Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Friday, August 6, 2010

Wierd Roleplaying Lands in New Jersey!


Late on Wednesday night, the Lamentations of the Flame Princess Wierd Role Playing boxed set arrived on my doorstep. I proceeded to spend most of the night reading through it and much regretted having to go to the office the next day. I must say that I'm impressed by this game. Raggi continues to improve his craft and set a high bar for the OSR in general: showing us all "how it's done" so to speak.

At first glance, the boxed set is just a bit overwhelming. The artwork is, simply put, astonishing. We're all familiar with the box cover and I'm sure that every single one of us will look at it and agree that it is a spectacular bit of work. But I'd like to take the time to put in a good word for the interior art as well: evocative, inspiring, and, if I may say so, not just a little fundamentally unsettling in some places (a certain bearded and distorted faced warrior image comes to mind here). On top of all of that, the books have terrific "hand feel." In my hands, they feel of equal quality with my old copy of the White Box sitting nearby, perhaps even superior in some aspects. The box and books are built to withstand the rigors of play.

We all know the contents of the box by now. Come on, let's all say it together. First out of the box is an introductory slip with something that every game should have, a very quick, concise definition of the contents and style of the game, though for the record, I would like to see that on the back cover, too, since the box presumably comes to the store sealed. It's also a bit of a quick instruction manual on how to proceed through the remainder of the contents and the now somewhat infamous disclaimer about male pronoun exclusivity. I find the warning about occult activity, mental abberation, and deviant behavior amusing and if I ever can get my act together, I'd ask James permission to copy it into any product I can put together myself. Perhaps it can become another in joke of the OSR, which I think desperately needs one.

Next out of the box is the Tutorial book. Disclaimer: this is the only bit of art in the box that I actually don't care for. The three figures across the top are just a little intrusive and don't strike the right vibe for me as I get it from the game. THey look more like the BECMI style ADVENTURE! type figures than the strange and wierd that the rest of the game gives off, though that little monster on the left is flat out odd. If it were me, and it wasn't, I'd have felt that the bottom image of the mob of peasants marching, pitchforks and torches in hand, to the castle gates was more than sufficient and evocative of the great Hammer Horror flicks of their day.

Anyway, I give the inclusion of a tutorial high marks, especially in a boxed set that purports to be a complete game. It's a mistake on our collective part to assume that anybody picking up the product is already a gamer and knows what it's all about if not the specific rules in play. It fosters a type of cliquism and continuity lockout that is problematic and obnoxious and discourages new adopters from attempting the game on their own. This tutorial artfully averts that tendancy that neckbeards have and takes the part of a kindly and patient referee walking a new player step by step through their first game (in this case, a haunted house) with quick instructions "on the ground" of how the basics work. The only issue I have with the tutorial is that it does go on longer than it should, but that seems to be because of the inclusion of an introductory, single person module there and an extended play example. This is fine, and I honestly don't see a way that it could have been done without compromising the step by step nature of the tutorial, I feel that some of the material there could have been pulled out into another booklet. One last note about the tutorial, I'm pleased to see a nice little glossary of important terms on the back in easy reach.

Next up is the Rules book with the titular Flame Princess I presume on the cover. Here we have what one would expect to find in the player's handbook. Character classes, in the style of the Basic game so long ago, the Cleric, Magic User, Fighter, Elf, Halfling, and Dwarf, and a Specialist (a renamed Thief). The classes are described completely with a refreshing brevity that is utterly lacking in today's published gaming supplements. It's excellent to find a comprehensive description of, well, anything that clocks in at under a full page of block text nowadays. The fact that the majority of character creation is completed within the first 17 pages of the book is no mean feat. Moving further, I find a surprisingly comprehensive equiment list containing in addition to classics such as the 50' rope, chalk, and shovel, some oddities like soap and manacles. What adventurer before has worried about his hygene? Or, for that matter, a pair of manacles? It speaks volumes in only to line items in a list in my opinion. There are, in addition, lists for weapons and armor, animals, vehicles, and basic services and an encumbrance system based rather than on weight like most others, on items. I find that last an interesting choice that shifts focus away from micromanaging weight distributions in the party to a systemized exercise in common sense. Rather than jiggering around with pounds to cram one more thing into the pack, it's simply a matter of counting items and moving on.

The rest of the Rules book contains, naturally, most of the rules a player would be expected to need to play the game. Swimming, climging, mapping, getting lost, healing, languages, movement, maritime adventure rules, rules for hiring retainers, rules for property and finance, and, finally on page 40, rules for combat. It's fascinating to me that the combat rules, which oftentimes are the first rules discussed after character creation, are quite literally the last rules presented in this game. It's obvious that combat, while important, is not the central focus of the game like certain other alliterative games out there. What's even better in my mind, is that the combat "chapter" is only six full pages, one of which is a full page illustration, and it covers as much as the AD&D books covered in significantly more page realestate. Again, that long lost art of brevity and concise writing coming to the fore again.

