side-effect of all high level adventures. They are complex. Given that complexity more time needs to be spent to ensure that they are clear. And this needs that. Taken out of single column, put in two, some sidebars, better formatting of the text, cleaning up the text with some editing, and so on.

But, still, a good example of how to write a high level adventure and make it challenging without simply resorting to writing a low level adventure with high level creatures in it.

This is Pay What You Want at DriveThru, with a suggested price of $10. Proceeds are going to the Autism Research Institute. A subtle dig?

https://www.drivethrurpg.com/product/379533/No-ArtPunk-Vol-1?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 6 Comments

Caught in the Webs of Past and Present – (No ArtPunk #5?)

Number two in an eight-part series. 

This is a compilation of the best eight entries from Prince’s recent No ArtPunk contest. Basically, you had to use published monsters, magic items, etc, with one unique allowance allowed in each category. Settle in, I’m reviewing one adventure at a time. Also, I admit that an orgy of women, wine, bread, circuses, and self-absorbed loathing kept me from reading Prince’s commentary earlier. So I’m going in to this blind. Let’s see what “winning” entries look like, shall we?

Caught in the Webs of Past and Present
Gabor Csomos
S&W
Levels 4-6

This eighteen page adventure contains a two level ruined elven palace with about forty rooms. It’s got great evocative writing, knows how to write a room description for play at the table, and does a great job using basic and standard creatures and tropes to fresh effect. It is what we in the biz like to call “a good adventure.” 

A good adventure. What is that? Full of gonzo and breaking new ground? No, not at all. It doesn’t have to be that at all. I see a lot of adventures, ince I review a lot of adventures. There’s a common complaint, in reviewer culture, that reviewers only like the new and fresh. That’s not true. Reviewers, of all types, are not addicted to new and fresh. What they want is to see something REALIZED. A concept, fleshed out, and brought to life. Sometimes this is new and unique content. But it doesn’t have to be, and, in fact, it may be easier to NOT be new and fresh. I lament, frequently, the post-Tolkein age of fantasy where all fantasy looks generically the same. But at the same time I love the more folklore based stuff. It FEELS right, in a way that generic fantasy tropes do not. The issue is not it being folklore or trophy. The issues is someone realizing the vision. And Gabor Csomos realizes their vision. (Apologies to all of my non-English readers. Gabor has some of freaky foreign accent things in their name, the kind that scares Americans, and I’m too lazy to figure out how to make it work on my keyboard. So, please insert of random accent marks and pretend I’m not a lazy shit.)

There’s some elven ruins nearby. A part of adventurers chased a monster in them. They didn’t come out. A small series of hooks plays on this. Maybe they were your buds, and there’s thing where they came to aid a few times or buddied up to you in the bar, and now you kind of feel obligated to save them? GREAT hook, the kind of integrates in to the campaign through play, rather than “your mom got kidnapped” sort of BS. A hook that appeals to the PLAYERS. Or, the Iron Tyrant, an enemy of that party, wantsyou to go find their bodies/any survivors so they can properly punish them with a limetime of torture. Sweet! Those are some fucking hooks man! Great examples of a short, one or two sentence hook, that brings SO much more life to the adventure than the usual generic shit.

Our wanderers include an evil NPC party (Yeah! Gutboy parties are used nearly enough!) a troll, collecting stones to build a new bridge nearby, and a ghost who sometimes stares at you from a distance and sometimes tries to kill you. It’s name, in the statblock? The Strangling Ghost. FUCK YEAH! That’s how you add color to an adventure. Not ghost. Any fucking adventure can have a fucking ghost. STRANGLING ghost. One extra fucking word. Just one, and it brings that fucking dumb ass wandering monster encounter to life in a way that most designers could never even dream of. One fucking word. The RIGHT fucking word. That’s the key to this shit. Terse, evocative. It feels right. A troll with a bridge? Duh, right, exactly. How the fuck do you think bridges get byult in fantasy worlds? By trolls, of course!  Duh! It feels the fuck right, right? He’s not at his bridge though, that’s the trope. He’s building it, a little twist. Perfect.

“If you want to be a gladiator then act like a gladiator” says the OD&D advice for responding to player who want to be a gladiator. New D&D would have a bunch ofmechanicssurrounding it. OD&D says “act like one.” The vargouille on the wandering table. You know, the head/neck/spine/inestines monster? It’s elves. Or, rather, “the flying angry heads … of what used to be elves.” Because its an ancient elven ruin that’s been cursed, that’s why! No need for special rules or new monsters. Just theme the fucking perfectly and move the fuck on. 

Look, I can go on and on and on on this adventure. A staff floating in water with a clear blue gem on top. That’s a fucking magic item. You all know its a fucking magic item. How? Cause its fucking cool. It’s a cool fucking way to find something. It summons the cultural memory. And you’re right, it is a magic item. It’s a staff of fucking power with fifty fucking charges! Ex-fucking-caliber man! Fucking Epic!

The entrance to the complex are come vine covered columns with statues in them, and a saying. You are entering a new place. The mythic underworld. The body of a dead adventurer is full of wasp larvea inside. Gross! And exactly what SHOULD happen in a room with giant wasps in it. A risty metal statue stands outside of a rearing horse. Ispective characters may notice the ground aroun it frozen. Brown Mold! BECAUSE THaTS THE FUCK HOW IT WORKS! This is fucking perfect. You see the description, you don’t think brown mold, and then after you fuck up you’re like “fuck! Yes! It was obvious!”  And it’s just vanilla shit from the book. Valinna and generic are not the same, as this adventure points out time and again.

Formatting it good. The descriptions reveal enough to the party to follow up on and bolded keywords guide the DM to those elements. Traps are foreshadowed. There’s a fucking EVIL ass arena that stalks the party. It all makes perfect sense. The encounters FEEL fresh even though they are only book items. An alter to evil has a pentagram drawn in blood with a goat skull. BECAUSE THATS WHAT ALTERS TO EVIL LOOK LIKE!!! 

This adventure, alone, is worth the pice of adventure to the No Artpunk book.

