Showing posts with label good bad ugly. Show all posts
Showing posts with label good bad ugly. Show all posts

Monday, September 06, 2021

Dunwichin'

Chaosium was clearing its warehouses at the end of July -- some bargains seem to be available still! -- and I decided to spend some royalty money on H.P. Lovecraft's Dunwich for Call of Cthulhu. I'm not sure why I picked that one out of everything available, but I'm glad I did. Allow me to tell you why.

The Good
  • The format is a lovely surprise. I was expecting a sourcebook on Dunwich, with some related adventures, a bit like Chaosium's books on real-life locations like Cairo and London, and that is sort of what you get.

    Ish.

    It turns out the book is more of a sandbox, akin to an old school D&D adventure. You get a -- long! -- list of locations, the people associated with them, and any events -- eldritch or otherwise -- tied to them, but there is no plot as such. That said, there are some ongoing agendas and schemes, but nothing like the sort of strong plotting one expects from a CoC adventure. Not only is it refreshing, the gazetteer-like approach makes the content easy to read and, probably, prepare. Which is good, because there is a lot of content. Speaking of which...

  • So... much... stuff! Every house, building, or other point of interest is listed and numbered. There are almost a thousand locations, although some are empty. I haven't got this to the table -- and I am unlikely to do so since one of my regular players has read the whole lot -- but I imagine you could get weeks if not months of play out of Dunwich and the surrounding area.

  • The content is pretty good too. There is a lot of interesting stuff to investigate and poke, some of which is waiting for the players to discover, some of which is carrying on without them. It all seems very playable and it feels like a real, living location. There are plenty of non-Mythos interactions too, which is good, but I'll have more to say about that in a bit.

The Bad
  • The d20 Call of Cthulhu rules. Ha. No, I joke. I'm all in favour of 7th-level Librarians.

The Ugly
  • There is some... "old-fashioned" terminology used to describe the mental and physical condition of some of the Dunwich residents. This is a 2002 revision of a 1991 book, but even so I was surprised. On the plus side, there are only a handful of occurrences, but beware and be prepared to ignore the Old Ways.

  • There are a couple of sections that are a bit dungeony and feel out of place in Call of Cthulhu. These were perhaps less jarring in 1991 but they feel very wrong these days.

  • I think there's too much Cthulhu Mythos content. This seems like an odd complaint for a game about the Mythos, but bear with me. Without going into spoilers, there are at least three major Mythos, er, vectors, only one of which has anything to do with the Dunwich Horror. It feels a bit greedy and over the top and moreover, the intellectual, physical, and social decay running through Dunwich is given a Mythos origin, which I feel undermines the Deliverance-like horror of the setting; I prefer to think that the Dunwich Horror happened because the village was already corrupted by human failings, rather than those failings being caused by an alien influence.

    (What's worse is that the book is inconsistent on how pervasive this influence is and jumps through unconvincing hoops to explain why some villagers are unaffected.)

    I would remove at least one of these Mythos elements, maybe even two, and make the village a bit less of a Cthulhu "zoo". Cthulzoo?

  • I am not a huge fan of the cover, as seen above. It's a fine picture and better than anything I can do, but as a cover it tells us nothing about the book, except that there is a wrinkly old man in it. It's not much of a spoiler to reveal that there are quite a few wrinkly old men in the Dunwich area.

    The cover for 1991's Return to Dunwich is more overt -- perhaps obvious -- as a piece of horror art -- and to be fair, seems to illustrate one minor possible encounter out of almost a thousand, so I can see why it was changed for the reprint -- but it's also more striking as a visual. It looks like the cover of a dodgy VHS horror film, exactly the sort of thing I would rent in a heartbeat.

That looks like more bullet points for Ugly than Good, but worry not! That first Good point is such a... good point that it more than makes up for the flaws, and most of the issues with the book can be fixed with ease, or ignored without making the adventures more difficult to play.

(I would go into specifics on said fixes, but, you know, spoilers.)

I remember seeing the original Return to Dunwich book in the collection of my old Call of Cthulhu GM Keeper Dave and that cover jumped out at me even back then. For whatever reason we never went to Dunwich in Dave's campaign, but I hope I'll get a chance to run it one day, as it seems like great, degenerate, backwoods, fun.