Digging further into the box, I come across the magic book. This is majorly, as one could divine from the title, a list of spells for both Magic Users and Clerics including the Turn Undead spell which is no longer an innate power of the cleric and a quick rundown of the rules on memorizing spells and research that most experienced players and referees will find themselves comfortable with. In fact, very little needs to be said about it since most of us will be able to walk through this book quickly and understand the vast majority of it.

And that, actually, is all one needs to play the game. All the rules (excepting monsters) have been covered and you're ready to start rolling characters and get moving if you're a player. But there's still a number of other books to pull out here. Next up is the Referee book with the serpent lady demon, a marilith without her swords. This, I make no qualms about it, is my absolute favorite book in the set. Without a doubt. Inside, you'll find no rules excepting for a few guidlines in the monster section, only frank and straightforward talk about how to run a game. Themes that run through the wierd role playing "world" such as science versus magic and mystery, horror versus the wierd. But better still are the meditations on how to construct an interesting adventure that captures the attention and imaginations of your players, treasure placement, maps, and how to build a larger environment and world than just the current explorations, how to build connections to the outside world. I'm immensly impressed by this tiny little booklet and how it manages to equal Gygax's own DMG in content and, in somme way, exceed it since it rises above merely a section of the rules intended for the referee. This is, very simply, the act of taking new referee's under your wing in text format. Kudos Mr. Raggi.

Next up, two adventures, one introductory and one exploratory. The "Tower of the Stargazer" is an excellent little introductory adventure based on the titular location and the players' explorations thereof. Classic and comforting and full of explanatory notes on not just how things function, but why they are there, it's as much an adventure as it is a tutorial for the referee in adventure structure. An excellent quality detachable cover with maps, a feature sorely lacking in most of the old school world, is a nice addition.

Where "Tower of the Stargazer" is a tutorial on adventure building, "Wierd New World" is the excercise portion of a referee's training. As is noted in the introduction, there is a lot of work to be done here to make the module work, and it's up to the local referee to do it. Expand the brief descriptions into a living and breating experience for his players and draw the links here that will draw them further into the wilderness and, eventually, to the pirates cave. This modules is a graduation ceremony for both sides of the screen. On the one side, the referee is ready to start building his own world and the campaign, and on the other, the players are ready to graduate beyond confined and comfortable little dungeon crawls and start making names for themselves.

The last booklet in the box is titled "Recommended Reading" and it's Raggi's own personal Appendix N. If anything, it is a great list of inspirations from which James himself has drawn, and which individual referee's can garner ideas as well. It's also a nice touch that the individual authors are not just listed, but extensively commented upon and guidance given to the uninitiated.

The rest of the box contents include a few character sheets and some graph paper for mapping, a tiny little pencil and an adorably tiny bag of dice that, while to any experience gamer are virtually superfluous, to a new player would be indispensible and certainly go a long way to creating a complete game in a box.

I only have two small issues here. First, I want the box to be slightly larger. I have this strange urge to fit all of my LOtFP books into it, and they just won't fit without overly stressing the box. Yes, it's nice to open up the box and find it surprisingly full, but I would like to have the option to store all of these products together in a single container to carry with me to games. This is a minor and, likely, nonsensicle complaint as it would be easy enough for me to just grab a larger box to put them all in, but still.

My second problem, and slightly more serious, is with the magic book. All the spells are, on the one hand, completely familiar to experienced gamers, and that's a plus on some level. However, it is siumtaneously a problem for me. They're all familiar and workmanlike and none of them, in my estimation, really earns the title of "wierd." In the description of magic users back in the rules book, we're told that they taint their souls bit by bit for power, but I'm just not seeing that here. Yes, I understand that there are the alignment restrictions, but that's just one thing. I know, I should be making that rule up myself if I want it here, but this is something that could have been a spectacular addition to the vancian magic system to complement the themes of the game.

Overall, I think that Lamentations of the Flame Princess: Wierd Fantasy Role Playing is, as a product, a spectacular success and I honestly hope that the first printing sells out entirely and a new printing is worked. I wish all the success that the author has earned. There will be a love hate relationship with this game, though. New school gamers (those inducted into the hobby with D20 versions of the game) will love the themes and ideas here, but will gnash their teeth and tear their shirts because it's not "intuitive" or "complete" or whatever it is these youngin's complain about today.

The oldest and crustiest of grognards, on the other hand, will wail and shout about how its not just like the old boxed sets and that it's bait and switch and that they were tricked by its presentation as a boxed set.

