Showing posts with label Carrion Crown. Show all posts
Showing posts with label Carrion Crown. Show all posts

Monday, April 29, 2024

Carry On Carrying On


A very long time ago I played through the CARRION CROWN campaign for Pathfinder, and good fun it was too.

Also a long time ago but not quite as long ago a time as when I played Carrion Crown, I pondered rewriting the campaign. I never did get around to that rewrite, but when clearing up some old blog posts last week I uncovered my preliminary notes for what I was planning. I don't know if I'll go any further with it -- time has moved on, I have moved on -- but in the hope that it may be useful or at least interesting, here it is.

(Please bear in mind this is all based on decade-old memories and also that I was a player, so I didn't get to read the adventures. I also won't be going into rewrites of the individual adventures here, although most of them were fine. It's the campaign as a whole that needs work.)

Carrion Crown has a great central concept: each of the adventures is based on a classic horror monster, so there's a werewolf adventure, a Frankenstein adventure, a ghost adventure, and so on. It's a bit artificial but otherwise a very strong hook for the campaign, so we're absolutely keeping that.

The general plot is functional: a conspiracy of cultists wants to resurrect an ancient lich king, they need a bunch of items to do so; get the quest tokens before they do! A multi-part fetch quest isn't the most innovative setup but it is tried and tested, and anyway it's the classic monsters concept that's the selling point.

Except...

art by Kurt Jakobi
None of it matters. The cultists do the ritual anyway, whether the players have seized the "essential" items or not. They don't summon the big world-ending lich king, but they do summon a big end-of-campaign lich boss, and there's very little practical difference.

(I don't know if, as written, there's any possibility for the original ritual to succeed, but I'm fairly confident in guessing that there is not.)

Carrion Crown gives the impression of flexibility and an open quest, but it's an illusion. At the beginning of the campaign, the players are given clues about the ritual and the items needed, but it's only possible to make sense of the clues -- and go to find the next piece -- when the campaign says so. The cultists are always already there waiting, so the race against time is just as illusory.

In short, despite appearances, there's no meaningful choice and no real control over the outcome. And that's terrible.

So, how would I fix Carrion Crown?

Well, as mentioned above I'd keep the classic monster theme, and the lich resurrection quest is acceptable and easy to comprehend. I would invert the ritual; rather than needing the items to complete the resurrection, I would say rather that the items can be used to weaken the lich if he does return. In fact, they were used to defeat him last time, which is why there is a legend/prophecy written about them. This may require some rejigging of the items; again it's been a long time since I played and I don't remember what all the quest tokens were.

I would give the players the full set of clues right at the beginning, and let them decide where to start. The clues can be partial and require visiting a person or location to fully understand, but in general the players will have all the information they need to find the items.

(I would also chuck some alternative "solutions" in there. One thing Eternal Lies did well was provide different options for resolving the campaign. From Eternal Lies I'd pinch the possibility of recruiting a Lesser of Two Evils type entity to deal with or distract the lich king. Enlisting allies to help out is another "item" the players could find.)

Right away, the players are faced with a choice: they can go straight to the ritual site right now to stop the cultists, or they can try to find some or all of the items to make it easier. It should be difficult for a bunch of level one characters to stop the ritual, but it also should be possible in theory. Think of Frodo and Sam in Mordor; it's a different sort of campaign, but the, er, path is there if the players want to, um, find it.

In my version of the campaign the cultists would not be everywhere, mere minutes from claiming the plot tokens just as the players arrive, because that's rank nonsense. Instead, the main bulk of the cultists will be where they should be, preparing the ritual, with a couple of "strike teams" out and about, searching for the prophesied items. I would probably also randomise their destinations, at least at the beginning, so maybe the cultists are where the player-characters are, or maybe they meet on the road as they head to different locations.