Friday, June 25, 2021

A Devilishly Good (Evil?) Time

Something has gone wrong and the devils have broken through. Hell has come to earth! Literally! Except devils are Lawful, so this particular colony of Hell turns out to be a functioning, albeit evil, society.

(Just like our own! Lols.)
That's the setting of Perdition, a game I bought back in 2016 and for some reason had not read until Tuesday. This turns out to be my error.

Perdition is a Dungeons & Dragons variant with an Old School feel but some modern touches, and in terms of complexity it feels somewhere between a B/X clone and a lighter version of D&D3. The book itself is a complete game with the setting elements conveyed through rules mechanics; there is no gazetteer of the world here, and only a few major personalities -- all devil lords, of course -- are detailed.

The book is written by Courtney Campbell and Arnold K, with art from Heather Gwinn, Marcin S, Matthew Adams, Michael Raston, Russ Nicholson, and that most prolific of artists, Public D. Omain.

The Good (or maybe The Bad in this case, because Bad is Good)

The setting comes through on every page and in almost every line. It's an implied setting, oh yes, but "implied" doesn't seem strong enough a word. Infused, maybe. Soaked, even. You couldn't use this ruleset to play anywhere else but Perdition -- or a similar devil-infested place -- but then you have countless D&D variants for that.

The classes are evocative. some familiar, some new, some familiar but with new twists, but all flavoured -- soaked even -- with Perdition, er, badness. Each of the 12 (!) classes has a fun ability or mechanic and some feel almost like little games within the game. They are similar to 13th Age in that respect, although they are less elaborate and extensive than some of the classes in that game. Even so, each is like a little toy box and they all look like great fun to play. Yes, even the fighter.

As a D&D cousin, Perdition uses experience points, although here they are transformed into prestige. At a basic level, it works much like it does in most OSR variants; go into dungeon, drag out coins, convert into points and levels. But levels have a special importance in a lawful, hierarchical society like Perdition, and that's reflected in the mechanics, as more powerful characters attract more attention from the devils that run things.

Nor is money the only currency, because devils also trade in souls -- which do have a monetary value if you are desperate enough! -- and infernal contracts are common, to the extent that there's a lovely set of mechanics for handling how such agreements work, turning the negotiations into a neat little sub-game in which even the winner can come away with a bad deal.

(This twisty-turny but logical economy of money, souls, and contractual obligations can drive the game and provide the impetus for characters to adventure together. Why are we going on adventures when the devils have already won? Well, because Geoff owes Maluthraxus 2000gp from his last level-up, and Alice has been promised immortality if the black orcs are forced from Thunder Mountain.)

My favourite concept in the entire book is the Vile Conclave, an extension of this ordered system of agreements, contracts, and transactions. The Vile Conclave is brilliant. The world is ruled by devils, and devils like law and order, so of course, there is an official procedure for dealing with them. I don't know if the writers were influenced by the demonic parliament in Disgaea 4, but it's a similar concept. Rocking up at a devil's fortress and killing the fiend is frowned upon, and will probably get you eviscerated by the Devil Police, but players can instead take their grievances to the Conclave. They can also make requests at the Conclave, or even go to make veiled insults to try and force a devil to make a faux pas and thus face sanctions from its peers. All of this works through betting experience/prestige and while the mechanics are a bit light on specifics, it's a wonderful, fun idea, and I could see enthusiastic groups expanding it through use.

(Forms. There needs to be forms. Devilish requisition? That's Form 666B, sir.)

I adore how devils are used in the book. They are evil, yes, but they are reasonable and while you can kill them like your average D&D murderhobo would, there are better -- and more entertaining -- ways to deal with them, and those ways baked into the mechanics and the setting. It's so good. If you're running a game in which devils play a major part, then it's worth getting the book just to steal the contracts and the Conclave.

The Bad (or Good, see above)

Nothing! Honestly, Perdition is full of good ideas, and a handful of average ones, but there's nothing I would call bad in here. Aside from the devils. Ha. There is one extended case where some of those ideas clash and trip over each other, but that's for the next section...

