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Monstrosities

Monstrosities

Monstrosities

As part of the recent Swords & Wizardry Complete reissue Kickstarter, the S&W Monster Book was also replaced by the new Monstrosities. The basic format is one page per monster, each with a picture, somewhat reminiscent of the second edition Monstrous Manual. It is a relatively large book (slightly over 550 pages), though not so large that it is unpleasant to use. The interior is all black and white.

First, the positives. The cover image is evocative and unique. The rich color is gorgeous, and it avoids the looking like a cliche fantasy picture. It actually looks like a painting. I could see how the cover might not be to all tastes, but I like it. The binding is sturdy (and signature sewn). Overall, the physical artifact feels like a well-made book, and is up to the (high) bookbinding standards of Frog God Games. Each monster also includes an encounter sketch, which is a great idea.

Monstrosities further shines as an OGL reference work for module writers that want to reference classic monsters. The entire text (not the images) is OGL, and each monster has stats in single line form (convenient for copying & pasting) in addition to the AD&D multi-line key/value standard. This is actually a useful form of redundancy. The Tome of Horrors Complete included a short tutorial about how to reuse OGL monsters legally too, which would have been a nice sort of thing to include in Monstrosities.

There are plenty of good monsters contained within. Malizsewski’s HP-draining “redcap” version of the goblin has creepy fairytale atmosphere and uncommon, interesting mechanics. Sean Wills contributed an adventurer-trapping worm that lures explorers into its stomach creatively. Or Random’s parasitic spectre (it does more or less what you would expect, but it’s still a good idea, and well implemented). Just for three examples.

Can you tell what this smear is supposed to be?

Can you tell what this smear is supposed to be?

That said, there are also quite a few negatives. First, the interior art is mostly uninspired. It ranges from okay to downright bad (with obvious computer shading). There are a few good pieces by Jason Sholtis, though even those are often reused from other products. In the age of plentiful, inspired talent on sites like DeviantArt, this seems to be a huge shortcoming, especially in a bestiary. More samples are provided at the bottom of this post.

Page space use

Page space use

Second, and most glaring, is that many of the pages are between 25 and 50 percent blank. Some are more than half blank. While the encounter sketches are welcome, the total absence any maps was also a lost opportunity. Consider how good a book like this could have been if filled with Dyson-style lair maps? That is an as yet unfilled market niche.

Third, many pages are spent on classic monsters such as goblins. Pretty much all trad rule sets (including all three versions of Swords & Wizardry) include a good portion of these monsters. To be fair, some of these retreads are somewhat redeemed by the included encounter sketches, but I still wonder about the intended audience. There already exist good, free references of classic monsters for the original game (see every retro-clone with a free version), and of course the original Monster Manual is not hard to find. This also means that the creative, community-created monsters mentioned above are mixed in with old standbys like rocs, sahuagin, and shadows. While this is not a huge problem, it does dilute what could otherwise have been a unique bestiary with a very strong personality, like the Fiend Folio (which is now back in print!). Basically, same-old creatures feel a bit like padding (and probably inflate the price).

Some pages are almost a total wash. For example, the entirety of the useful information content on the zombie raven page are the words “zombie” and “raven.” Now, I like zombie ravens just as much as the next necromancer, but I don’t need a page of text to tell me that they can fly, that they have 1 HD, that they have undead immunities, and that an encounter with them might entail a flock. Does anybody? I can’t imagine that being useful to even a total newcomer.

Overall, there are some good ideas in the text part of the book, but the illustrations are hugely disappointing and the layout is a bad use of space. I don’t want to sound too negative–as Wayne R. writes, the encounters in Monstrosities could, strung together, make an reasonable hex crawl, and it would be interesting to see such an implied setting come into focus.

Really?

This is a “pyre” zombie, so I think that is supposed to be flame

Hey, this one is good!

Hey, this one is good! …

... but it is also an example of terrible layout.

…but it also is an example of terrible layout.

Really?

Really?

Sholtis' shroom is good, but also in Demonspore

Sholtis’ shroom has a goofy majesty, but it’s also in Demonspore

Hello, smudge tool

Too much smudge tool

Simulacrum strengths

IMG_4416 OSR games

On the OSR Google Plus community, Mike M. asked: what is your favorite OSR game?

Personally, I think a number of the simulacrum games have strengths, and while I don’t exactly have a favorite, all of those mentioned below have influenced and educated me. Here then, in alphabetical order, are what I consider the selling points of the various retro and neo clones. I think this is a good answer to those that see the clones as mere cut and paste jobs, adding nothing to the games that inspired them.

ACKS (neo-clone, B/X with a focus on domain play) has my favorite take on simple balanced old school classes, working within the B/X level range. Demi-humans have some choice as to class, but still feel distinct. There are good rules for ritual magic, constructs, armies, and other high level exploits. There is also a proficiency system (encompasses skills and feats) which I find unnecessary. There is no free version.