A good adventure. Using only book items. Not the best adventure ever written. Not gonzo. Not special. Just a rock fucking solid examples of what a good adventure fod D&D looks like. Would that every adventure be like this!

This is Pay What You Want at DriveThru, with a suggested price of $10. Proceeds are going to the Autism Research Institute. A subtle dig?

https://www.drivethrurpg.com/product/379533/No-ArtPunk-Vol-1?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews, The Best | 23 Comments

Tower of the Time-Master – No ArtPunk #3

Number two in an eight-part series. 

This is a compilation of the best eight entries from Prince’s recent No ArtPunk contest. Basically, you had to use published monsters, magic items, etc, with one unique allowance allowed in each category. Settle in, I’m reviewing one adventure at a time. Also, I admit that an orgy of women, wine, bread, circuses, and self-absorbed loathing kept me from reading Prince’s commentary earlier. So I’m going in to this blind. Let’s see what “winning” entries look like, shall we?

Tower of the Time-Master
Ben Gibson
Levels 1-3

A pale blue glow surmounts the weathered tower. The gentle babble of the nearby brook is drowned out by an alien cry from above. A shadow passes over the sun as a strange beast launches itself from the high crenellations. Beware, for the pets of the Time Master seek intruders to his domain.

This fifteen page adventure uses ten pages to describe ten levels of a wizards tower, each with about five to nine rooms. Ben has a style that allows him to describe expansive areas with a minimal of fuss, and that’s on display here. I think he could have done more, with the space he allotted himself, to make the place seem more alive.

Ben tends to write at a relatively high level. Not abstracted, and not an outline, but rather close to an outline of an adventure. Or, in this case, the outline of a room. This style, generally done well by him, allows him to cover a lot of ground. Grand sweeping adventures contained in only fifteen pages, with enough information for the DM to run many,many sessions from it. It’s a fine line between writing down your idea for an adventure, an outline for one, and providing the DM what they need to run an adventure but at a high level, and its one that Ben usually gets right.

We can see that here. Ten levels in ten pages, with five to nine rooms per page, a style that is NOT minimally keyed, and relatively interesting environments to explore. That’s a lot of ground to cover in that number of pages … and yet it generally works in this.

This place is local wizards tower. The villages around it pay homage. The locals might work as guards there. He ostensibly pays fealty to some lord somewhere. The hooks and rumors reflect all of this. This is not a ruined tower, or some place out in the wilderness, but the local wizards abode. The hooks are a great variety, that, I note, allow the party to approach the adventure from different avenues. Is this is a raid, a diplomatic mission, a sneak thief? The variety of hooks each provide a different reason for poking your nose in to this place … something that, I think, is seldom seen in adventures. Very nice job on their variety. Or, perhaps, I mean, the different play styles they would enable.

You get one page per tower level, with a map on that page the five to nine keyed locations for that level also located on the page. There are a few extra pages to note NPC relationships, guard rotations, and the wide variety of entry and exit points to the tower.

This, itself, is interesting. The map goes out of its way to note exterior windows and doors. Balconies and the like exist. You can pick your poison for entry, even going so far as to risk a grapnel to the Aviary. Multiple stairs and exist between levels are inside the tower also, as well as trapdoors and vertical shafts. This helps with the verticality of the adventure, allowings for something other than a straight-line adventure up or down. And, quite an impressive feat for a single page per level. 

Interactivity is good, with NPC’s to talk to and interact with, and various weird things that will need to be fucked with .. or not. The tone here is very similar to G1, with mundae things given a slight twist … like a t-rex with ruby eyes … and ans snapping jaws. Or a skull that begs to be placed on the neck of a body … promising all of the secrets of the universe if you do so. That’s my kind of guy!

There are, I think, a couple of areas that could be better. 

Bens descriptive style works well for grand sweeping adventures and slightly less so for these smaller venues. (Where a ten level tower is defined as “smaller”) It’s not that its bad, or unwieldy, but that it lends itself to slightly less evocative imagery. I assert that this is a self-imposed limitation … which I shall elaborate on in a bit. Ben also notes the guard rotations of the floors in an upfront section … and they would better be noted in the individual level descriptions, on those pages proper. As it is now, there’s page flipping or jotting down notes … and there’s room on the pages more information. 

Speaking of things missing … it feels like the format is limiting. Or that Ben put limitations on himself. There is room, spacious room, on many of the level pages. This could be exploited to bring more depth, or evocative writing, to the sparser room descriptions. The guard rotations/patrols were already mentioned. A grand hall with a description … but not noting the balcony around the top … because thats on an upper level? Kudos for the window notations, but the large gaps of whitespace just feel like they could have been exploited to better use.

Further while there are notes on the NPC’s present in the tower, they feel … dead? Static? They just don’t seem to have any life to them. Noting them up front and then noting, in the keyed encounters, that the cook is in this room … there’s just not any joie de vivre in them. Again, this feels like something that could have been spiced up in the room encounters, or even up front in the general NPC descriptions section.

And this is, I think, what I mean by the style being limiting. It’s great for the kind of grand & epic campaign that Ben can write … and it seems to be working less well for something like this, a more traditional room/key location place. He’s trying to do a lot here, ten fucking levels after all!, but it just never comes together and feels fully formed. 

Almost there though!

This is Pay What You Want at DriveThru, with a suggested price of $10. Proceeds are going to the Autism Research Institute. A subtle dig?

https://www.drivethrurpg.com/product/379533/No-ArtPunk-Vol-1?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 1 Comment

The Well – No ArtPunk #2

Number two in an eight-part series. 

This is a compilation of the best eight entries from Prince’s recent No ArtPunk contest. Basically, you had to use published monsters, magic items, etc, with one unique allowance allowed in each category. Settle in, I’m reviewing one adventure at a time. Also, I admit that an orgy of women, wine, bread, circuses, and self-absorbed loathing kept me from reading Prince’s commentary earlier. So I’m going in to this blind. Let’s see what “winning” entries look like, shall we?

The Well
Jon Bertani
OSE
Levels 1-4

This fifteen page adventure uses about eight pages to describe a temple with about 25 rooms and a few surrounding wilderness areas. A primitive frontier setting has a very Harn-like feel … but is too wordy and … cumbersome in its language for me to love this special-ops assault.

