Right, so "Clone Drive" then.
I read this story when it came out as individual issues of Death's Head v2 in 2019 and it didn't make much sense then. I got the collected edition as a birthday present a few days ago and gave it another go, to see if a second try and a couple of years made a difference. Alas, it has not.
The main problem is a chronic lack of coherence. Despite being published as Death's Head v2, I think it's supposed to be the origin of a new version of the character -- Death's Head V, or "Vee" -- except he gets very little screen time and achieves almost nothing. So maybe it is about the original DH after all? It does start and end with him, but then he gets pushed aside by half of the Young Avengers, also achieves very little except to get a new sidekick, then disappears with her off to deep space where undoubtedly we will see neither of them again.
We don't get enough of Vee to make him compelling enough to follow, not that we can follow him because he hasn't appeared since as far as I can tell. If it's about reintroducing Death's Head to the Marvel Universe, sticking him in deep space is an odd way of doing it. If it's a celebration of the character -- which is what artist Kei Zama suggested when it was first published -- sidelining the ostensible star is an odd way to do it.There's no room for anything to breathe, and it all feels muddled.
Then there's the nonsense. We start with Death's Head falling through a space portal into a bin in New York, which is apparently enough to deactivate and dissasemble him. Then he is somehow turned into an amplifier for a punk band. I don't know how this works. Wiccan and Hulkling run into him by accident, except it's not by accident because Wiccan did some magic that brought them there. I think? Maybe? Wiccan did this because he already has a DH -- Vee -- under his bed and wants to know what it is. Probably? Wiccan has Vee under his bed because he did some magic to see possible futures for the Young Avengers and saw Vee in some of them, and then went on an untold solo adventure to an AIM laboratory and stole Vee. I think? But it turns out that the whole thing was some sort of elaborate plan by the villain to get her hands on the original DH for... reasons. Except the villain turns out to just want to hang with DH so they go off together and leave everyone else behind. It's possible that the villain just changed her mind and switched sides halfway through the story, but it's not clear. Nothing is clear.
Oh, and then at the end, Death's Head is standing, deactivated (?) in Vee's cupboard, except he's also running around space with his new friend.
I, uh, ah. No, I have nothing. I can follow the chain of events, just about, but the individual events are baffling and the storytelling is so weird. Wiccan goes off and breaks into an AIM lab on his own and steals a robot, but we don't get to see that. Why? Wouldn't that have been interesting? What's going on with the extra Death's Head in the cupboard? Wouldn't there have been easier ways for the non-villain to ask DH to be her friend? I cannot tell if I'm being dense and this is all clever plotting, or if it's just really bad. I suspect the latter.
On the plus side, Kei Zama's art is lovely. There's a nice balance between strong cartoony storytelling and intricate detail, although the inking is perhaps a bit heavy in places and makes some of the pages look a little muddy. Even so, the art is by far the best thing about the book.
Death's Head fans will probably get this because we like to follow all of his appearances, but I can't recommend it to anyone else because I'm not sure it's very good. Disappointing, yes?
Oh, and to pad out what is still a very thin book, we get a reprint of Death's Head v1 #1 by Simon Furman, Bryan Hitch, Mark Farmer, Nick Abadzis, Annie Parkhouse, and Richard Starkings. I list the entire creative team because Marvel seems to have forgotten to do so anywhere in the book. That's a poor show.
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Tuesday, September 21, 2021
Monday, September 20, 2021
Chop Chop
I drew this for Christopher Mennell. Sort of. I didn't know I was drawing it for Chris at the time. I was drawing it for fun based on something he'd posted online, but he liked it and bought it.
Anyway.
Anyway.
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 Bad
The Ugly
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 CthulhuGM 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.
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
Labels:
Call of Cthulhu,
Dunwich,
good bad ugly,
I review rpgs
Saturday, August 14, 2021
Somebody Once Told Me the World Is Gonna Roll Me
I love this old article, from White Dwarf #136, because it's so pro-fun and pro-hobby. This is Games Workshop saying "here's a new ork vehicle for you to build and use, and you don't have to buy anything!"