Crypts & Things (neo-clone, a Swords & Wizardry variant for swords & sorcery) has a “colors of magic” system which combines all of the cleric and magic-user spells into one class, the magician. Using black magic can cause loss of sanity (based on wisdom) or corruption. Many nice flavor touches (casting invisibility involves temporarily existing on a dimension called “the shroud” and can potentially summon otherworldly horrors, for example). Most (but not all) of the good parts can also be found in Akrasia’s free house rules document, if you don’t care about professional layout or having an all-in-one game.

DCC (neo-clone, B/X crossed with 3E and a heavy dose of Appendix N) probably has my favorite magic system (unpredictable, lots of weird effects, still recognizable compared to other classic and simulacrum games). Illustrated by the likes of Russ Nicholson, Peter Mullen, and Erol Otus (though I love much of the art, I could do without the 70s fashion). The beta version is available for free.

Labyrinth Lord (retro-clone, B/X with a hint of AD&D via the AEC) is the lingua Franca of FLAILSNAILS, but it incorporates many third edition SRD-isms which I find distracting (too many armor types, 20 levels, first level clerics get spells, etc). The Advanced Edition Companion is an excellent halfway point between B/X and AD&D. It is illustrated by Steve Zieser and has the most consistent style throughout (both positives, to me). Free unillustrated versions of the core book and the AEC are available, but then you don’t get to see the Zieser art.

Lamentations of the Flame Princess (neo-clone, B/X through a “weird” lens) has excellent referee advice, a decent encumbrance system, and weird-themed spells (including the first level summon spell). A free unillustrated version of the Rules & Magic book is available, though that doesn’t contain the referee advice, which is the best part. LotFP also makes the nicest physical books, if you care about that.

Swords & Wizardry (retro-clone, OD&D) has numerous very useful meta-discussions about the rules, how they work, and how you might want to change them. Very much in the spirit of the original “do your own imagining.” Free, illustrated versions of WhiteBox and Core are available. If I was going to start another game right now, there would be a very good chance that I would base it on the S&W WhiteBox chassis. WhiteBox approximates the 3 LBBs, Core approximates the 3 LBBs + Supplement I: Greyhawk, and Complete approximates the 3 LBBs + all the supplements.

Definitions:

  • B/X: the Basic and Expert Dungeons & Dragons rules, by Moldvay and Cook/Marsh. Characterized by the 4 classic human classes (cleric, fighter, magic-user, thief) and 3 demi-human classes (dwarf, elf, halfling). Covers levels 1-14 (though demi-humans have level limits). If you were to only acquire one D&D or simulacrum game, this is it.
  • OD&D: original D&D from 1974, 3 little brown books with some supplements. The orignal boxed set (the 3 LBBs) only supported 3 classes: cleric, fighting man, and magic-user. Noted for opaque, ambiguous, and suggestive language. If you use all the supplements, the complexity approaches AD&D levels (so don’t do that).
  • Retro-clone: game designed primarily to mimic the play experience of an earlier game.
  • Neo-clone: game that uses an older game as a stepping off point for to express a (generally) more focused vision.

Note, this list is intentionally meant to not be comprehensive. It is an editorial selection of available games based on my taste and what I am familiar with. All of these games are available in hard copy and/or full digital versions, but for the sake of parsimony I only linked to the free PDFs.

Honorable mention goes to Delving Deeper and Astonishing Swordsmen & Sorcerers of Hyperboria. Delving Deeper (retro-clone of OD&D; free version) for being, in some ways, an even closer clone of the original game than Swords & Wizardry (though without as much useful explanatory text). AS&SH (neo-clone; AD&D influenced swords & sorcery) for having art like this by Ian Baggley (though I haven’t had a chance to look closely at the rules). I don’t have much experience with OSR sci-fi games, but I’ve heard good things about Stars Without Number and Other Dust.

Ragemoor

From the blurb:

Born of the stars, nurtured on pagan blood, Castle Ragemoor exerts its will over any hapless mortal who dares set foot within its living walls! Fortress … sentinel … guardian … prison! Those who oppose it, it kills! Those it would enslave, it drives insane!

Seriously, a comic about a living castle drawn by the great Richard Corben that is equal parts Gormenghast and Lovecraft? Get out of my head! Do I really need to write anything further? I want to write up a mega-dungeon inspired by this and run it right now.

Note that Corben’s art is wonderfully adult-oriented (that is, potentially NSFW).

I read the hardcover compilation of the first four issues, which I believe encompasses the entire story (I don’t think more issues are coming). It is a quick read, and I’m sure I will return to it many times.