A dude walks out of the forest and gives you a tallystick. “Show up in the village of Pigsty by noon on the 25th and you may get an inheritance.” You show up to find a village out of 13th Warrior, all wooden palisades on the frontier-like. Indeed, even the village chieftain is a too-old warrior. But, shown the tallystick, he greets you with respect! There’s something fucking different! Finally, we don’t have the fucker in the throat 137 times! You’ve inherited a farmstead! He warns you the frontier is dangerous and sends a man to show you. Arriving, you find the gates hacked down, brigands looting, and the big mastiff dog shot and whimpering! Bastardi! Shall you track them back to their lair to recover your livestock? A small overland adventure ensues, with you finding an old temple facade in the side of a mountain. You then transition to a spec-ops sneak-in, probably, and then the usual  hack-fest when the gig is up. 

This is a hard adventure to review. It’s not my thing. But it is my thing. It’s a very frontier-like adventure. There’s a vibe of wooded palisades surrounding towns, tribesmen in the hills, danger over the next hill, lumberjacks and so on. 

Or, at least, that’s what the vibe is SUPPOSED to be. It comes off more than a little bland. The individual elements are there, a little bland, but they don’t seem to work together well. There’s a whorehouse in town. The madam is a fat rotund woman who treats her girls well. Ok. So … pretty bland description. The next thing described in town are the lumberjack mill. Ah! Now I get it! The lumberjacks are over the whores at the whorehouse! You don’t get this from the adventure. There’s no inference, explicit or explicit. The whorehouse isn’t rowdy. Or full of lumberjacks, or anything like that.You, the DM, have to make that connection. The old lord in his hall, the description never mentions his daughter … just provides her stat block. Make of it, riff off of it, as you will. Which I can appreciate! … to a degree.

The entire adventure is like that. Everything in it. You find your livestock taken off. What do you do? Go back to town? (And, the town is 1 mile from the farmstead currently being raided by the brigands … uh … shouldn’t that play some part in what is going on in town? I guess not?) What this needed was just a little bit more in each area. A small amount of riffing from one area to the next. More colorful interactions, like a better description of the whorehouse. As is, it, and the rest of the descriptions, are a little generic. Not vanilla, but generic. Here’s the whorehouse:

“A two-story stone structure with colorfully painted shutter. The sign hanging over the entrance shows an image of a shapely woman. This is a brothel, run by a middle aged woman named

Mother Eddith. She’s a woman of ample form and a pleasant face. Her workers are well cared for here and learn other life skills as well. They earn a measure of the coin they make and may leave at any time they so choose, just so long as they don’t open up

their own business in town. Eddith is one of the wealthiest people in town. She has one guard, her son Igmus, a simple minded giant of a man. He considers all the working girls his siblings and will protect them to the best of his abilities, which when angered are quite formidable.”

The elements are there. The madam. The son. His sibling relationship. But that’s it. The interactivity is not present. The color from the rest of the town. The town and wilderness encounters absolutely fall in to this, and the templebrigand lair less so but still. 

You eventually track them back to their lair, a facade in the side of a mountain. Turns out its an old dwarf temple. With a symmetrical map. Ug! We do get an alternate entrance, behind a waterfall. (Yeah!) What follows is kind of a harn-like assault on a mostly linear map. You will attempt to sneak in, kill guards and hope the alarm isn’t raised, eventually finding a pitched battle. 

Descriptions inside are much the same as the town: a tad bland. Intellectual? The latrine tells us that “This room is fouled with the stink of offal. It’s obvious the bandits are using this area to as a latrine and toss other waste here. Rats scurry away into cracks in the walls when light is brought here.” The writing is a little … hoity? High-handed? There’s no viscereality to it.  There are better example of thes in the adventure, such as: “A triangular fire pit burns with low oddly coloured flames. The flickering flames reveal an arc of runes upon the wall.” This is not the worst writing. But it comes off a little forced and as an academic version. “The flickering flames reveal” is a little too tash trope literary. It FEELS forced, rather than natural. And because of that I think it comes off as uninspiring.

Eventually the bandits are defeated and/or hidden parts of hte temple are revealed, with their dwarven challenges and rituals, or caverns with the newt-people in it. (Which seems a little out of place. I get adding secrets. I love that. It just seems to be missing some potential. Like, lets rally them to help defeat the bandits or something … but they seem almost an afterthought, thrown in at the last moment. 

Individually, the elements here are quite good. The lumberjacks keeping an elf captured in their basement to torment until he reveals his treasure. The shot dog. The newtmen. But they just don’t seem to work together. It’s the academic language of Harn creating an academic environment. And I get it … that’s a genre. I mean, the place is full of humans and ½ orcs, with an occasional small number of bestial orcs and an ogre tossed in … textbook examples of my preference for humans as opponents with a spash of bestial humanoids. But, together, it doesn’t ring true. A little too much explaining. A need to cut at least a third of the words, if not more, and bring the language down to more evocative descriptions and away from the academic or Harn and AS&SH. And … a hard fight for level 1’s.

This is Pay What You Want at DriveThru, with a suggested price of $10. Proceeds are going to the Autism Research Institute. A subtle dig?

https://www.drivethrurpg.com/product/379533/No-ArtPunk-Vol-1?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 25 Comments

The Temple of Hypnos (No ArtPunk #1)

Ok, I’m back from vacation. The stupid fucking script I wrote can chill out now.

This is a compilation of the best eight entries from Prince’s recent No ArtPunk contest. Basically, you had to use published monsters, magic items, etc, with one unique allowance allowed in each category. Settle in, I’m reviewing one adventure at a time. Also, I admit that an orgy of women, wine, bread, circuses, and self-absorbed loathing kept me from reading Prince’s commentary earlier. So I’m going in to this blind. Let’s see what “winning” entries look like, shall we?

The Temple of Hypnos
Olle Skogren
Level 5
ACKS

On the shore of a great lake, in a verdant valley surrounded by steep cliffs, lies the Temple of Hypnos. On a sunny day the brass eyes over the main gate will flash and be visible from across the lake. A hooded ferryman in a narrow boat ferry visitors to the sandy beach near the Temple. Only 6 people with little equipment can be ferried at once, the trip taking 3 turns each way. The other way in is by the Road to Sleep which goes through a narrow pass into the valley.