Meanwhile, if you take the box on its own terms, you'll see it for what it is: a truly excellent example of minimalist game design and a wonderful exercise in atmosphere and creation.

Full marks and my sincerest congratulations and thanks to Mr. Raggi. Most excellent, sir.

Monday, May 31, 2010

Arduin Eternal Review


Well, since I actually had time off from the office rather than spending 18 out of every 24 there, I figured it was time to put that time to good use and post something.



A while ago, I wrote up that Arduing Eternal would be shipping "soon." Well, soon turned out to be measured in months when it came to the playtester copies, but they did finally arrive about two weeks ago.

I was excited about getting this book. After all, I had been part of the playtest, so I was chomping at the bit to see the finished product. When I opened my copy of Arduin Eternal, I was sorely dissapointed. First, I should say that, when it's boiled down and we get past the issues, I still think that AE is an excellent system that contains rules that could cover just about everything (a real draw to some) and what I feel is a true inheritor to the original Arduin. I do like the game.

However . . .

The artwork and layout of the book is subpar in many instances. Not all the art, but frequently the illustrations in the book made everyone in our group do a doubletake, especially one particularly infamous illustration on page 98 that has an unfortunately anatomical appearance. Arduin has never been known for innovative or incredible art, but it was always evocative and interesting. This time, though, it invokes mostly a bit of headscratching and laughter. At the same time, even those illustrations that were quite good got crammed into corners and had proportions distorted to force them to fit where they didn't need to be, presumably in an effort to avoid orphaned text giving some of the art a squashed look. And in the meantime, too much of the art looks . . . well . . . the only description is "wrong" that it's distracting. This includes the cover that has what we presume to be a rune weaver but who looks more like a barbarian and whose proportions are so odd that it looks biologically impossible. You can see it there at the top of this post.

The greatest offender here, though, has to be the general editing of the book. It seems that during the assembling of the book and the final work that, in order to keep the book as a single volume, a great amount of material had to be cut. We understand this, after all, the book is already over 800 pages long and any longer would have made it practically unusable. The problem arises when it turns out that a significant portion of what was cut was neccessary to understand how things work, such as something as basic as how a thief picks a lock. You can check out a partial list here that just our group has been compiling based on a day or two of character generation. There are more than these, and a quick dip into the other topics at those fora will show a few of them.

Compounding this problem are numerous editing mistakes such as gramatical and spelling errors and references in the text to versions of other sections of text as they were in either the alpha or beta playtest versions of the game that didn't get updated to the new, finalized version. Readers are forced to hunt through the text hoping to determine where soemthing is, or go to the forums begging for enlightenment. Sometimes, the material is well and truly missing, promised in a forthcoming set of books to include a Culture book and a Bestiary (we hope they make an appearance soon) as well as reworkings of the excellent adventure White Roc's Inn. But for the time being, they're conspicuously absent. And that includes the index of the book which is available for download on the Emperor's Choice website.

In this day and age, and especially in an instance when many of the plyatesters were offering their time free of charge to assist with the editing, or merely in exchange for a copy of the book or two. It smacks of unprofessionalism. We understand, of course, that the author is not a full time RPG author and that his real life has interfered with the execution of this massive project, but there were options that could have certainly alleviated the issues that many have noticed. In the end, this book looks like a strong mid-draft rather than a finished book, and that is unfortunate.

At its core, one supposes that one of the central conceits of the Old School Rennaisance is simplicity. That a core rules set can and should be contained to a mere 100 pages or less and that the rest is entirely up to the GM and players to expand upon. I agree with this model to a certain extent, though I'll allow for more comprehensive rules when they work towards the concept effectively. The problem with Arduin Eternal is that it is so massive that it's daunting even to players who have been at the game for more than 20 years. Character generation is an extensive process that can and does take days of effort if you know what you're doing. I can only imagine what it takes the uninitiated. Here is something that the Compleat Arduin books had in spades. At every step in character generation there were text boxes set aside with examples of the process, and they helped immeasurably to comprehend an otherwise complicated system. They are sorely missing here, and I can only hope that we see something like that in the future, either as a free PDF, or as a fan released document.

This leads to another issue, at least an issue that I have and I'm told it's not universal. To create a character, one is forced into that loathsome concept of "the build." Creating a character is a careful balancing act of weighing pro's and con's of each choice, playing each benefit and drawback against your character's central theme and abilities, always with a plan in mind of where he's going. It's a process that is virtually impossible to avoid a strong current of meta-gaming if you're looking to create a mechanically effective character. Now, I'm told that not everybody feels that this is a drawback. The D20 crowd are certainly no strangers to this and even I will admit right here that it can be fun to spend your time building a character in this way and truly become attached to him from the beginning. But in this instance, it's so antithical to the old school mindset that it seems injurious to one segment of Arduin's core audience. The grognards and neckbeards still playing with the little brown books or the clones of the white box won't find the original Grimoire volumes that were a grab bag of whacky and zaney goodies for their games and if that's what they want, they'd do much better picking up copies of the re-edited and republished Grimoire from Emperor's Choice and calling it well done.