Ragemoor

Ragemoor — preview image from darkhorse.com

A tale of two books

Swords & Wizardry Complete

Swords & Wizardry Complete — gorgeous Erol Otus cover

ACKS core book

ACKS core book

That is, the ACKS core book and the recently reissued Swords & Wizardry Complete. For those that are not familiar with these systems, ACKS is a second generation clone that adds proficiencies and detailed economic domain rules to a base inspired by B/X D&D. Swords & Wizardry Complete is a first generation clone of OD&D and all the supplements with a few new ideas (like a single saving throw, support for ascending AC, and a challenge rating system). But I’m not going to talk about either of the game systems here. Instead, I’m going to consider at the physical books, both of which have notable strengths and weaknesses. I find the content in these books valuable, and would recommend both texts to anyone interested in old school D&D or its simulacra.

ACKS binding flaw -- click to enlarge

ACKS binding flaw — click to enlarge

The ACKS books is nicely laid out. However, the binding is terrible. It is glued (like a perfect binding), not sewn, despite having a hard cover. My copy has never seen play or a game table, and I have only occasionally leafed through it physically (I had access to the PDF well before the hardcopy arrived, and did most of my ACKS reading digitally). Despite this very light use, the back endpapers have somehow separated along the line of the spine, and the pages have begun to pull away from the spine.

Excellent sewn Swords & Wizardry binding

Excellent sewn Swords & Wizardry binding

The binding on the Sword & Wizardry Complete book (done by Frog God Games) is excellent. It is signature sewn and feels durable. All the Frog God books I have are similarly high quality (the recently kickstarted Rappan Athuk and the Tome of Adventure Design, for example). However, some of the internal images are horribly pixelated. I’m not sure what process was used for image transfer, but I can get better results with my iphone camera and home laser printer.

These criticisms are made in a spirit of love, not malice. I like both of these systems, wish them success, and may even play them directly some time. Even in the age of deluxe original reprints, and cheap PDFs of the Basic and Expert rules, there is still a place for the simulacra, especially when they introduce innovations (such as ACKS lairs and the Swords & Wizardry single saving throw), maintain communities dedicated to older styles of play, and offer free downloads (such as the “3 LBB” version Swords & Wizardry WhiteBox). However, some of the pleasures of this hobby are the physical artifacts, both in terms of art and book quality. Especially for their price, both of these books deserve better construction. Lamentations of the Flame Princess, in comparison, with a similar customer base, has managed to put out virtually flawless books (in terms of their physical qualities, at least).

Swords & Wizardry pixelation -- compare image to text

Swords & Wizardry pixelation — compare image to text

Swords & Wizardry pixelation -- compare image to text

Swords & Wizardry pixelation — compare image to text

Swords & Wizardry pixelation -- compare image to text

Swords & Wizardry pixelation — compare image to text

Swords & Wizardry Complete -- excellent stitched binding

Swords & Wizardry Complete — excellent stitched binding

ACKS -- perfect binding pretending to be a proper hardcover

ACKS — perfect binding pretending to be a proper hardcover

Tales of the Scarecrow

Image from LotFP Blog

The most recent mini-release (8 pages long) from Lamentations of the Flame Princess is Tales of the Scarecrow. It is not really a module, even in the old site-based module sense. Instead, it is a collection of several loosely connected game elements which can be used as a small scenario (perhaps a random encounter) or as a grab bag of game elements. It consists of:

  • A monster/hazard
  • A location associated with the monster
  • Some NPCs for the location
  • 3 magic items
In this way, it is similar to The Magnificent Joop van Ooms. Discussion and some potential spoilers follow the period tower. Overall, my verdict is that some of the specifics could have been stronger from a game design perspective, but the atmosphere was good and I got some ideas from it.

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The ambiance of the location is wonderful: a perfect circle of surprisingly verdant corn no matter the season, with a mysterious farmhouse in the center. The whole thing is, as you might suspect, a trap. It is a rather difficult trap to escape once caught, but not impossible. The creature that underlies the whole thing is suitably creepy and creative; I particularly like the side view diagram. The NPCs (2 of which are already dead and 1 of which is dying) are not particularly interesting; they are adventurers that have been previously trapped, and function more as a way to explain the presence of treasure (and treasure is certainly necessary to justify the danger of the scenario).

As a referee, I greatly enjoy the interplay between clues and traps, and would have liked to see more clues included in the scenario part of the module. As is, it is not bad, but it does require somewhat arbitrary experimentation to figure out the trick to escape (of course, players may be able to devise their own solution as well). If I ran this, I would slightly modify Richard Fox so that he fits into the solution to the hazard. Without such a modification, I think this scenario might be a bit too difficult for low level characters and a bit to easy for high level characters (flight, for example, would totally defeat the trap).

What about the 3 magic items? The sword is cool in conception, but I don’t care for the mechanics because they require the referee to potentially keep track certain results between sessions (too much bookkeeping). The dynamics of the thing are interesting though; it has a fixed chance of harming anything that is rather higher than would normally be the case, but it has an even greater chance of not actually attacking the right target.

