{"id":9082,"date":"2024-04-01T07:11:00","date_gmt":"2024-04-01T11:11:00","guid":{"rendered":"https:\/\/tenfootpole.org\/ironspike\/?p=9082"},"modified":"2024-03-19T07:49:17","modified_gmt":"2024-03-19T11:49:17","slug":"a-dish-that-serves-no-one","status":"publish","type":"post","link":"https:\/\/tenfootpole.org\/ironspike\/?p=9082","title":{"rendered":"A Dish That Serves No One"},"content":{"rendered":"\n<figure class=\"wp-block-image size-medium\"><a href=\"https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2024\/03\/244906.png\"><img loading=\"lazy\" decoding=\"async\" width=\"194\" height=\"300\" src=\"https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2024\/03\/244906-194x300.png\" alt=\"\" class=\"wp-image-9081\" srcset=\"https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2024\/03\/244906-194x300.png 194w, https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2024\/03\/244906-663x1024.png 663w, https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2024\/03\/244906-768x1186.png 768w, https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2024\/03\/244906.png 822w\" sizes=\"auto, (max-width: 194px) 100vw, 194px\" \/><\/a><\/figure>\n\n\n\n<pre class=\"wp-block-preformatted\">By Thom Wilson\nThrowiGames\nGamma World 1e\nBeginning Characters<\/pre>\n\n\n\n<p>A settlement built upon the ruins of a military installation has recently come under bombardment from space junk falling from the sky. Almost daily, giant chunks of twisted and broken metal and parts of large vessels fall from the sky near or onto the settlement! Many people have been injured or have died. The village&nbsp; elders do not want to leave as they have finally established a productive farm near a drinkable water supply. What is even more strange, however, is that a large object on the roof of a plateau building nearby has begun moving recently, often several times a day. Are these two things related? Is the impenetrable plateau structure the source of the falling debris?<\/p>\n\n\n\n<p>This thirty page adventure presents a five-ish level complex with about seventy rooms. A simple map and straightforward exploration combine with a play style I find a bit off putting. It\u2019s perhaps most reminiscent of exploring all of those empty rooms in Barrier Peaks \u2026 even though most of the rooms are not empty.<\/p>\n\n\n\n<p>Gamma World is my favorite. You thought I had strong opinions on D&amp;D? Ha! MA, 1e, 2e, 3e \u2026 all great. A glorious glorious mess. You\u2019ve been warned.<\/p>\n\n\n\n<p>We\u2019ve got a village at the base of a mesa. Up top is a ancient complex that no one has explored. A couple of weeks ago the big circle thing on its roof started moving and now junk from the sky keeps falling on the village. Go investigate and make it stop. There\u2019s always a bit of metagaming in tech adventures, the party figuring out what something is is fun \u2026 up to a point. And metagaming to get ahead IS a tried and true part of RPG\u2019s. So, you need to get inside and stop the sat dish from recalling broken spaceships back to the site. This means working your way up through the mesa, all five levels of it.<\/p>\n\n\n\n<p>This thing has the Loot table that I love so much, a few pages of random shit for the party to find when searching. I swear to god, a Gamma World adventure without one of those is not a Gamma World adventure. It should be mandatory in every adventure, it adds so much fun to the thing.<\/p>\n\n\n\n<p>The map, also, has a few interesting things about it. There are a couple of stairwells and an elevator shaft (although, sadly, no mention of climbing the shaft, an obvious miss there \u2026) that are arranged in such a way that there are a couple of sub-basement levels that are not obvious unless you are in the right location. That sort of hidden space, and the verticality of it, is quite the nice little feature. There\u2019s also a couple of quite obvious secret doors in to the mesa. \u201cHeres a big blank wall in the mesa. I wonder what could be there?\u201d It\u2019s a little too mechanistic for me; no real description of HOW the doors are hidden, or rubble piles or anything Just a blank mesa wall with a secret door in it. Meh. I should note, also, while on the map, tha the adventure starts slow, with few creatures, and a good looting will turn up many weapons to help with the upper levels of the complex. So, some pacing there.<\/p>\n\n\n\n<p>The rest of this, though, is not to my liking.&nbsp;<\/p>\n\n\n\n<p>The agreed-upon-conventions are not quit ein place, in terms of style. We\u2019ve got mentions of manned laser turrets in the village. The guards all walk around with slug throwers, and they do a \u201cserum test\u201d with you to see if you are lying\/good people or not. Meh. I like my base Gamma World a little more primitive. You might be ok with it, and that\u2019s fine. But, also, the read-aloud refers to thing like dimmed emergency lighting and terminals. Again, not quite the vibe I\u2019m going for, although I do acknowledge the balance between mystery and just getting on with things.