The Ugly

I am not at all fond of the multiple resolution systems. You have attribute tests, which use 2d6 -- or sometimes 2d4 or 2d8, depending on the character -- against target numbers between 5 and 12, depending on difficulty. You also have skills, which are tested against a target of 6, and use a die between 1d6 and 1d12 depending on the skill level of the character. On top of that you have the standard B/X reaction roll, which is a Charisma test, but is a special case that always uses 2d6, and the game also uses a Swords & Wizardry-style saving throw. On top of that there are "struggles" which are opposed tests that involve rolling and totalling hit dice, with the highest total winning. As well as physical hit dice for physical struggles, there are mental/social hit dice for, um, mental and social struggles.

(There's also the good old attack roll and a new social/psychic attack roll, the latter of which works in the same way as the former but uses a different statistic. Some may consider those resolution systems, which they are, but not in the sense I mean here; I don't think it's fair to complain about attack rolls and other task rolls being different in a D&D variant.)

Now, I don't advocate for a universal mechanic here, because like any element of games design, a mechanic is good if it serves a valid purpose, and that's true of a single unified task resolution system too. If there is a good reason for different systems, then so be it.

(The classic example is percentile thief skills in D&D. One compelling argument for them is that switching to a completely different set of dice is a sort of direct, haptic feedback that reinforces the feel that these are a set of abilities unique to the thief.)

The issue I have with the multiple systems in Perdition is that I cannot espy the valid purpose; it feels like a bit of a janky kitbash and I imagine it would be chaotic and confusing at the table. Maybe not, but I can't see any good reason why a unified mechanic -- or at least some streamlining -- wouldn't have been worthwhile, a bit of filing down of the spiky bits.

I've written quite a lot about the task resolution, which suggests that it's a big problem, but in truth it's a minor issue and it's really the only Ugly part of the game. There is so much to enjoy here.

-----

Perdition has lots of great ideas, heaps of fun mechanics that make you want to get to the table and play right away, and a lovely, light, and elegant evocation of setting through rules. It's very good indeed and I am kicking myself for leaving this unread on my shelf for five years. Sorry, Courtney, sorry Arnold!


My copy of Perdition is a hardback printed by Lulu.com back in 2016. It doesn't look like it is available any more but you can get a pdf from DriveThruRPG.

Wednesday, June 23, 2021

Forever Fibbing

I bought Eternal Lies soon after its release in 2013 but Stuart's children were part of our gaming group at the time, and I was aware that the campaign was full of content that wasn't appropriate for them, nor could it be removed without undermining some of the key themes. Almost a decade later, Stuart's kids are far too cool to play with us old fogeys, so I was able to get the campaign to the table at last.

We've been playing since June 2020 -- with a couple of gaps -- but I haven't been posting summaries here because, well, the authors ask that no details of the plot are revealed in reviews or other discussion. I intend to respect that, although it will make this review a bit tricky in places. Bear with me.

I'm going to reverse the usual Good, Bad, and Ugly order here because -- spoilers, dear reader -- this campaign has major problems, and I want to end on a positive note. As much as I can, anyway.

The Ugly

The book is massively overwritten. This is obvious from the first page and was part of the reason why I didn't push to get it to the table earlier, as I feared it would be a lot of work to get it to a playable state. I was not wrong. The book has around 400 pages but there are probably about 100 pages of actual content; the rest is faff, nonsense, guff, and vast swathes of pointless repetition. Also, there's quite a lot of repeated information, and furthermore much of the page count is taken up with repeating what you've just read a few pages earlier.

There's also an issue with the tone of the writing, which I admit may be a matter of taste, in that it comes across as smug, arrogant, and hypocritical at times. For example, there are a couple of places where the very concept of dungeon-delving is ridiculed, but then we get at least three actual, honest-to-Gygax dungeons. Maps are mocked and considered tools of the imagination-challenged, except when they are not. It's a bit sad and almost embarrassing to read.

The Bad

Oh crikey.

Perhaps the biggest issue with the campaign as a whole is that, aside from a couple of places, there's not much in the way of player choice. The overall structure is somewhat similar to the classic Masks of Nyarlathotep -- which I suspect is deliberate -- in that once things get going, the players can tackle the main campaign locations in any order, but that's where the flexibility ends. Each location is a little railroad, literally in one case, which doesn't even have the decency to be a knowing joke.