In addition to the sword, there are two magic books. The first one is a grimoire (“Malleus Deus”) that contains magic-user versions of cleric spells in addition to the ability to rob clerics of the ability to cast the cleric versions of those same spells. I dig the diabolist description. Some replacement names for the cleric spells from LotFP would have been appreciated though so that players wouldn’t know that they were about to cast a re-skinned version of cure light wounds (or whatever) without some thought though.

The second book is weirder, in a game mechanics sense. It is a bit of collaborative storytelling masquerading as a magic item. Basically, players are incentivized with XP to come up with the weirdest and most dangerous explanation for the titular scarecrow, and then that is the way it is. This seems to contradict the previous explanation of the scarecrow earlier in the scenario, so I can only assume that the book is magical and characters are somehow using it to change reality, but this is not spelled out. Really, this is just an extradiegetic excuse to engage in some storygaming. Not necessarily a bad thing, but I know it won’t be to many people’s tastes. I like the random XP bonus chart though, and that might be fun to use (say, after every adventure) as a sort of “survival bonus” totally independent of this particular scarecrow book. Too many games don’t last into the mid or high levels, but just jacking up XP rewards is also unsatisfying.

(I got a PDF copy of this because I supported the crowd-funding campaign for the hardcover LotFP Rules & Magic book. I’m not sure when it will be available for general purchase.)

Barrowmaze

Barrowmaze II; poster was a crowd-funding backer perk

Being a review of volumes 1 & 2 of the Barrowmaze megadungeon, written by Greg Gillespie (who blogs at Discourse & Dragons). The points in this review generally apply to both volumes unless specified otherwise.

The core idea behind Barrowmaze is a dungeon of tombs spread out beneath a collection of burial mounds. Rather than extending vertically underground like most megadungeons, BM extends horizontally, with difficulty varying as progress is made across the map. Being based on tombs, undead are heavily represented, but they are by no means the only foes that adventurers will come across. There are also several factions of other creatures struggling for control of the Barrowmaze underworld. Overall, the concept is very strong, and the numerous tricks and traps, along with plenty of new monsters, keep the dungeon feeling new and fresh throughout.

I will say right off that, despite a few usability issues, this is one of my favorite dungeons to date, and certainly one of the strongest OSR efforts. It sings with Greg’s direct voice and vision. This is not just a module, but also a treatise on how to run a traditional megadungeon, with emphasis on the risk/reward trade-off. For example, examining burial alcoves, breaking bricked-up walls, and general searching all come at the cost of random encounter checks. This is of course true in all traditional dungeon play, but is made extra salient by the numerous systems that Barrowmaze incorporates, such as using sledge hammers to break door slabs and masonry.

Image from Discourse & Dragons blog

Greg went all out regarding the art, especially in volume 2 (which benefitted from crowd-funding financing), and the illustrations are uniformly fantastic. The Holloway picture of the mummy on the back cover of BM 2 is especially noteworthy, but the interior black and white illustrations are also quite strong, and communicate the atmosphere well. There are approximately 60 monster write-ups, and every single one has a picture. Add to this the illustration booklets (for showing to players) that were added for both volumes during the crowd-funding campaign for volume 2. The layout is also crisp and professional looking throughout, and a consistent use of bold and italic makes mechanical info easy to pick out within room descriptions. Personally, I would like it if clues were also highlighted in some way, but I have yet to see a published module that does something like that.

In addition to the small overland area containing barrow mounds, the dungeon proper, and all the new game content (magic items, spells, monsters, etc), Barrowmaze also contains several useful random tables for things like thematically appropriate dungeon dressing and dungeon graffiti. Some of these tables are duplicated between both volumes (a spot check makes the dungeon dressing table in both volumes seem identical between BM 1 and BM 2, but a few of the other tables have minor modifications). BM 2 includes a totally new sarcophagus contents table.

My favorite part of Barrowmaze II is actually a random barrow mound generator. This is a tool (with helpful worksheet!) that allows you to quickly roll up a barrow-themed mini-dungeon by stringing together a (random number) of tomb chambers with varying things like door type, other features, traps, and grave goods. I have already profitably used this generator in a number of places, and it can easily be re-skinned for use in generating other types of areas. The worksheet format in particular is perhaps a model for other similar multi-table tools (it might work well for something like the Random Esoteric Creature Generator, or a random demon generator).

My copy of the first printing of BM 1

However, I do have two criticisms, one large and one small. The large criticism applies to both volumes. The problem is that the map of the Barrowmaze dungeon proper is split seemingly with regard only to page boundaries (not dungeon zones) and included at the end of the book, making referencing the map when reading the room descriptions inconvenient. Rooms, and sometimes even room numbers, are sometimes cut in half based on how the map was paginated (examples: rooms 248 and 265). If one only had the printed book, this would be awkward to use. A separate high-res PDF map file is available, but it is not included with the main PDF and must be purchased separately.