What should have been made clear from the beginning and is not is that this is absolutely not an introductory RPG. This is not a way to cut one's teeth either on gaming in general (I'd recommend sticking with S&W/LL or OSRIC on that regard) or even the idiosynchratic world of Arduin for that matter (better I think to grab up a copy of the World Book of Khaas). A great deal of the game relies on a strong and confident GM who is willing to take the material and work with it until it resembles the shape he needs for the game. Things left unsaid or entirely open (glaringly, the function and nature of lycanthropy, or the entire bestiary) have to bee worked up on a case by case basis to the satisfaction of the individual players and it requires players as well who are strong and on the game. Novices and neophytes will be frustrated and lost.

While D20 players might feel more at home - after all, the secrets and skills are a strong D20 influence I think - they will undoubtedly be daunted by the preliminary inellegence of the game. As clunky and poor as many of us find the 3.x versions of D&D (not to mention 4ed), those games run like a well tuned Ferrari in comparison to this without a strong and sure guiding hand at the wheel. There is no strong advise on how to run the game, no Game Master's guide except for a few pages at the back of the book. There's no advice on how to run a distinctly Arduinian game and we are left to either intuit that or to import what we already know from our old Arduin games and make it so.

All together, I think the game itself is strong and excellent. I look forward to getting into our upcoming campaign and may post a few after action reports. However, I find that this particular book is not quite up to market snuff and that it needs a bit of help in terms of editing and presentation, as well as at least a few planned supplements at least one for the GM exclusively comprised of advice and guidance, in order to feel entirely complete.

Pick up a copy if you are an established Arduin fan, or if you're an experienced gamer looking for a challenging but very rewarding game.

Don't pick it up if you're looking for a book in the style of the Old School Rennaisance, or if you're looking to introduce yourself or somebody else to gaming.

Saturday, February 20, 2010

Review: Castles Forlorn





This isn't so much of a review as it is a retrospective, but I've been unable to come up with a better term that isn't a direct steal from Grognardia, so here we are.


While I don't get any time any more to DM (working 12 hour days can do that to you), I do get to play in a semi-regular weekly game, and for the last two years of real time, our group has been deeply embroiled in TSR's Castles Forlorn module. It's not exactly a great secret that AD&D2nd edition's tenure as the current D&D game represented a profound dearth of good modules. TSR seemed incapable of bringing out modules of the same quality as T1, the G and D series, and pretty much any of the 1st edition modules that truly created the shared experience that was AD&D 1ed. Dungeon Magazine certainly had a few that were noteworthy, even great, but it was hardly a suitable patch for a gaping hole in the time.




So, consider my surprise when, from the player's seat, I found myself dropped directly into one of the huge boxed set adventures that can so easily go so very wrong, from Ravenloft of all places, a campaign setting whose published modules are notoriously bad at times, and finding that not only was it good, but great. I'm going to talk about this module from the perspective of a player, since that is how I have experienced it first, and in the interest of full disclosure I should say that our GM had stitched a number of other modules into the main, most notably the otherwise horrifically bad Feast of Goblyns, one of the first Ravenloft world modules. I've only lately been able to look at the insides of the module books themselves, and I'll talk about that a bit too.


In short, this is adventure appears to be a standard gothic horror type story that Ravenloft made its life's blood on and threw so many gamers into fits because of the heavy handedness of it, with a time travel aspect thrown into the works. Yes, time travel. And it works. At its core, the module is still the story of one of the Dark Lords, the system breaking big bad guys, that rule parts of the Ravenloft world, one Tristane apBlanc. His story is appropriately angsty without ever seeming to go over the top or into the realm of the hokey like so many of the others did. In the end, the main villain here amounted to little more than a colossal prick damned to an eternity locked up in his own ironic prison. All pretty par for the course up until reality itself breaks around the castle and three separate time periods begin to coexist in the same location.