(A quickish aside: my understanding is that the entire point of the Gumshoe -- I'm not capitalising it until you tell me why -- philosophy is that the players cannot fail to find essential clues, and so the investigation never stalls. To my mind, this means you can design adventures with a rich and -- if you want -- complex structure, knowing the players will not be blocked from accessing that structure because of a failed skill roll. The authors of Eternal Lies, on the other hand, seem to have taken it to mean that they can force players to experience a sequence of set pieces; it's the sort of structure that we all knew was bad in 1990 so it's a bit baffling to see in 2013, even more so in a game line that I thought was supposed to encourage the opposite. Thus endeth the asideth.)

The grand irony is that despite the rigid design, there are holes in the structure big enough to pilot the Alert through that cause some parts of the campaign to be tricky if not impossible to access. The most egregious is the climax of the entire campaign, which happens for reasons the players have no way of knowing, so the authors crowbar in some quasi-flashbacks to get the players there. One of the major non-player-characters is sort of halfway to working it out, so can nudge the players in the right direction, but -- and look at this for a clusterfudge of bad design -- if the players are sensible there is no reason for them to encounter this NPC at all, so the adventure as written has them beaten unconscious, stripped of their equipment, and dumped literally at the NPC's feet.

(I wasn't going to do that to my players, so in my game, the players arrived at the location and did what they came to do, then decided there was no reason to pursue the NPC, and left.)

This isn't something Gumshoe can fix, because the NPC's name and location are clues the players find whatever happens, but you still need a reason for them to meet the NPC, other than "some thugs knock you out", and the GM shouldn't be doing the work that a £40 book should be doing.

What's worse is that the climax only happens as a result of player action. This is supposed to be a final ironic twist, but because there's no way for the players to realise this, it can come across as arbitrary and random. For the GM, who can see the workings behind the curtain, there is a further disappointing revelation: if the players do nothing, nothing bad happens. The bad guys carry on, but they don't "win", indeed the way they are written -- which is one of the good parts of the campaign; see below -- means that they cannot triumph.

Without going into spoilers, for I have made a promise, this is how the campaign works:

In 1924, a cult attempts to do a Very Specific Thing. It is interrupted and although there are survivors, none of them know what the Very Specific Thing was, or even that the cult was trying to make it happen. This crucial bit of data is lost in 1924.



In 1934 -- or maybe 1937, because the campaign isn't sure when it is set (sigh) -- the players go around tracking down splinters of the original cult and dealing with them.



?????



The players do the Very Specific Thing (oops) and must save the world.

Okay then.

That ????? is a huge narrative and structural gap -- again, a surprise in a campaign which has up to that point forced players along a strict linear path -- and the authors seem to just assume that it will not be an issue. In my game the players decided that yes, they would go and do the Very Specific Thing but they didn't really have any good reason to do so, which strikes me as a problem, and the "twist" that they really shouldn't have done so after all is an even bigger problem, but now I am repeating myself.

(How very appropriate.)

The campaign as a whole is a mess of rigid railroading and massive gaps, which is a worst-of-both-worlds chimera I didn't think was possible.

The Good

There are a couple of terrible non-player-characters in the campaign, but they are not essential and are easily cut. The majority of the NPCs are at least interesting, and the main cast are quite well written, in particular the major antagonists. I am reluctant to call them villains, because while they stand in opposition to the players and represent the traditional Cthulhu cultists, they are far from traditional in their characterisation. Each of the major opposition NPCs is written as complex, with their own goals and motivations, and although the characters are technically on the same side, they have more differences than commonalities.

(The obvious approach is to use these differences to turn the antagonists against each other, but the geographical scope of the campaign does make this difficult and, alas, there is zero support for such an approach in the book. That the potential is there is at least half-good.)

The chief antagonists are layered and interesting enough that they could even be useful to the players under the right circumstances. On the other hand, they are cultists, so even if they are being helpful, the players may not trust them, which of course is fun and interesting. The treatment of these characters is nicely done and by far the strongest aspect of the campaign.

I must also admit that some of the set pieces are effective and fun, so while I can't condone the authors strongarming the players into experiencing them, I can at least understand why they are so keen to show them off. It is ironic and more than a little disappointing that perhaps the chapter with the worst writing is also the one with some of the most fun encounters, and my favourite section of the entire campaign is something of a side trek, optional and not strictly relevant to the main adventure.

I also like the general idea of the big climax, even if it is almost impossible to get there as written.