This thirteen page adventure uses five pages to describe about 21 rooms inside a temple dedicated to the god of sleep. It uses standard two-column well, sucking all of the formatting life out of it, and provides good evocative descriptions and an adventuring environment full of things to explore. I consider this Baseline Quality.

Where to start, where to start. We’ve got a temple to the god of sleep and rumor has it that weird shit is going down in there all of sudden. Plus, you know, there’s this cloud giant in the forest that is too big to fit in and he’d like this silk tunic from inside. Also, Glaucas the greater is camped nearby with a group of 100 dudes, getting ready to raid the place. Might not be enough loot to split one hundred ways … might want to take a little looksy before he gets there, eh? That’s how you write from fucking hooks man! A fucking cloud giant with a voice like a whispering gale? Uh, fuck yeah! A dude gathering men to raid the place … and the party sneaking off early to raid it before he does? Uh … fuck yeah! And, get this, dude will show up AFTER the party loot the place … better pay his ass off if you want to keep the loot! That’s how to write some fooking hooks man!

This things is nothing to look at, formatting wise. Meaning that no fancy layout software was used. It looks like the designer just wrote the fucking up in a standard word processor, maybe even Google Docs, and stuck it in two-column. With intelligent use of bolding, underlining, italics, and text centering/alignment. I really can’t compliment them enough on this. It serves as magnificent example of just what you can do with the free shit on the Internet. The most basic of things, a two-colum from Gioogle Docs, provides decent formatting and ease of use. Sure, there’s a place or two where things could be better. A little more use of white space, and some of the treasure lists tend to run on line after line. Think of things like spell lists and paragraph breaks without indents, for example. That could be much better, but, again, google doc two-column! You don’t need fancy fucking tools to crank out an adventure. 

The map looks like the most complex thing in the adventure, from a formatting/tools standpoint. It’s pretty clear map, not at all symmetrical (Ug! I hate symmetrical temple maps!) with some light use of color to help, along with simple stars for statues, relative to their size, and so on. Very clear and easy to read, with only the room keys being too small. That might be better if it were printed out, but, I still think a little work could have been done here to improve things and make the keys easier to immediately grok.

The writing style is generally very good. It’s evocative and relatively terse. The entrance is described as “50′ tall Doric columns hold up a massive roof of black-gray shale slabs. The frieze is crowded with painted carvings of humans and monsters in repose. The parting triglyphs are carved into poppies and painted red.” That’s not bad at all! It forms a strong mental image. Or in room one 20’ tall doors of blackwood with a pair of brass ovals formed as sleepy eyes hanging over them; one is crooked creaked an unhinged impression.” Short and sweet. I like it! One room description has “a domineering satyr teaching an increasingly frustrated bugbear the harp.” Domineering. Teaching. Frustrated. One short sentence overloaded with the right words to create an effect that helps the DM immediately know how to run the room. Monster descriptions are great. Bugbears that look like large shaggy men in midnight blue robes and beaten copper masks in the image of hypmos. Voices droning & monotone.  That’s how to write a fucking monster description people. MIDNIGHT blue. BEATEN copper masks of Hypnos. Simple descriptions that use the right words to immediately evoke the vibe. Rock On Oll whoever the fuck you are! Note the tserseness and the specificity Not cultist garb. Not robes. Midnight blue robes. Not masks. Beaten copper masks. Two extra fucking words making it specific. That’s the fucking specificity I’m talking about! 

Interactivity is great. It’s written as a location that exists aside from adventuring. Things are going on inside. It’s not written explicitly to expect the adventuring party. This gives it a more “module”or sandboxy feel. Feel free to drop by and visit for awhile. Witness the freakiness. Try to avoid being abducted. Covet the loot out in the open. And then maybe get holy hell rained down upon you. One of my favorite moments is a well, a shallow pool full of water. Shadows dwell on the bottom, but only attack if you fuck with the water. A kind of well of souls kind of thing. In other places, shadows could meet their former human zombified bodies and merge with them, coming back to life in a daze. This makes sense. The elements here are, as with all No-Artpunk entries, standard D&D. But they are used in a fashion that makes sense. It’s not the throw off kind of D&D where you just walk in to a room and fight three shadows. They MEAN something here, specific to their environment. This is the kind of neutral adventuring environment that I love so much. Neither against or for the players, but standing apart to exploit or be exploited by an adventuring party. 

I have no idea who the fuck the designer designer is. Hey, Olle, whoeever the fuck you are: Good jorb! If this is typical of the winning entries then this will be a very strong volume of adventures, indeed!

This is Pay What You Want at DriveThru, with a suggested price of $10. Proceeds are going to the Autism Research Institute. A subtle dig?

https://www.drivethrurpg.com/product/379533/No-ArtPunk-Vol-1

Posted in Dungeons & Dragons Adventure Review, Level 5, The Best | 19 Comments

The Many Lost Loves of Blackstone Tower

By James Hanna
Fey Light Studio
B/X
Levels 3-4

Blackstone Tower was supposed to be the perfect home for Virvul and Gosian, two of the greatest wizards in the world. Instead, it was abandoned, their monument to magic. This is the story of that place, and the many loves who came here, and some of those who never left.

This sixteen page adventure uses nine pages to describe a tower with about five levels. It has a gorgeous map/illustrations and is an utter shit show of an adventure. It obfuscates usage … ON PURPOSE. This means it’s not actually an adventure but rather some masturabatory art project.  Joy.

I had high hopes for this. I can dig a tragic story. Melancholy is my friend. It’s got some pretty good art in it as inspiration. And that fucking map! Oh, so, I like the color blue. And this map manages to evoke the kind of airy dream-like quality that a good wizards tower should. Alien and recognizable, airy and organic. Seriously, this fucking map looks like it was custom designed to appeal to me, as an art or inspiration object.