There's potential here for the players to lose quest items as the cultists get there first, but this is good and interesting as it creates tension, and as the items have gone from essential to useful, it doesn't tank the campaign. It also encourages recurring baddies, if the same cultists keep turning up.

art by Dave Rapoza
In terms of levels and balancing, I think there are probably two main approaches. One is OSR-ey, setting up the Frankenstein adventure -- for example -- to be suitable for -- for example -- level four characters, letting players go in over-or-underpowered, and seeing what happens. I favour this approach, although it wouldn't work well for Pathfinder and some players may find it frustraing. The other option is more Quantum Ogreish, scaling the individual adventures to be an appropriate challenge -- eight Frankensteins instead of one, or whatever -- for the player-characters. I like this less and it would probably be more work for the GM.

One last, but important, thought. It's vital for me that the campaign feels like it is -- ironically -- alive. The cultist strike teams should be moving around, causing trouble. The ritual should be in progress from session one, and should complete at a certain time. The players should feel like they are not only racing against time, but literally racing against the cultists. If the players miss the ritual, the lich king returns and starts stomping about, and the players will have to decide what to do. One final big battle against the lich king and his followers, with whatever allies and items the players have managed to gather? Or do we finish and consider it a loss, because a bad ending is still an ending?

Of course if you're playing in a more old school style, or with an ongoing campaign, then a resurrected lich king is just a new element for your campaign setting. Enjoy!

That's about it for what I found in my ancient notes. Specifics are beyond me at this point, and I feel a bit of a fraud because it seems like anyone could have come up with these vague suggestions -- except for Paizo's editors, obviously, ha ha -- but I hope there's something useful in there.

Maybe I will find time to delve deeper and do a full rewrite at some point -- the vampire adventure is a complete mess -- but for now there is much to do.

Saturday, September 28, 2013

Stop That Carrion

We did it. At long last we finished a campaign.

After almost two years the finale of Carrion Crown was a bit of an anti-climax as instead of the party fighting the big villain in a dramatic set piece battle atop his evil tower, my necromancer magic jarred him from a distance and had him fling himself over the edge.

Still, at least we got cake.


Pictured is our special celebratory Carrion Cake -- dark chocolate and strawberry with an icing sugar crowned skull motif -- and the victorious sort-of-heroes. From left to right: Tarion, the half-elf ranger/thief; Sir Erodel, the paladin/sorcerer/dragon; Norman, Nicodemus' butler and musketeer; Erodel's cleric henchman, not given a name because of church bureaucracy; Nicodemus Eldritch, monster hunter and necromancer; Veniticus, beefy cleric of Abadar; and 12939, Nicodemus' alchemical golem.

It would be sensible -- after staggering our way to the end of a long campaign -- to have a bit of a breather and play some shorter games, to cleanse the palate as it were.


It would appear that we're not sensible.

Tuesday, September 24, 2013

The Staggering Insanity of Fourteenth-Level Pathfinder

Round one. The flying red tentacled thing, the flying white dragon, and the giant berserker are the player-characters. The group hanging around in the doorway at the left hand side of the picture are their henchmen and followers. Everything else is a monster to be bashed.


The end of round one:


That's about six seconds of in-game time.

Sunday, August 18, 2013

The Finishing Line

I am without doubt laying a curse on it by writing this, but my gaming group is -- after delays and personnel changes -- about three sessions away from finishing the Carrion Crown campaign "adventure path" we started almost two years ago. This may not seem worthy of note, until one realises that my current group seems to have a distinct inability to finish games; in the time I've been part of the group we have started and abandoned at least four large-scale campaigns, with two others that are supposed to be there for us to pick up when we're not playing anything else, but if we're honest those are dead too.

This scrapheap of abandoned adventures isn't a bad thing in itself -- sometimes a game just doesn't work for whatever reason and it could be worse to plough on when no one's enjoying it -- but it has become something of a joke in our group so it will be nice if we can finish Carrion Crown, assuming that I haven't now ruined our chances.