The cartography and layout of the barrow mounds section is much more successful. The mound maps are mostly on the same page as their keys, making them easy to run out of the book. The rest of the dungeon would be much easier to use if it were presented similarly, in dungeon zones or zone fragments.

The small criticism applies only to Barrowmaze 1. That book is around 75 letter-sized pages worth of content. Of that, 12 pages are dedicated to pregenerated characters on full character sheets, one per page. I do not think this is an effective use of space. Barrowmaze 2 is much better in this regard, presenting the same amount of pre-gen content in only 4 pages, and with much better art.

On balance, my recommendation is high. You will likely need to do some prep with the maps before running Barrowmaze, but some level of prep is required with all modules. As a craft, module writing is actually still at a relatively early stage, I believe, and work with efficient form factors is ongoing. The area descriptions, however, are quite good in terms of their level of detail and usability. Most are short paragraphs, with concise text and relationships to other areas clearly presented, and the various tricks and monsters are creatively laid out and easy to get a handle on. Barrowmaze would make an excellent companion for something like an all-in-one starting Labyrinth Lord campaign.

One final note: it looks like Barrowmaze is going on sale this week.

Caryatid Columns, Barrowmaze II page 32

Theorems & Thaumaturgy

Theorems & Thaumaturgy necromancer illustration

This Labyrinth Lord supplement bills itself as Advanced Arcana for the Discerning Magic-User. Theorems & Thaumaturgy is available as a free PDF, but there are several Lulu print on demand options as well, for those that like physical books.

It contains three new specialist magic-user classes, the elementalist, necromancer, and vivimancer. There is also a fey elf class, which is presented in both “basic” race-as-class and “advanced” race with class format. In some ways, it feels sort of like an OSR equivalent to the old TSR Tome of Magic, though with fewer system-level changes.

Theorems & Thaumaturgy has what I would consider close to professional grade layout, and excellent, distinctive artwork that fits nicely with the Labyrinth Lord aesthetic without being exactly the same.

In addition to the new classes (which all contain full, custom spell lists), there are also new magic items, new monsters, and a collection themed books of magic. Some of these new spells are very creative, allowing things like detecting which spells another magic-user has prepared (spell reading), and manipulating those spells (for example, there is a charm spell spell). The fey elf presented is distinctive and much more thematic than the standard LL fighter/mage elf.

Gavin also did some great, practical work (like sets of prepared spells for magic-users of any level and an index of all the LL spells). This is the kind of effort that people rarely put into free resources, because despite being very useful it is often not as fun to put together as the parts where you make new stuff up.

There is a chapter on optional magic rules, including an awesome variation on at-will detect magic that functions like the search action (2 in 6 chance, takes one turn). I would be very tempted to use something like that (perhaps X in 6 chance, where is the the highest level spell that a magic-user was able to prepare). The d30 table of magic affinities looks good too. It offers a minor quirk/power for every magic-user, but the random determination makes it much more interesting than all magic-users expecting to be able to use mage hand or whatever.

Three hearts and three lions

Three Hearts and Three Lions, by Poul Anderson, is one of the core books of Appendix N. In terms of direct influence on D&D, 3H&3L would probably be in any top 10. Within can be found paladins that can fall from grace, trolls that regenerate and must be destroyed with fire, a multi-racial adventuring party, and sorcerers with unseen servants.

As a novel, I prefer The Broken Sword, the other Anderson book that is often held up as influential on early D&D. It has more fully realized characters and a more complete story. 3H&3L reads in some ways like an introduction to a longer tale. That being said, the writing is beautiful, unlike some Appendix N works, and it is filled with wonderful gaming inspiration and fairy tale atmosphere. Holger is also another example of the visitor from another reality as explorer of fantasy worlds.

One of the things that I find most interesting about the various challenges presented over the course of Holger’s quest for the sword Cortana is the fact that, despite being a fearsome warrior, with a few exceptions Holger overcomes most of his foes by cleverness. I don’t want to spoil the details, but the basic idea is that Holger is not trading blows and reducing his enemies to 0 HP (most of the time). Instead, he tricks them, frightens them, uses kryptonite against them (well, not actual kryptonite, but hopefully my meaning is clear). This is how characters can game encounters that are above their level. It works well in the context of a game and it works well in the context of how fairy tales work structurally.