-----

For the most part I enjoyed running Eternal Lies and I think my players had fun, but my gosh the thing is a janky mess almost from page one, and running it is a lot of work. I don't even mean preparation work of the sort any large campaign needs, but rather a lot of fixing of broken parts and filling in gaps, and even ground-up rewrites in some places. I don't think it's too unreasonable to expect a better, more polished, and more complete product for £40.

I would recommend the campaign only to the GM that enjoys going to such effort, or perhaps as a source of ideas, as there are some good sections that could potentially be pulled out and used in other contexts. Otherwise, there are better, and easier, campaigns to run. You may have heard that Eternal Lies is a classic, on the same level as the venerable Masks of Nyarlathotep, but do not listen to such... lies.

Ha ha.


I ran Eternal Lies over 25 weekly sessions between the 20th of June 2020 to the 20th of June 2021 (!), with some interruptions here and there. We played it over Roll20 with a modified version of Call of Cthulhu fifth edition, rather than Trail of Cthulhu; I made good use of the official conversion notes here.

(And how cool is it that Chaosium and Pelgrane allowed those conversion notes to exist?)

Also useful was the Alexandrian Remix; Justin Alexander holds the campaign in much higher regard than I do, and I didn't use much of his actual remix material in my version, but reading it was helpful and it confirmed some of my own misgivings about the source and gave me the confidence to make my own changes. Justin's chapter summaries are far more readable than the ones in the book, so I recommend reading them if you're going to try running the campaign.

Monday, January 18, 2021

Good Knight Sweetheart

Just before Chrimble I was sent a review copy of Gabriel Ciprés' role-playing game Space Knights:

Space Knights is a science fiction roleplaying game about alien invasions, mighty warriors and desperate battles in the dark future. The player characters in Space Knights are no individuals but the companies of an Order of Elite Warriors in a time when humankind has spread through the galaxy and fights for survival. Space Knights uses a PbtA-based system and contains everything you need to play.


Space Knights is a pastiche of Warhammer 40,000, in particular the fascist warrior monks of the Space Marines. The game is short, consisting of 10 pages, which includes a cover and a credits/introduction page. It can be purchased at the very reasonable price of Pay What You Want from Drive Thru RPG.

I haven't had a chance to play it, so these impressions are based on reading the pdf. Don't hate me.

The Good

  • There are a number of rpgs out there that put you in the power armour of a Marine of Space, but in my experience they tend to focus on individuals. Space Knights instead puts players in the roles of entire companies, which is an interesting approach. (Of course, the Warhammer 40,000 tabletop game has the same sort of perspective, but that's not an rpg.)
  • The system -- which is derived from Apocalypse World -- is simple and leans towards storytelling rather than crunchy detail. It seems like it would be quick and elegant to play, and again it is an interesting approach to a game that is about blokes with guns shooting each other. Roll 2d6, with partial success at 7 or total success at 10, applying modifiers or rerolls based on a company's unique traits. Bosh! That's it!
  • Despite its length, Space Knights is full of flavour, and the writing captures the theme well. There is not much in the way of fluff or background, but all of the little mechanical bits and pieces capture the feel of doomed heroes -- or perhaps they are religious extremists, or perhaps they are both -- on vast crusades, risking not only their lives but their souls. I suspect that in part the game is relying on evoking my own experiences of the 40K setting, but even if that is the case, there is some skill in that.

The Bad
  • The game gives examples of Space Marine chapters Space Knight orders and some sample missions, and there is a section of random table to generate mission details, but the game is a bit fuzzy about what happens in a session and what the players are supposed to do. In other words, how the game works is described well, but how it plays is not. Is it designed for one-shots? Can it be used to run a campaign? You can work this stuff out by reading between the lines but a bit of guidance would be handy.

The Ugly
  • There is almost no art in the game, but I can't criticise it too much for that. Space Knights is a Pay What You Want indie rpg based on a well-known setting that already has four decades of art behind it, so it's a very minor issue. You don't need Ciprés to draw a Space Marine, because everyone knows what a Space Marine is and if not it's only a Google away. To be honest, I'm only mentioning it so I have something to put in this section.

All in all, I recommend Space Knights as a fun little game that would fill an evening of play, and brings a new perspective to the experience of playing a power-armoured religious warrior. I have some questions over whether there's anything more to it than a couple of hours of play, but those couple of hours should be fun enough. Assuming the Emperor hasn't banned fun, obviously.