I don't know if campaign abandonment is a common issue; mxyzplk at Geek Related seems to run through three or four campaigns a year but he may be an exception. My original gaming group didn't really go for long-term play but we did sort of finish a sandbox style Shadowrun campaign -- I say "sort of" because we played until our GM +Timothy Coxon went to university but there was no neat, plotted end -- and we played Dungeoneer until we broke the system, but I'm not sure that counts. I did manage to finish Horror On the Orient Express with the group but by the time we got to the end the players I had were not the same players who started it, so I'm not sure that counts either.

I seem to have the most personal success with Call of Cthulhu -- perhaps ironic given its dual reputation as being deadly for player-characters and being rubbish for campaign play -- as one of the few campaigns my current group has completed is Tatters of the King; it wasn't a conventional finish as the players missed half of the campaign, but they did defeat the cultists and save the world so I'm counting it.

So when Carrion Crown ends in a few weeks -- again, assuming I haven't scuppered it -- and our GM Ben takes a break from running games to do stuff like move house and study for a master's degree I should perhaps run something for Call of Cthulhu, because there's a likelihood we might finish it; indeed, I will be getting and running Eternal Lies at some point. First though, I'm going to have a go at running the new version of The Enemy Within for Warhammer Fantasy Roleplay; I reckon WFRP is close enough to Call of Cthulhu that we've got a fair chance of getting to the end.

Sunday, April 14, 2013

The Incomplete Crown of Nyarlathotep

Masks of Nyarlathotep is a good rpg campaign, considered one of the best ever written, and with good reason. I have never run or played it, alas; my original gaming group had just finished Horror on the Orient Express when Masks came back into print, and we were too exhausted to dive straight back into a major campaign, while my current group is made up of people who have either run or played it in the past. I have read it a number of times and while that means I have of course missed out on some of its highlights, its strengths are such that most of them are still apparent outside of play.

One of the aspects I like most about the campaign is the structure. The players get to a certain point early on at which the whole world opens up as a setting for play. It is revealed that the cultists the player-characters have just tackled in New York are not alone, and there are allied cults all over the world working together to bring Nyarlathotep to Earth.

Er, "spoiler".

There is a time limit, but otherwise the player-characters can take on the various cults in any order. Although the campaign feels epic, it doesn't do it through imposing a strict narrative order.

We've been playing Paizo's Carrion Crown campaign adventure path, a glorious and cheesy homage to classic horror topoi, and it's been great fun. We've also been tracking down a maliferous cult, and in the most recent session -- about two thirds of the way into the campaign as a whole -- we discovered something of their plans, including a map of where in the setting they'd been and where they're going. It's a bit like Masks of Nyarlathotep, except this cult seems to have only planned one step ahead of us.

To be fair, Pathfinder campaigns do not seem to feature the most flexible narratives, even when they are accompanied by the trappings of a sandbox, so it's no real surprise that Carrion Crown didn't open up in a similar way to Masks, but it is still disappointing, because finding a map with "Go here next!" on it in big red letters -- I exaggerate, but not much -- only draws attention to the linear nature of the plot.

The Pathfinder campaigns are released in monthly instalments, but that shouldn't prevent a more open structure to a Masksified Carrion Crown. I doubt many people play the things as they are released, and besides, Paizo could have chosen a publication order without imposing a narrative order; Masks of Nyarlathotep is a physical book and is by physical necessity presented in a certain sequence, but it doesn't have to be played in that sequence.

Perhaps a more open structure would have been difficult to meld to Pathfinder's level-one-to-level-twenty power progression, a mechanical issue about which Call of Cthulhu doesn't have to worry; tackling Nyarlathotep in Shanghai is just as difficult as fighting him in Cairo in Chaosium's system, but Pathinder characters in the same situation might find themselves too powerful as a result of their experiences in one location to find much of a challenge in another. All that said, D&D players have been running open sandbox games with the same kind of progression for decades and Paizo should be able to figure out how the maths of their own core system work.

Carrion Crown is fun to play, by far the best of Pazio's offerings we've played so far, but I can't help but imagine how much better would it have been if they had pinched the structure of Masks of Nyarlathotep. The latter campaign may be almost thirty years old now, but it seems it can still teach the game designers of today a thing or two.