Wandering through the castle, the players stumble upon certain points within the place which will trigger a switch in time between three points in history representing a spread of about 300 years. Clever players will realize pretty quickly what's going on (as a reference, it took the group I play in about 3 game sessions to realize what was actually happening, and a great deal longer to figure out a way to use it to our advantage). In the end, you get a couple of different things. First, you get about three times the dungeon for the price of one as the castle is significantly chnaged between time periods and requires exploring in each to learn enough about what is going on in order to deal with it. Second, and this is more interesting I think, it provides the opportunity for players to "get at" the story of what has happened in this place from a number of different angles and force them to work at piecing it together themselves. What you learn in one time period may shed a differnet light on what happens in a previous time, or a future one.
Yes, this kind of setup will definately throw Old Schoolers into an unhappy place. After all, what has "story" got to do with D&D? In the end, though, I think that what you get is an excellent Middle School style module with a strong balance between the gothic story that gives purpose to the place, but not too much heavy handed material that forces the players to conform to a pre-determined sequence of events (see Ravnloft II: Gryphon Hill for the most egregious example). In the end, it's a huge location based module that hands the DM a place, a story of what has happened in the past, what's going on at the moment, and then sets the players free to deal with it, or to just walk away if they so choose.
There are, though, a number of flaws within the whole product, though. First, and primarily, the presence of a story that many, if not most, would find overwrought and dull. Yes, the story is a little romantic (in the literary period sense of the term, not the genre sense) and melodramatic, but it's believable enough that it doesn't really get in the way. For the most part, it's merely an excuse for the place to exist rather than an integral part of game play.
Second, I have no idea what analytical geniuses playtested this module, but it could have used some more help in that regard. Ostensibly, Castles Forlorn is intended for characters of 4th - 6th level. Truly, PC's of that level range are more than likely going to be slaughtered in short order in this place if they are not tremendously careful to the point of impotence, one of the primary reasons that it took 2 years of real time for us to finish this module. One of the primary foes is the Goblyn, a very excellent creature that I recommend for use everywhere, but one that can easily take a lower level party apart in a matter of moments. The main villain here is even more powerful and posed a significant threat to a party of level 7 and 8 characters. This particular issue, though, can easily be fixed by shoehorning other modules into the periphery of this one. A few side adventures orbiting about the main one will give the PC's a bit more XP and resources that will better prepare them for diving into the heart of this monster.
Thrd, and most damning of all in my opinion, is a truly bad case of Elminster Syndrome. Relatively high level NPC's who are single handedly capable of resolving all the issues at hand lurk about the corners of this module, and they don't do so for no good reason. Players are going to sit back and ask why in hell the 12th level + druid and her cohort of other high level druids haven't just plowed the castle into the ground by now and destroyed the evil that infests it as they could so so very easily, and the text itself provides no real answers on this matter. To its credit, though, the module does not throw the PC's into the role of supporting cast to sit back and watch as more powerful and more important NPC's do everything, nor do the NPC's fall into the equally aggravating role of "quest givers." Perhaps the only solution here, really, is to decrease the levels of notable druids, or merely to push them into the background more.

Tuesday, July 21, 2009

Review: Death Frost Doom


There's not much for it, here, except to point you over to Grognardia's much better review and then add some of my own dithering commentary here to fill out this post.

First off, I was very pleasantly surprised by Death Frost Doom. On the whole, I've been displeased with the current slew of Old School modules on the publishing line. I'm not going to start talking specifics here because I'm not interested in starting a backdraft (with all 10 of my regular readers, yeah . . .) or engendering hard feelings through a hobby discussion portal. No doubt half a dozen folks will charge in and tell me just how wrong I am, but I will say that, in general, I feel that most of the modules I see coming out of the various publishers and the OSR fall prey to the same fault: they try too hard to imitate the Old School feel and atmosphere and fail at being good modules in their own right. This isn't to say that they're bad modules: they're not. They just, in my opinion, focus too much on imitation and not enough on innovation.

Jim Raggi's Death Frost Doom module, on the other hand, is very impressive in that respect. He certainly has respect for his inspirational material, and it shows strongly in his work, but at no significant point does the module come across as imitative of a particular thing except in spirit. In short, the module relies more on the atmosphere of the weird tale and less on the formula of the weird tale. And it certainly has an atmosphere that is unique among its fellows and makes it stand out.

I'm not going to go into details because James has already done a better job of that than I ever could: not superior only in writing skill, but in knowledge of the source material. It is notable, though, that there are a few places where the author's affection for the Evil Dead series shows through a little more clearly than in others.

One of my favorite things about this module, though I'm sure Jim will shout at me that I'm a clueless noob here, is that it is quintassentially Middle School. There is a story to the module, a strong and interesting backstory, but if the players don't learn it, it's not detrimental at all. It's also loose and vague enough that it can be comfortably bolted onto an existing campaign without too much struggle. One of the most rewarding things I can see in this module, from a player's point of view, would be learning what the hell went on at this place, what was buried there, and getting out alive to tell of it, being able to tell tales in the tavern later on that you outsmarted the pitfals and dangers of this place and came away filthy stinking rich for it. Or, if the players are incautious or just flat out stupid, this module has the capability as written to remake a significant portion of the campaign setting.