There are inspired moments in this. There’s a waterfall flowing from an upper level of the tower and to get in to the tower you need to walk through it. That’s both magical and sure to be a source of terror for experienced OSR players. “Uh, fuck no. I’m not walking through that thing …” Inside we can see a tower fountain, shooting up in the air, forty, or fifty feet high, in middle of a large open room. Turns out it’s the guardian water elemental. Didn’t see that coming, did you? Or the origin of the entrance waterfall, coming from a living quarters on an upper level, with a veranda to look out over the land. That is, I think the last of grooooovy elements in this.

Because this thing is an utter shit show. I mean absolutely the worst dreck possible. Because, you see, it’s not an actual adventure. It’s actually some art project that is taking the form of an adventure. If an adventure is a piece of technical writing, meant to be used to facilitate a game at the table, then what do you call something that purposefully obfuscates the DMs ability to run it at the table? And I don’t mean the usual shit. I don’t mean someone who doesn’t know any better or just is simply bad as making something useful to the DM. I mean, what if you made decisions to make it harder to run the adventure? Like, I know know, you write it in Basque in limerick form and all of the phrasing was metaphorical. Can you call that an adventure? Well, I guess, as the designer, you can call it whatever you want. As the arbiter of my own tastes, though, I dub thee “Shit show art project that makes me feel like I’ve been manipulated and deceived.” And as a good little midwesterner, well, we don’t like to feel like we’ve been deceived. Hardworking people, we like our snakeoil to contain both snake AND oil. 

The origin for my extreme disgust is the writing style. The adventure is written in voice from two different perspectives. EVERYTHING is in voice. Everything. FIrst, you get the voice of one of the wizards, giving interior design and architecture notes to an architect. Second, you have the architects comments between themself and their parter as a kind of “handwritten” addendum to the wizards instructions. It’s like the wizard was writing a letter to the architect and then the architect added some notes to it in the margins.

An example? Allow me …

“Sadly, rugged black basalt composes the vast majority of our beach front property

wish for you to clear out three areas and dredge some proper sand up to make sheltered beaches where Z and I can lounge in the sun.”

How about the description of a trap in one of the rooms? “A few oozes ought to do it. Hide them in chambers around the pool, and then flood the room, allowing the oozes, practically invisible in the water, to dissolve the hapless intruders. Once the room fills, have a tube dump the gelatinous contents into the sea.”

Or, perhaps, the description of the main bedchamber room that contains this little gem: “It is done. She is no more. She has taken herself from me. But I will always have her body to gaze upon when I wish it, for her body shall lie preserved forever in the waters of her home, in the bed which we made together.”

Like, what the fuck man?! The ENTIRE adventure is written like this. Not just in voice, but with the details obfuscated. From that last section you’re supposed to get that the chicks body is in the pool of water in the room. 

The designer wanted some kind of forlorn tragic love story thing. I’m not even sure that’s in this. It’s written in such an obtuse way that I can’t even tell if the two wizards are actually IN the tower. How’s that for fucked up?

Look, I got no problem with your art project. I’ve got no problem with experimentation. But I suggest that you didn’t actually write an adventure. You wrote some kind of piece of literature or performance art that mimics the form of an adventure. Because to be an adventure you have to be able to use it at the table and you can’t use this at the table. And the choices made in the design were explicitly to LIMIT its usage at the table. That may be too strong a statement. It may be that the designer wanted to play with voice and style. But the direct impact was that it limits its usage. In exactly the same way as if you sold a book of Basque limericks to English speakers as an adventure. It’s not.

And put the fucking level range on the cover or in the product description. Jesus H Fucking Christ how many fuckimg times do I have to fucking say that?

I leave you with this, the design notes from a wizard, describing how to get from one place to another, buried in the text of a larger room description and not shown on the map: “The only way into the grotto is via the staircase that winds along its perimeter and emerges in the center of the foyer beneath the hidden door.”

This is $6 at DriveThru. If you buy at DriveThru you will get an InDesign file. If you mail the designer to get a PDF you will get no response. You can then go to itch and claim one of the free community copies. Also, not preview, although there are page scans on the product page. You see that little “agreement” section on the last page? You have no idea how important that is from the preview. It should have shown a full level/encounter/room if it was going to go down the experimental path.

https://www.drivethrurpg.com/product/377939/The-Many-Lost-Loves-of-Blackstone-Tower?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 18 Comments

The Death Downs

By Thom Wilson
ThrowiGames
Five Torches Deep
Levels 7-9

The Death Downs is a vast burial mound of noble families and great warriors. Characters will discover great riches and wealth if they can survive the burial ground’s traps and evil undead.

This 55 page adventure details nineteen burial mounds with about four rooms each, and one larger mound with about thirteen rooms. There are occasional bursts of interesting interactivity, but, the overly rigid formatting and lack of evocative writing really drags the entire thing down.

Bree & the Barrows Downs hangs heavy over the hobby. In my youth it entranced me, mostly for the treasure I think. Because the actual product was lacking with little more than the usual great maps and the laundry list of treasure items. This doesn’t stray much from that formula, although the entries take up a lot more space and there actually are a few points of interactivity.

Nineteen burial mounds, in a misty and swampy valley. You get no map of the valley, or the general mound arrangement; the adventure just launches in to the keyed locations for each of the mounds and provides a little map at the start of each one. Each one has between two and four rooms, with the last mound having thirteen. 

The highlight of this adventure, appearing infrequently, is the interactive elements. One room has a shallow empty pool basin with whispering voices circling around it when you get close. Runes on the bottom, spoken outloud, cause it to fill with what is a healing potion. And placing something in the dry pool otherwise causes a shadow serpent to appear. That’s great design! Weal and Woe! A hint of the arcane and supernatural! Another has a statue with a slow petrification gaze. Behind it, at the head, is a jar full of grey goo … that can be used like a petrification potion; it has been powering the statue. I’m not always a big fan of “things that make logical sense”, like a potion powering a statue, but sympathetic magic is a big turn on for me and if handled well, like it is here, then it makes for a great interactive element. When the adventure is engaging in acts like this then it’s doing a great job. Of course not every room is expected to be fun and games, and the rooms here are sparsely populated throughout the mounds. The highly interactive ones, I mean. There is the usual assortment of creatures and traps as well thrown in, of the more mundane variety. I’ve always wondered about undead in these high level adventures. Do we make every creature a Vampire-class monster so as to manage the turning issue? Maybe Five Torches handles it differently? Whatever. Decent interactivity, although perhaps a little sparse, a problem exacerbated, I think, by the “individual mounds” format.