If I get a chance to play Space Knights, I'll update this post -- or write a new one -- about how it went.

Tuesday, December 13, 2016

Boy Band Road Trip XV

I know I was excited about Final Fantasy Versus XIII but it's been so long since the game was announced that I don't remember why. Even so, now it's out -- and now called Final Fantasy XV -- and I have it.

I haven't got very far into the game; I'm only on the third of thirteen chapters, and it could all go to heck after this point, but I've also put in about forty hours, which tells you both a lot about my play style and about how much I'm enjoying it.

When I finish the game I may come back with some more thoughts, but here's what I think so far, in a format stolen from my old mate Andy.

The Good

The protagonists look like a rubbish boy band and they do come across as chumps but they also turn out early on to be quite endearing. It's a computer game so the acting isn't brilliant but there is a real sense of camaraderie in the party and because they convince me that they care about each other, I end up caring about them too. My favourite is Ignis, who cooks, drives, and is English, so I think is supposed to be the main character Noctis' butler. He has a wonderful habit of shouting about recipes, even when the party is supposed to be sneaking through the woods, trying to avoid mind flayers. As he's English he will probably turn out to be a traitor, but for now he's ace.

I like the setting more than I expected too. It's a sort of modern fantasy so everyone's dressed in normal clothes and they drive cars and they go to diners, but they are also carrying magic spears and the man flipping the burgers at the diner is also handing out monster-hunting quests and rumours about treasure. I think there's been a bit of grumbling about FFXV not being a traditional mediaeval fantasy setting, but it's not as if the series hasn't done similar things before; everyone loves FFVII and that starts with a train pulling into a station in an industrial city. It helps that the design is consistent; I like a patchwork fantasy world -- Titan is a mess of influences that shouldn't work, and I love it nonetheless -- but FFXV's world does have a certain verisimilitude.

The game blocks exploration at first but once a certain story point is reached early on you are free to roam. There's a bit of backlash against open world games these days and I can understand why, but I love to explore at my own pace and FFXV doesn't stop me from poking around in the corners of the map. I'm also happy with the region-based level scaling; in general, monsters get tougher the further away you get from the starting area and I much prefer that approach to something like Skyrim, in which the bandits that were level 4 last time you passed their cave are now level 16. In tabletop gaming terms, FFXV feels more like an old-school wilderness crawl than I would have expected from something so shiny and new; you can even run into creatures far outside of the usual level range for that area, the equivalent of the GM rolling the most unlikely result on her wandering monster table.

Oh, and the monsters fight each other! They need to be goaded into it but then you can sit back and watch them pummel each other, and you even get to keep the loot they drop. It's a little detail but it makes the world feel less artificial, and there's something fun about setting off a little bit of chaos in a system and watching it escalate.



The Bad

Menu-based combat seems to be out of fashion in rpgs these days, as there is a common perception that it requires no skill -- which anyone who's played Disgaea will tell you is ballcocks -- so in FFXV you have direct control over Noctis, and the idea is that you run about looking for openings, and dodge in and out of the fight. This works in something like Dark Souls because there's a sense of weight to the fighting and it makes a difference if you get hit. That's not the case in FFXV, in which combat feels light and soft, and there's no major benefit to being dynamic when you can just hold down the circle button until the enemies are dead. I fail to see how that requires more skill.

The Ugly

The protagonists are not, it turns out, members of a rubbish boy band, but they do look like a rubbish boy band, and while you can change their outfits, the small number of alternatives also look like what a rubbish boy band would wear. This game is crying out out for big bags of costumes like Final Fantasy X-2 had; I'm not a big fan of publishers selling frivolous extra content like outfits, but even I would consider paying 50p for something that's not some black trousers and a black jacket.

As you can see, there's far more Good, which is, er, good, because I was a bit wary going into the game. I haven't played all of the titles in the Final Fantasy series -- I haven't started IX yet and that's considered to be the best one -- but I am a bit of a fan. It's far too early to tell if XV will unseat my favourite, 2006's XII, but already it has a better story -- although that wouldn't be difficult -- and the gameplay is almost as much fun, aside from the terrible combat mechanics. We'll see how things progress as I put in more hours over the Chrimble break, but it's thumbs up so far.