Despite the many tropes of D&D that were drawn from 3H&3L, fairies are notably different than the Tolkienized elves of D&D. They are less sympathetic, for one thing, and have a fascinating Christian gloss, being called Pharisees by mortals. The recent 4E cosmology partakes of Fairy-Land in some ways, through the Feywild and Shadowfell, but the atmosphere is still subtly different. The Feywild is primal nature, and doesn’t quite have the fascinating twilight ambiguity that I like so much about Anderson’s realm of Faerie. Combining the Feywild and the Shadowfell into one thing might approximate the feel, but Fairy-Land is an expression of mythic geography and is thus part of the world (you can walk to it) in 3H&3L. For example, on the lands of Faerie (page 38):

Though the sun was hidden, the night he had feared was not fallen. He could identify no source of light, but saw almost as clearly as by day. The sky was a deep dusky blue, and the same blueness pervaded the air as if he rode under water. Grass grew long and soft, with a silvery hue overlying its pale green; white flowers starred the earth. Asphodels, Holger thought. But how did he know? Here and there he saw bushes of white roses. Trees stood alone and in copses, tall, slim, milky of bark, their leaves the color of the grass. The slow wind blew through them with a tiny ringing sound. He couldn’t gauge their distances well in this tricky shadowless light. A brook ran close by which did not tinkle but played, an endless melody on an alien scale. Phosphorescence eddied white and green and blue over the water.

The Pharisees themselves are not noble savages in silk that are more in tune with nature as elves are often portrayed. Instead, they are dark mirrors. Consider this faerie knight (page 39):

The stranger came over a ridge. He bestrode a tall horse, snowy white, with flowing mane and proudly arched neck; yet the beast was subtly wrong to look at, too long of leg, too small of head. The rider was in full plate armor, his visor down so that he showed no face; white plumes nodded on the helmet, his shield was blank and black, all else shimmered midnight blue.

For sustenance, they take tribute from mortals. The logic of fairy tales mostly obtains, but they are not completely removed from the requirements of mortals. They are also the slavers of the fairies (this can be seen in The Broken Sword as well) and have goblins as menial servants. 3H&3L, page 41:

Faerie seemed a wilderness, hills and woods and uncultivated valleys. Holger asked a much subdued Hugi what its inhabitants lived on. The dwarf explained that they magicked up some of their food and drink, and got some from other realms in the Middle World tributary to them, and hunted some among the weird beasts which prowled their domain. All of them seemed to be warriors and sorcerers, their menial work done by slaves taken from the goblins, kobolds, and other backward tribes. Further questions revealed that the Pharisees knew not old age or illness, but were said to lack souls.

And on the masters of Faerie, along with a great example of an OD&D stronghold encounter (page 43):

The castle gates opened and the drawbridge came down, noiselessly. Trumpets blew again. A troop rode forth with banner and scutcheon, plume and lance, to meet him. He reined in and waited, his hand tight around his own spear. So these were the masters of faerie.

The were clad in colors that seemed luminous against the twilight, crimson, gold, purple, green, but the hue of each garment shimmered and flickered and changed from moment to moment. Some wore chain mail or plate, argent metal elaborately shaped and chased; others had robes and coronets. The were a tall people, moving with a liquid grace no human could rival, nor even a cat. A cold haughtiness marked their features, which were of a strange cast, high tilted cheekbones, winged nostrils, narrow chin. Their skin was white, their long fine hair blue-silver, most of the men beardless.

The Pharisees are not exactly agents of Chaos, though they do seem quite willing to assist the witch Morgan, if for no other reason than to ease their boredom. Here is Alfric speaking, on page 47:

‘You mortals know not how tedious undying life can become, and how gladly a challenge such as this is greeted. ‘Tis I should thank you.’

I would be very tempted to replace the B/X elf class with a Pharisee class, which would probably be similar to the elf in my recent alternate take on races post. Basically, details as elf, but can be turned as undead of similar HD. Vulnerability to iron as specified. Perhaps limited to a custom list of enchantment and charm spells, drawn from AD&D or Second Edition for variety. I’ve seen the elf done by limiting to druid spells before, but after reading 3H&3L, I find the enchanter archetype more appealing and appropriate.

Solutions? The monolith owes you none

Image from LotFP store

Let’s talk about agency and horror. A big part of horror is not being in control, and perhaps being in situations that don’t make sense. Horror movies use all kinds of techniques in an attempt to achieve this effect, from dissonance in music to odd camera angles. The general trajectory of a horror story usually goes from mundane reality to twisted reality, and then back to mundane reality after the denouement, though sometimes in a way that things can never be the same again (the is a common trope of Lovecraft, due to possession of some forbidden cosmic knowledge).

Agency is, in some ways, the exact opposite of this, and undermines horror to the extent that you have it. True agency implies that the world around you is understandable, is amenable to problem solving, and that ultimately the choices that you make matter. Agency is also what much old school gaming philosophy is based around. It’s the why nonlinear dungeons are prized, and why the sandbox is held up as the setting ideal. On the one hand, roleplaying as a medium is uniquely suited to horror, because the player identifies with the PC in a direct way that is almost impossible to achieve in other forms. On the other hand, choices that matter undermine the sense of helplessness that is intrinsic to horror.