One of my two major malfunctions with this adventure is the formatting selected. It is an extremely rigid system. While I do prefer a good format, I also want it tuned to the adventure, with a willingness to break the rules of the formatting when needed in service to the adventure digestibility. In this one I can get what the designer was going for, but I don’t think what was intended is what comes across at all.

First, we’ve got a little italics to start the room, usually a short sentence. As far as I can tell, this serves no porpoise (Thanks autocorrect, I will be spelling porpoise that way from now on!) at all. Room one area one says “A prominent tomb far enough away from the corruption to be unaffected by the infection…for now.” Great! So … absolutely no value to the adventure at all? Dead weight. Filler. This is followed by GM notes. This tends to be still more useless background information, like “The challenging locked door (DC 15) has yet to be opened by previous explorers.” or “a 1 in 10 chance that the dead here have been corrupted and reanimate.” So, the presence of more background fluff should be an obvious NoNo by now. We also see an example here of the misuse of randomness. Just make it full of undead or not. You need to actually DESIGN the adventure and make the various parts work with each other, not just rely on randomness for the adventure. 

Ok, so, two sections in to a room description and it’s still not very good. We then get a Quick View section. Alright! I’m on board! Except, it overexplains. “Diamond tiara lies on a partial skull.” Hmmm, no, that’s detailed view, the next section. For quick view it should be a glint of light from the head or something.  Detailed view tells us … Skeletal female form and the exact value of all of the treasure goods found on the body. Then we get smell “Slight acidic aroma” This should probably be in the quick view, but, it does foreshadow a trap, which is good. Then we get a secrets section, which is normally telling us about a secret nice to be found, and then a Traps section saying something like “Acide cloud erupts if the tiara is moved”

The overall effect is disconnected. No notation in the tiara section that it is trapped. Different elements and aspects of various room features are scattered across a column of text, causing the DM to need to reference multiple sections during an initial action. I mean, I get what the designer is trying to do, but it just doesn’t work out right here. The italics and GM notes are mostly useless. The Quick View should be First Impressions and contain the (obvious) sensory data. The Detailed view should follow up on individual objects.  And a separate trap section is fine, for detailed information on traps, but, I have to ask: why? Why are the taps so complex that you feel you need to almost a third of a page to describe a simple “pick up tiara trigger acide cloud” trap? It’s trap & door porn all over again, with overly mechanistic details. 

Combined with this, or perhaps because of it, is the somewhat drab nature of the descriptions. I thought things were going to be coo. A sunlit valley, full of mist, a marshland in it, a dry spot in the middle covered with mounds, others flooded in the marsh … That’s pretty good! But the actual rooms are bogged down by that format and come across lame. “Most of thi tomb has collapsed.” Rectangular room with massive wall tapestries. Central stone slab covered in bones and rotten silk fabric. Meh. And., there’s no follow up on the tapestries. We get over-explained quick views that have very little in the way of painting an evocative setting.It don’t feel like a dry & dusty tomb.

Did I mention there’s a tomb devoted to dead circus performers? I will never fucking understand this obsession with the circus/carnival. 

One room tells us it is very well lit with chanting. It’s about 30 feet from the entrance. That’s something you want to mention in the entrance, not in the room in question. You want to tell the party that when they can sense it. This happens repeatedly in the adventure. I will not cover in detail the room that says the walls had portraits that are now missing. *sigh*

Whatever this adventure has going on for it it is obfuscated behind mounds and mounds of detritus. 

This is $3 at DriveThru. The preview is about twelve pages and shows a lot of room descriptions, so it’s a good preview.


https://www.drivethrurpg.com/product/379439/The-Death-Downs?1892600

Posted in Reviews | 11 Comments

Whispers from Wavering Hills

By Scott Cox
Self Published
Call of Cthulhu

Wavering Hills Sanatorium, a hospital for the relief of suffering lies nestled in central Kentucky on grounds with a sordid and mysterious past. The apparent suicide of a troubled young girl yields questions of an otherworldly nature. Will the investigators unravel the mystery of Wavering Hills?

This fourteen page adventure details the investigations in a sanitarium. It’s a basic investigation and at a pretty high level, which is good for an investigation. But, it lacks basic details and doesn’t help the DM out enough. You can do high level, but you need to support it also.

A request! You know how I love to do requests! So stop your bitching and allow me to be do this good act.

It is our investigators first adventure and its in a sanitarium. There are no real hooks, just a suggestion that they could be new staff or new patients “or any other reason.” None of this really helps, at all. No information to support play as staff or patients or “anything else.” It’s needs about one page more to develop a solid hook/background/support for this. Otherwise the DM is left with making up what its like to be patient, or staff, or whatever. 

There are a few NPC’s, a head nurse, the doc in charge, and a patient, with a couple of other patients given a few words. The NPCS that do exist are done well, with solid trophy personalities to play up. Maybe a few example statements would have been nice for each of them, and a fw more staff and patients, but, whatever. “Nurse & mother hen” and “cold hearted and single minded” go over well in my book.

There’s a small section on the five sense, which I really appreciate. Adding the sound echoes or antiseptic smell is a good touch for the DM to add to room and encounter descriptions. This could have been put on the border of the map page, or some such, to keep the DM reminded of tit. 

Of, wait, there’s NOT a map page. There is, instead, a brief text description of the hospital. Of, like, eleven floors. Un. Cool. That does NOT work at all. You just need a basic fucking map. You can just label it, you don’t need to describe every room, but you need SOMETHING to support the party sneaking around and avoiding nurses, doctors, etc. 

There’s some other simple things wrong also, like putting the read-aloud in italics and making it long. It doesn’t overexplain, but it does get long. Which is how a 1.5 hour adventure gets to fourteen pages. Yes, 1.5 hour or so. It’s VERY short. There’s not a lot going on and the investigation is pretty straightforward. Oh, look, the third floor is chained shut, let’s go there!