Well done, sir. I look forward to tormenting players with this one in the near future.

Thursday, July 9, 2009

Review: Malevolent and Benign: A First Edition Bestiary


I don't have the ability to head over to Expeditious Retreat from behind the Firewall of Doom here, but I'll link you over to Noble Knight where I first found Malevolent and Benign: A First Edition Bestiary.

Honestly, I have pretty much nothing negative to say about this book. First, the cover and internal art (not to mention a sturdy binding, which is always nice) are very impressive. It's all evocative of the Fiend Folio and the first Monster Manual, but very obviously not straight imitation of style either. At least 60% of the creatures in the book have a picture to go with them, but none of the art even comes close to being filler, or creating blank white space: the book is crammed with two column, easy to read text patterned after the format of the monster entries in the OSRIC book.

Inside, about 150 new monsters lurk. Some, yes, are reprints from some of the OSRIC modules out there, but if, like me, you have been finding the modules of spotty interest, then this book is a great find. In reading through, I didn't see any monster in there that I wouldn't be happy to use in my home game. I'm on record as saying I'm not a fan of the goofy, but even here, the goofy is understated enough that even the most jaded player will get a kick out of it all.

Right now, my favorite entry would have to be the Avatar of Famine, a semi-undead fellow with a rather unpleasant special ability that makes him more than a match for even a powerful group. Its presence and origin are just creepy enough that they'll fit well in a horror campaign as much as any other.

Another standout is the Fungal Render: a giant, semi-predatory mushroom that has a knack for, well, you can probably guess given the name.

Oak Men fill a nice niche for those of us looking for more fairie folk to throw into the mix.

Of course, there's a very healthy dose of excellent undead, my favorite type of creature in the game, including a new type of elf lich kin.

It looks to me as if the authors looked for a theme for their monsters rather than "just another 1+1HD humanoid." Almost every monster here, as far as I can tell at the moment, fills a new nich (midget creepy tree men) or expands an existing niche into a new field (ritualized self-embalming elves anyone?) and doesn't trample on the toes of older, classic monsters by creating smudged photo-copies so to speak.

Monday, July 6, 2009

Review: Hackmaster Basic



Well, I got mine about two weeks ago and have spent my spare minutes reading through it to get myself an opinion. For whatever my opinion is worth, here it is.

I'll admit right up front that I've not had the chance to play the game, and I might be entirely wrong about it, but then again, what's the internet for except for strongly held, mostly baseless opinion sharing anyway?

First impressions: The first thought I had when I pulled the book out of the mailing envelope (immediately after being annoyed with the postal worker who folded the book double in order to fit it in the mailbox despite the words "DO NOT BEND" in bold red lettering on the front, and immediately before the panicked moment of flapping my hands uselessly as I was attacked by half a dozen red ants swarming out of the thing) was "this is just too thick to be "basic."" Weighing in somewhere around 200 pages, this is well beyond what can reasonably be called an introductory book to a game. If anything, it gives the impression that the basic moniker is there simply to hearken back to D&D Basic, shamelessly so.

James was right, this isn't a particularly Old School product, at least not in the sense that Old School has come to be defined by the OSR (or whatever we're calling it nowadays).

Presentation and Physical Stuff: In terms of physical quality, this book earns high marks. The binding is sturdy,as are the cover and the pages themselves. High quality materials throughout and no obvious or glaring printing errors that can be a major drawback to any product.

Speaking of the cover, yes, it's an Erol Otus print, and a damn fine one. Evocative and just slightly comedic. That creature on the front (a variant of the hydra if anybody cares) is just weird enough to catch your attention and make you wonder, and just vicious enough (he's eating the fighter's leg for crying out loud!) to give you a hint about the tone of things within.

The art throughout is quite nice, though not entirely inspiring. It's certainly worlds better than the current "art" plastered all over more "modern" RPG's, that's for sure, but it just doesn't grab me. Don't get me wrong, I like the woodcuttings just as much as the next guy, but it's just not all there yet, and too much of it looks to be recycled from Hackmaster 4th for my tastes.

Other than issues of personal taste, there are no complaints in this department. The book, as a book in itself, is of excellent quality, and even after being folded in half for 18 hours in the mailbox, the entire thing recovered in less than 2 hours and now you'd never be able to tell. This book was obviously built for extended and hard use.

Content: If you didn't care for Hackmaster 4 as a game itself, then you probably won't like Hackmaster Basic (and presumably HMA since it's purported by the authors to be the same thing, except more-so). If you looked at Hackmaster as a source for clipping out interesting rules variations, then you probably won't like Hackmaster Basic very much as the new stuff here won't be of too much use to your AD&D type game: the differences are just too broad for easy portability.