The Monolith from Beyond Space and Time is thus in a tricky place, trying to straddle the somewhat incongruent genres of cosmic horror and gaming that preserves agency. At its best, Monolith presents some truly wonderful vignettes, set pieces, and innovative mechanics that can be used with any traditional fantasy roleplaying game. It also contains some absurdities, however, ostensibly in an effort to evoke the sense of paradox and impossibility of Lovecraftian horror. A few brief notes about the presentation of the module before I continue to talk about the content. The illustrations by Aeron Alfrey are wonderful and unique, and fit the mood perfectly (the lightsurfing invaders image is a particular favorite of mine). The layout is also clear and lacks distracting background images that compete with the text (a problem that has marred some past Lamentations releases). This is the best looking Lamentations module to date, in my opinion.

It’s impossible to talk about this module intelligently without giving anything away, so consider this a spoiler warning. You can jump down to the paragraph that begins “This module is a welcome reminder” if you want to totally avoid spoilers. Despite the hedged praise I have above, there are number of encounters and aspects of Monolith that just don’t seem like they would work very well in a roleplaying context, mostly because of predetermined endings.

Consider, for example, the Owls’ Service encounter (this is beautifully written, by the way, and works much better as a short story than it does as an encounter). In it, the players encounter a clearing with some large owl statues and a skeleton which are surrounded by tangled vegetation. There is no way out, and just to make that clear, here is the advice that the referee is given (page 14):

Slicing through the plants slowly drains HP through sheer exhaustion: 1 point per hour, or whatever is necessary to deliver the message. Parties or players desperately interested in prolonged, miserable combat with an unkillable foe too wet to burn and too deeply rooted to extract should be rewarded: suitably crawly wandering creatures, down where the plants hide them, begin striking for heroes’ Achilles tendons. Meanwhile, sap takes the polish off metal or lacquer surfaces as vines entangle straps and buckles holding armor on. The kindly Referee can provide a fighter’s corpse, pinned by thousands of plant roots and vines, the body slowly becoming the thing that killed it. If players seem particularly slow to get the point, the fighter wears ruined armor just like one player’s, down to the same maker and year stamped on a rivet or vambrace: armor now a useless, scummed-over basin for more plants. Moving back toward the clearing is considerably easier: the plant barrier effect seems directional.

The real meat of the encounter is similarly meaningless in terms of gaming content. There is no way to learn about it, defeat it through skillful play, or even avoid it. It is merely a way to inflict a tragic fate upon a PC. As Raggi writes:

Solutions? Explanations? The Monolith owes you none.

The Owls’ Service is a great story, but a terrible encounter. Inescapable tragedy is horrific (it is the source of the horror in the Oedipus cycle, for example), but I’m not sure it has any place in a roleplaying game, at least when applied to PCs. There may be exceptions for games with a very limited objective. Paranoia, perhaps? Or Call of Cthulhu? I don’t really have experience with either. In any case, I think that Monolith is marketed to games interested in weird fantasy, not inescapable fate. Also, many of the consequences of this module only flower in the context of a campaign that continues; it doesn’t really deliver its payload as a one-shot (the same thing is true of Death Love Doom, the other recent Raggi module, which I will probably cover in a future post).

The plateau encounter is another example of a “screw you” encounter that is impossible to avoid. The characters suddenly find themselves on a plateau and “turning around and going back is not an option” (page 15). Any attempt to descend the cliff safely results in damage as if they fell the entire distance, but jumping off the cliff is completely safe, and there’s not really any way to determine this from the player’s perspective. Further (same page):

If a character jumps off the edge in despair with the serious intent of committing suicide (Referee judgment), the character of course does not die, and they get to reroll all of their ability scores, keeping any results that are greater than the original values.

I consider this encounter to be a total failure from the design perspective, though it has potential to be interesting with a bit more infrastructure, especially if the hazard is also a shortcut of some kind. That would provide an interesting choice.

Here are a lot of things things that I liked, too. The mist encounter. Why should geography always work as expected in a fantasy world? Does anyone remember the enchanted forests from some of the Zelda games? This effect is similar, though I also believe it could use some clues. The community of hedonists is well crafted, if you like moral dilemmas (and this one is much more interesting than the standard “monster babies” dilemma). The great weapon whose wielder is also its sheath.

There is a fascinating bit of agency inversion at work in this module, though it does not live up to its promise. PCs have almost no agency at all while in the valley (most of the valley encounters force the players to engage with them, and don’t allow players to affect the outcome in meaningful ways). However, once they get inside the monolith, there is no physical layout at all. Expressing a desire for something causes it to manifest. If you desire the exit, it appears before you. If you desire something to fight, that triggers an encounter with monolith denizens. There are many other examples of locations keyed to player desire rather than game world spacial relationship (and it is worth noting that the module has no maps). There is something really interesting about going from no agency to absolute agency, which might actually work if the lead-in encounters weren’t quite so crude in their drive to force players to experience the referee’s cool thing no matter what they do.