But thats not the main issue here. The main issue the the overview style of presentation.

This is going to get a bit complex. Essentially the adventure is written as an investigation. Rather than room/key it instead covers major rooms, like the docs office, etc, and gives an description of those major locations. Which is exactly what should be going on. And it details some of the key things that the DM should be doing in the different chapters. Like, in this chapter they should learn X or discover Y. That’s great. I can quibble that those sections could be clearer/easier to find and parse, but the dude has the right idea. Kind of a major outline, with more detail zoomed in on for those sections that need it. 

But, we’ve already seen, that the adventure glosses over just about everything else. I mean, no map. No real hospital staff scedule. Nothing to support sneaking around or asking questions or anything like that. And lets pray no one goes in to town for a newspaper office; there’s no support for anything other than looking around the hospital. 

It’s so very BASIC. That doesn’t have to be bad, but, in this case, its completely straightforward. It opens with a patient jumping off the roof and saying something like she wanted to fly “like they do” and green goo leaking from her ears. Ok. So, no build up at all then. Ok, third floor is chained up. Let’s fucking hit it! 

It needs more build up. More support for investigating and talking to people. A basic map to run nightime stealth. A few more NPCs to round things out. Maybe a few subplots going on. None of this has to be huge, at all. But the complete lack of support for anything OTHER than the very short adventure hinders the play immensely, IMO. or, perhaps, hinders the support of the DM in trying to get more out of this. 

This is $3 at Drivethru.The preview is not the best for figuring out if you’d like this. Page three, though, does have the text description of the hospital layout.

https://www.drivethrurpg.com/product/378808/Whispers-from-Wavering-Hills?1892600

Hello. This is the Bryce Emergency Review protocol. Bryce writes about three weeks ahead and has not written a new review in about three weeks, so this script has snagged an emergency review to post instead. Bryce has also been emailed and told to get back to work instead of engaging in whatever delight he is currently using to manage ennui.

Posted in Reviews | 26 Comments

Alas poor Otto

By Greg Saunders
Fire Ruby Design
Mork Borg

The wizard Inclulas is dead – a spiked club to the back of the head has that effect no matter how many scrolls you own. Brigands have looted his body within sight of his manse, and his scrolls disintegrate into the bloody mud around him. His servant, Ottö, saw the murder, but his presence in the backlit doorway scared the murderers away – for the time being. Now Ottö has retreated to the alchemical workshop, to help himself to all the liquor he can find. He has inadvertently mixed several potions together in his guts, and the weird magical concoction has had peculiar effects…

Sixteen digest pages of garbage detail nine rooms in a wizards home. More Mork Borg crap.

I know, I know. Believe me I know. How could I not know? I mean, it says Mork Borg right on the blurb. We all know what that means. It’s gonna suck. We all know that. I mean, there’s a chance it won’t, right? And, we can’t actually, any of us, say that we know its gonna suck OUT LOUD. That’s not cool, to lump them all together. But, seriously, we all know this at this point in time. So then why? Why review it? I promise you that I don’t do this on porpoise. As I have said, time and again, I go in to these things with a sense of wonder and hope, optimism for a bright new tomorrow. I mean, read that intro again. “A spiked club to the back of the head has that effect no matter how many scrolls you own.” That’s fucking great! I love that! The rest of this HAS GOT to be like that, right?! 

Let’s crack this fucker open and back in the glow of each other majestic presence! Oooo, look, a description of the butler, Otto! “A thin, gangly man dressed like a shabby butler, with a balding egg-like head surmounted with a strange hat and a pronounced slouch, Ottö is no one’s idea of a good servant. Luckily, Inclulas was no one’s idea of a good master. Ottö is in parts whiny, moody and acerbic, but under it all lies a simmering rage at the injustice of his servitude. Unfortunately, he is also a coward, which is why he is still here after all these years. Drunk: Ottö is completely inebriated. We’ve all been there.” 

I mean, that a little lengthy, but, it’s a good description. A shabby butler, egg-like balding, pronounced slouch, a simmering rage at the injustice of his servitude just under the surface. That fucking rocks. “We’ve all been there.” That’s right man! Tuesday mornings, am I right?!?!

It is at this point that the adventure turns to suckatude.

There are virtually no creatures in the nine room mansion. Instead we are told to sprinkle in the four aspects of ottos’ split personality. They “may be encountered as drama and whim dictate.” Oh come the fuck on man. Fucking pout a creature in a god damn room! Would it fucking kill you to marry the room to a specific Otto and something specific going on? I mean, yes, it would fucking force you to actually come up with something that fits together. Heaven fucking forfuckingbig that you do that. I mean, after all, you’re only asking $4 for this thing, why would we expect you to do any work for us, right? 

The wizards lab? “In here are scattered the paraphernalia of a master of the arcane arts. Or it might be a useless collection of broken glass and rubbish. You decide.” Hmmm, I’m starting to sense a pattern. How about treasure in Otto’s room? “scroll (randomly determine which one) and a scattering of gold and silver coins” 

Are you worried about being judged? Is that why you don’t put anything specific down? If you don’t make a decision then no one can blast you for the decision you have made? And, if someone, such as a certain reviewer, blasts you for that you can just say that people just don’t you, man …    

I think not. This is just fucking lazy design, as all Mork Borg designs are. Are they all? DO I ever recall seeing a Mork Borg design that WASNT lazy as fucking shit? I don’t know. It doesn’t fucking feel that way right now. It feels like all of the Mork Borg shit is just some random ideas someone took an hour to throw down on paper. No real thought. No real design. No real attempt to make this in to an actual playable adventure. 

Is it that much fucking work? No. I mean, I asked these fucking questions before, a couple of years ago, and that what inspired the work I did on Maw. Can you just take a couple of hours and create something worthwhile. My goal was, I think, an hour to create a dungeon level. By the third-ish level I was able to create a dungeon level in about 90 minutes. Were they fucking works of genius? No. But they were fucking light years ahead of this crap. It CAN be done in a short amount of time. You CAN spend just a few hours to polish something enough to be a good enough design to get great gaming out of it.