Whereas the original Hackmaster could reasonably be called AD&D with a whole lot of house rules and attitude thrown in, HackMaster basic is a new animal. It's certainly heavily informed by the D&D Basic model: the four classes are, of course, fighter, thief, mage, and cleric and they've got the basic races down to human, elf, dwarf, and halfling, and largely they mean the same things. Mages still cast magic spells, clerics still channel the powers of their deities and often turn or command undead, fighters are really good at hitting things, etc. The rules, however, are not basic as we understood them back then.

Each race in Basic has its own little chart that helps you understand the gist of the rules governing it ranging from attribute modifiers (and there are several, not just the +1/-1 from the days of AD&D) to what talents can be purchased at discounted rates and the number of building points needed to purchase your way into each particular class. One of the greatest advantages to being a demi-human is that you can purchase your way into certain classes for a substantial discount (say, 20 points as opposed to an average 30) and if one follows on with typecasting, demi-humans will certainly excell at certain types of things. Dwarves, for example, make excellent fighters if but for a slightly lower movement rate and a reach penalty, both of which can play significant roles later on. Elves make good wizards, halfings thieves, and humans fall into their jack-of-all-trades role again. Of course, level limits are a thing of the past as, in Dave Kenzer's own words, "research shows that most gamers tend to be frickin' pussies . . ." and the increased cost to enter the class in the first place seems at first glance to help balance that out in the short and middle game. Long term, though, I guess that things would tend to even out on some level.

Attributes are rolled for by the standard 3d6 along with their percentile fractional values (typically used in the original as further gradations between attribute points and as stepping stones between advancing attributes between levels) and seemingly the same here. In terms of a basic game where attribute advancement is left out, I don't see the need for the fractional ability scores. It muddies the waters for those who don't know what's coming up. Though I can see the desire to leave as much from the eventual "final form" of HMA the same as possible rather than following TSR's model of slicing the game into two different lines.

Higher attribute scores are, as in AD&D, important to a character as they govern all sorts of things as how many hit points characters get, how hard they hit in combat, how quickly they can act, etc. Those who don't like a strong reliance on ability scores will not be overtly pleased here I think.

Up until this point, there's little difference between AD&D and HMB in concept. They both follow along the same models. But it's when we get to the nitty gritty of the rules that the paths diverge. In concept, the rules are very simple. In execution, though, I see a whole lot of individual nightmares.

Skills operate on a system very similar to the Aces & Eights model, though they start at 0% for untrained and ascend towards 100% for masters. There are some skills, known appropriately as universal skills, are things that pretty much everybody has some facility with. Things like Hide, Sneak, Climb, etc. fall into this category. Other skills, like animal handling, riding, and academic type skills fall into the category where, without training, you have no real hope of using the skill. You gain and advance skills by spending build points. Not a bad arrangement, though there are still more skills here than I think are helpful and, of course, I'm still a strong believer in the proficiency model of AD&D 2e. Overall, I think this skill system is an improvement over HM4 provided that the skills don't expand into idiocy as the original game's did and provided we don't slather on layers of complication that add little to the satisfactory feeling of the game.

Clerics deserve to be singled out since, it seems, Kenzer & Co. have finally done what so many have wanted before and created a separate class for each deity. A Cleric of the True is not the same as a Cleric of the Harvester, is not the same as a Cleric of the Riftmaster. Great! Except that they still look very similar except for a few paltry, desultory differences. Maybe I'm judging that harshly, though. It's nice to see at least some service paid to the concept.

Combat. Combat is . . . well . . . it follows hot on the heels of the successful model of Aces & Eights. Somebody made the very astute observation that, realistically speaking, combat doesn't happen in nice, orderly rounds, but in real time. So Hackmaster Basic operates on the "count up" system instead. The GM begins combat by calling out each second as it passes (i.e., "1: the orcs start their charge while you stand surprised, 2: they continue to charge . . ."). Once your initiative arrives (the point at which you realize combat has begun and aren't standing there gaping like a landed fish) you are free to act, though each particular action takes a certain amount of time. A long sword, for example, takes 12 seconds to "reset" after its first attack, so unless something happens in between, you can expect to be able to attack once every 12 seconds with your sword.

Movement operates on a separate, parallel track to hacking, so you can, each second, move a distance equal to your walking, jogging, running, or sprinting speed every second independent of what your sword arm is doing at the time. Of course, moving out of melee with a foe, assuming he stands there like an idiot, can lead to a counter "reset" for your weapon, but again, nothing in execution is simple as it is on paper. I suppose that's going to be the calling card of this game, in the end.