<\/p>\n\n\n\n<p>The read-aloud is in italics, which is never a good thing for extended reading. EVen though it\u2019s also in a shaded box. Why both? Just pick the shaded box. And it over-reveals, noting things in the read-aloud that are best saved for the back and forth between DM and players as they investigate. That\u2019s a core feature of RPG\u2019s and read-alouds that over-reveal destory this key aspect of the game.<\/p>\n\n\n\n<p>We also get pretty minimal description here. Things like \u201cFour beds with adjoining desks are found within\u201d or, on a good day \u201cRusty metal stairs end in a large, open space that is completely dark. The area is well below the surface and is fairly chilly and damp.\u201d Kind of cold. And not in a good way, I\u2019d assert. They lack that vibe that I\u2019m going for. ANY vibe.<\/p>\n\n\n\n<p>There\u2019s also some misses in the descriptions, with several trapdoors in the floor, in the upper levels, leading to the lower levels, that you explored first probably \u2026 only those hatches are not mentioned in the lower levels. And, there are choices to be made that are not quite kosher. At one point you can cut the power to the base. And if you do so then all of the space junk then falls on the village. But that seems like a valid solution, yeah? Cutting power? But, no, you have to get to the top level man room and use the terminal there. There\u2019s no indication that cutting the power will fuck you over. It\u2019s just one of those hidden choices that seems random, or like a good thing, that has catastrophic consequences. And, sure, you can do that. But, also, informed decisions are the best decisions. It makes the players feel like they have a horse in the race.<\/p>\n\n\n\n<p>And, the entire thing just feels \u2026 empty. Kind of like those endless rooms on the first level of Barrier Peaks. Now, I don\u2019t mean that\u2019s what is going on. But that\u2019s what it FEELS like. You\u2019ve got each level shaped like a square with rooms along the outside walls, and then a small \u201ccenter square\u201d of rooms also. And you just go from door to door and open it and search an empty room and get some loot. And maybe make a save vs poison. Or maybe fight a plant\/amoeba. It doesn\u2019t feel so much like an exploration. There are no factions. It just feels like monotony. Room after room after room. Open door. Search room. Next room. Now, I realize that IS the main loop of many RPG\u2019s. But, also, there are other things in other games. Some exploration of the complex layout. Factions. Tricks, traps, puzzles and so on. But no here. Just room after room. And, yes, there\u2019s some loot in some of them. And sometimes a monster. And it doesn\u2019t really have much rhyme or reason to it. Just room after room after room. Imagine a long hallway in an office building. And scattered along it are office doors on the right and left side. And behind each is an office. Essentially the same, but with some minor variation. Let\u2019s say there are a hundred doors in that hallway. And some of the rooms might have a little loot. And some might have a surprise plant monster also or a slime that suddenly drops from an otherwise normal looking ceiling. And start exploring those offices, room after room after room. How do you decide which door to open? You don\u2019t, really. You just pick one. And that\u2019s what the vibe going on here. The endlessness of the Severance complex, without the subtext.<\/p>\n\n\n\n<p>This is $3.50 at DriveThru. The preview is sox pages. So you get to see a little of the village but not the complex. It should have shown some of the complex also.<\/p>\n\n\n\n<p><a href=\"https:\/\/preview.drivethrurpg.com\/en\/product\/244906\/ntx4-a-dish-that-serves-no-one?1892600\">https:\/\/preview.drivethrurpg.com\/en\/product\/244906\/ntx4-a-dish-that-serves-no-one?1892600<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>By Thom Wilson ThrowiGames Gamma World 1e Beginning Characters A settlement built upon the ruins of a military installation has recently come under bombardment from space junk falling from the sky. Almost daily, giant chunks of twisted and broken metal &hellip; <a href=\"https:\/\/tenfootpole.org\/ironspike\/?p=9082\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":9081,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[3],"tags":[],"class_list":["post-9082","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-reviews"],"jetpack_featured_media_url":"https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2024\/03\/244906.png","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/9082","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=9082"}],"version-history":[{"count":1,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/9082\/revisions"}],"predecessor-version":[{"id":9083,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/9082\/revisions\/9083"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/media\/9081"}],"wp:attachment":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=9082"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=9082"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=9082"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}