But not it you don’t understand. Not if you don’t understand what an RPG is and how it is played. Not if you don’t understand what an adventure is and not if you don’t understand how to write for the DM. If you don’t understand those things then you get something like this. “Hey, man, here’s some ideas. Like, use them, or not, if you want, to run a game. Or riff off of or something.” That’s not an adventure.

 This is Pay What You Want at DriveThru, with a suggested price of $4. The preview is ten pages and tells you all you need to know.

https://www.drivethrurpg.com/product/378452/Alas-poor-Otto–A-Mork-Borg-Adventure?1892600

Hello. This is the Bryce Emergency Review protocol. Bryce writes about three weeks ahead and has not written a new review in about three weeks, so this script has snagged an emergency review to post instead. Bryce has also been emailed and told to get back to work instead of engaging in whatever delight he is currently using to manage ennui.

Posted in Dungeons & Dragons Adventure Review, Reviews | 34 Comments

Legacy of Blood

By Jonathan Hicks
Open Ended Games inc
Against the Darkmaster
Levels 2-3

Once one of the mightiest families of all the Nine Kingdoms, the Leorics have now fallen on hard times. Dark tidings and unspeakable rumors surround this once noble house. But a chance at redemption may still be at hand. In a desperate race against time, the heroes must recover a cache of lost magical artifacts before they fall into the hands of agents of the Darkmaster. Only this way they can restore the fallen noble family’s legacy, and stop the darkness spreading through their domains. Can they reach the treasure before the agents of the Darkmaster pursuing them? Can they sneak past the dragon who has made Castle Dulgroth her lair? Can they survive this Legacy of Blood?

This 37 page movie uses 22 pages to describe a fantasy novel. 

Like what the fuck man? What the serious fuck. Are you proud of this “adventure?” This is what you dreamed of doing? This is what you lay awake thinking about? No? It’s just a fucking paycheck for every single person involved? Oh? Rlly?  I couldn’t tell.

This thing is crap, from start to finish. I’m not sure there’s anything good about it at all. It doesn’t feel like a cynical money grab, but, rather, a product mired in the past. As if someone active in RPG’s from an earlier era decided to produce something and had learned absolutely nothing in the meantime. Cycnically, I think it’s just pushing out product and who the fuck gives an actual fuck the morons are going to buy the fucking thing anyway so why actually give a shit in producing something good?

This is now, what, the second fucking review in a fucking row of a movie plot adventure? You don’t have agency here. What you have here is columns long read-aloud text in which NPCs dump fucking exposition at you. All in italics, of course, because no one gives a flying fuck about usability or readability. And then the overly dramatic read-aloud exposition is then followed by mountains of DM text all arranged in just normal paragraph form. It’s fucking impossible to find anything in this. There is NO scanability, at all. This is Dungeon magazine, the worst of Dungeon magazine, all over again. In 2021. 

You ready for some hooks? How about an exciting one, like “They are looking for new opportunities and have swords and spells to hire out.” Yeah, that’s the extent of the fucking hook. The others are similar. A fucking hook that says absolutly fucking nothing at all. Why the fuck is this included? Do you seriously think that this is adding value to the product? Do you seriously think that this is helping someone run their game? No? It’s just fucking boilerplate? THEN WHY THE FUCK WAS IT INCLUDED? Because there was a word count, perhaps? 

Blah blah blah, … Desperate Race Against Time. Uh huh. You put that fucking shit in your adventure description and I know its crap without even reading it.

Ok, so, what’s up here? The actual adventure? It’s a fucking movie. You will get almost no choices at all. You will go overland and get attacked by The Darkmasters forces. You will win, and then an overwhelming force will descend upon you. The goal is to get the party to run, so there can be the next section … The Exciting Chase! And of, course, whats an exciting chase without a rescue from a mysterious ranger?! And then, of course, the chase must resume so you can flee in to a barrow and have the entrance collapse just in time separating you all from the darkmasters forces. And then you explore to escape only to find a tunnel that leads to where you want to go … pursued by the forces breaking in to the barrow. Only to come to a vault. Where the ranger betrays you! Ohs nos! And then the darkmasters forces arrive and attack! Ohs Nos! And then the dragon above shows up! Ohs Nos! 

“Anything can happen on this journey; perhaps a small scout force of Orc wolf riders intercept the players as they head to the barrows.” Yeah. That’s what you’re fucking paying for. To be told anything can happen on this journey. This thing is padded the fuck out. Backstory and motivations. The animated skeletons “have sworn to protect the riches of the barrow and they will do so!” Uh huh. That helped me run the game. “The water is ankle deep which could signify that the barrows are below the water level of the lake and the water is getting in somehow. “Wlel, just fucking wonderful. The price of tea in Taiwan while we’re at it? 

The absolute worst kind of drivel. Cinematic bullshit. Meant to tell a fucking exciting story. It might as well be a video game that is nothing more than quicktime events. This is why we play D&D? To have no choices? To just roll dice in combats? To have no control over the fate of your own lives? 

My cynicism here is strong. It’ is SO depressing to see shit like this. I get that different games have different vibes and the extreme agency of exploration D&D is not the vibe of every game. But to have little to no agency at all? Like the serious fuck? Didn’t that go out decades ago? Shall we forever cursed to relive this shit, because of designers or publishers unwilling or unable to liearn from the past? Shall I be generous to people who have made little to no effort to learn and update based on the times? Is all there is just banging two rocks together, forever, with no progression beyond that?

This is $9 at DriveThru. The preview is four pages. You get tp see that magnificent hook page and a couple of pages of irrelevant backstory. So, terrible preview that in no way helps you make a purchasing decision.

https://www.drivethrurpg.com/product/374191/Legacy-of-Blood?1892600

Hello. This is the Bryce Emergency Review protocol. Bryce writes about three weeks ahead and has not written a new review in about three weeks, so this script has snagged an emergency review to post instead. Bryce has also been emailed and told to get back to work instead of engaging in whatever delight he is currently using to manage ennui.

Posted in Reviews | 14 Comments