Trading blows is accomplished by an, in my opinion, excellent model: opposed rolls adding modifiers, high roll wins. I think that, in basic premise, that's a GREAT way of doing things and I've often pondered what the effect of turning AC into a modifier to a d20 roll would result in at the table. However, in the end, the simple makes way for a host of complications, many in the interest of realism. For example, not carrying a shield gives you a flat -4 to your defense rolls as, of course, these are very important items in medieval combat. Why, you might ask, do you suffer a penalty for not carrying a shield rather than simply get a bonus for using one? Well, that's because there's another complication later on for what happens when your oponent misses you while you're using a shield: you still can suffer damage from this as the book points out because your arm is, after all, right on the other side. There are, as well, different types of dice to roll for defense based on if you are caught unaware, or are helpless, or are being attacked from behind. Initiative dice are the same, a different one for each circumstance, though there is, as in most rules, a standard. Maybe its my pessimism, but I see the standard being excepted too often to be of much use, really. In the end, here, I'm left wondering whether I really want a realistic system as opposed to a comfortably abstracted system that blends into the background and is all but completely invisible at table.

For all that, though, combat itself is explained rather well, including via a nice little comic strip example. It makes me think that, given a little patience and practice, I could GM it successfully and make it fun, which is, in the end, the point of it all. If you're a fan of the comics, it'll make you chuckle and you'll probably appreciate it. If not, you'll probably be a little disheartened that such a bit of crucial info is dumped into a comic book format that you have to slog through.

Despite my overall negative tone above, I do think that the combat system is very interesting and worth a look through even if you don't plan on playing this particular system. It looks like it'll prove to be a gritty, violent, and brutal affair rather than the high fantasy swashbuckling that D&D can often fall prey to. Shields break with alarming regularity, wounds do not heal overnight, and those large pointy objects that were a minor annoyance to AD&D figher characters can be exceptionally dangerous with the risk of penetration and critical hits. Even when armor is absorbing damage, we're still talking big, satisfying numbers here even at first level. A three foot blade in the gullet is about as debilitating in Hackmaster Basic as it would be in real life, and that's a good thing.

Honor remains as yet another fiddly bit. Spellcasting has morphed into a strange, almost Arduinian combination of the Vancian slot system and a spell point system (I heartily encourage you to check out the book if only for that).

The monster selection is quite nice, though sparse considering what fit into the original Baisc books. Something on the order of 75 monsters including several undead like vampires, ghouls/ghasts, and wights. Dragons are conspicuous in their absence, though rumor has it that they are going to make an appearance in one of the KODT issues coming up. Undead no longer drain experience, but ability scores semi-permanently (there's a moderate chance that you can recover, but it's by no means a sure thing as it was in 3.x). Poison is a rather nasty affair, though not always of the save or die variety. All in all, an excellent selection of monsters to start the game with including a few classic Hackmaster creatures like the Sturm Wolf.

There are at least two sections of the book that I see as superfluous and as taking up more space than they are entitled to. First, there's a "Quick Start" characters section that you can download on the Kenzer & Co. website for free now to look over as a PDF. In my view, this is a basic game and it sure as hell shouldn't need a quick start setup. If anything, they should have included four or so pre-generated characters for that purpose rather than taking up half a dozen pages with marginally useful information.

The second was the dice rolling section. Yes, it's well written and very fun to read, and a lot of it needed to be said as so much "dice ettiquate" has been forgotten and ignored over the years, but really, it's too big for what it is and it should have been dropped in favor of streamlining the rest of the book, or for at least adding more monsters.

Overall: Despite my general negative tone above, I do think that Hackmaster Basic is an excellent looking game based on a read through and no practical experience with it. It garners 4 out of 5 stars from my questionable perspective, loosing points only because it's not really basic at all and the amount of fiddelyness is too much for my taste. It's apparant that Kenzer & Co's definition of Old School is significantly different than Matt Finche's.

Buy it if you enjoy reading a well written game that has a good sense of humor about itself and the entire hobby, but is much toned down since the last PHB.

Buy it if you love Hackmaster in general and would buy just about anything Kenzer published on principle.

Don't buy it if you're looking for an old school experience as it's defined currently by the Old School Revolution.

Don't buy it if you're looking for a basic, simple, and quickly grasped game.

A Note on Hackmaster and Kalamar: It should be noted that Hackmaster Basic is the first new product in the line that will specifically support the Kingdoms of Kalamar setting. As noted above, the Cleric class has been specifically subdivided into a unique class for each of Kalamar's many deities, though only a few make an appearance in Basic.

This connection is definately noticable, but hardly so overt that one couldn't adapt the game to another setting with relative ease.