Despite these seemingly harsh criticisms, this module is a welcome reminder that these games are what we make them; there are no limits. Why not make dungeons where certain aspects can be mentally adjusted by the PCs? Why not mess with time? Who cares if the economy of the starting village is upended by loot from the dungeon? The consequences of these things are the stuff that memorable games are made of. As referees, we are often too cautious, not wanting to rock the boat for fear of “unbalancing” a campaign. To quote Heath Ledger’s Joker again:

Introduce a little anarchy. Upset the established order, and everything becomes chaos. I’m an agent of chaos. Oh and you know the thing about chaos, Harvey? It’s fair.

That is, in the end, the rub, and the reason that I can’t wholeheartedly recommend Monolith. There are parts of it that are not fair. There are no clues to many of the tricks within, which would be required for an agency-preserving game. Exactly what fair means in the context of a tabletop RPG deserves a more thorough treatment that is beyond the scope of this post, but I would be curious if anyone else who is familiar with the contents of this module would argue that it is fair.

Some DCC Thoughts

I just played my second session of DCC RPG (run by Josh from Being Giant) yesterday. Our first session was a zero level funnel with four character each. Two of mine survived, and became Natan the Cultist (wizard) and Javid the Thug (thief). I rolled for their alignment, and both turned out to be chaotic. Natan’s background was a trapper, so I’m picturing him a bit like a mountain man but with some voodoo going on. Javid was a scribe with an intelligence of 5, so he must have been a failure at that career, probably just writing random characters and hoping nobody would notice. For the second session, I generated another zero to serve as a retainer (Pergamoy the smuggler).

There was one other player in our second session, with a first level cleric, a first level halfling, and a newly generated zero. I have read the criticism that DCC is insufficiently lethal after zero level, but that was not our experience. Of our six characters, only two survived (Natan the Cultist and the halfling). The less fortunate were slain by the rakes and hoes of some sort of underworld gardeners. It’s true that characters reduced to zero HP get one round per level of bleeding out during which they can be saved, but that was not enough for us, even with a cleric in the party. I do think there is an aspect of the funnel which is 3d6 in order, four times, choose the best. The only character of mine that survived from my first four probably had the best scores. It seems natural to be more cautious with the character that has the most potential.

Characters above zero level also have a “not really dead” chance which is a luck check (it functions sort of like a saving throw), but the thief and the cleric both failed their second chance roll too. This is a nice compromise between danger and survivability (and is similar to how I play basic and original D&D, with a save versus death at 0 HP, success indicating unconsciousness rather than death).

Every class felt like it had interesting things to do without having a huge list of powers. The magic system really shined. For every spell (you begin with 4 + intelligence modifier), you roll for a unique side effect (this is called “mercurial magic”). For example, Natan becomes ravenously hungry every time he casts detect magic, (mechanically this is a personality penalty until he eats). Whenever he casts magic missile (which for him is a ray of frost), he changes something nearby into lead and something else into gold (determined randomly).

Spell checks are required for every casting, and you can use the spell again if you don’t fail the spell check (so the system offers more spells than traditional D&D without being unlimited). In practice, this felt very similar to my vancian variant 1 rule (save to retain spells), and I like it a lot (though I still think all those tables are probably overkill, and unique spell fumble charts might be a better use of that space). You don’t need to prepare specific spells beforehand though, which destroys the planning aspect of the magic-user class. The thief ability to burn luck for temporary bonuses was also nice. It allows you to have a greater chance of success on important rolls, without making the outcome certain.

Having absolute control over zero level characters that you don’t care very much about can lead to a hazardous style of play. (We used one of our zeros to fish for plant people in a pit.) I think I prefer how retainers are traditionally handled in D&D, where they are pseudo-NPCs. As a player, you can only partially control them, the referee can veto anything, and they are subject to morale checks. Also, if you mistreat retainers, it may become harder to hire more later. Since zeros are “PCs” though, and control over PCs is sacrosanct in D&D tradition, these constraints to not work.

Whatever else this game might be, it is not rules lite. It feels very similar to Third Edition D&D in play, with ability checks (roll high against a DC) replacing most skill checks. DCC lacks much of the customization complexity of 3E though, so it is much easier to get started, and doesn’t feel as overwhelming. There is little opportunity or pressure to optimize. We had to look things up several times, though I expect such need will decrease once we have played a few more sessions.

There are lots of tables that need to be used in play. Critical hit charts that vary based on class, general fumble charts, one chart per spell, and probably a few more that I am forgetting. That being said, I didn’t mind. All of these tables added to the fun of the game. It would be nice if the book had an index though, and it would also be nice if each spell chart was exactly one page. But those are minor issues. In any case, I’m really looking forward to my next session, and in the end I think that is the best for of praise for any game. (Also, I think Josh might have space for another player or two, if anyone is interested; we have been playing on Thursdays so far.)