(Except for the issue of White Dwarf, of course.)
If I were in charge at GW I'd keep the full article on the website forever, and I'd update the rules with every new edition of 40K, to keep the Gobsmasha, and the enthusiastic hobbyism, alive.
This is probably one reason -- among many, I admit -- why I am not in charge at GW.
(Except for the issue of White Dwarf, of course.)
If I were in charge at GW I'd keep the full article on the website forever, and I'd update the rules with every new edition of 40K, to keep the Gobsmasha, and the enthusiastic hobbyism, alive.
This is probably one reason -- among many, I admit -- why I am not in charge at GW.
Saturday, August 07, 2021
To Be or Chenot to Be
This one was inspired by this post at Grognardia. There's something quite compelling about the Chenot, a sort of tentacular dustbin, and I had to draw one of my own.
Tuesday, July 27, 2021
The Incredible Adventures of Tiverton Cream
We are looking at getting a new kitchen. Some of the names of the kitchen sets are evocative, most are ridiculous. There's a hint of the pulp adventurer or consulting detective to all of them.
To generate a pulp adventurer or consulting detective, roll d16 for the first name, then d16 for the second name, or roll just once and read across both columns, although that's much less fun.
To generate a pulp adventurer or consulting detective, roll d16 for the first name, then d16 for the second name, or roll just once and read across both columns, although that's much less fun.
| Roll a d16! | One Stupid Name | Another Stupid Name |
| 1 | Esker | Ice |
| 2 | Chester | Azure |
| 3 | Milton | Grey |
| 4 | Oban | Forest Green |
| 5 | Kendal | Midnight |
| 6 | Glencoe | White |
| 7 | Heritage | Cream |
| 8 | Monochrome | Cashmere |
| 9 | Melrose | Dovegrey |
| 10 | Forest Luxe | Pewter |
| 11 | Scandi | Carbon |
| 12 | Sofia | Graphite |
| 13 | Camden | Slate |
| 14 | Tiverton | Bone |
| 15 | Industrial | Sage |
| 16 | Elder | Natural Oak |
Labels:
random generator,
stuff you can use
Friday, July 16, 2021
Official Secrets
I have just completed a project that, for creative -- and maybe controversial -- reasons, I can't talk about. Booooo!
I have also completed work on another project that I can talk about, so here are some bits from that Yay!.
These are from Oakfell Vale, a role-playing adventure that you can buy here. I was brought in to complete some fill-in art as the original artist was unavailable, and I tried to keep some sort of visual continuity.
I have also completed work on another project that I can talk about, so here are some bits from that Yay!.
These are from Oakfell Vale, a role-playing adventure that you can buy here. I was brought in to complete some fill-in art as the original artist was unavailable, and I tried to keep some sort of visual continuity.
Labels:
Oakfell Vale,
stuff that I drew
Tuesday, July 13, 2021
Child Automata
LOAD "CHILDAUTOM", 8, 1
...
LOADING
....
No one knows where these strange machines originated, not even the machines themselves. Sages and scholars point to the significant differences between the Children and other automata on the Deadly Sands and say that they can't be from the same source, but what other explanation is there?
Each Child Automaton has a black or dark grey mechanical body that can only pass for human at a distance or if concealed. Their heads look human and are only revealed as artificial when touched, as their skin has the texture of strange, pliable metal.
Child Automata, as the name suggests, always have the appearance of children between 10 and 16, although some "younger" individuals have been reported. No "adults" have ever been seen, and the Automata do not appear to age or grow. Automata almost always have adult personalities, although if you want to play an actual child robot, that's okay too.
If your game uses forgeborn, warforged, robots, tick-tock men, or whatever, then use those to represent Child Automata, except you will probably want to reduce their size and movement speed; look at gnomes or halflings for pointers on how that works in your ruleset of choice.
If your game doesn't have artificial people as a character option, then use the following guidelines:
They are immune to disease and poison, and do not breathe, drink, or eat, although can mimic all three.
They heal like normal creatures, as internal systems knit together broken components, a process that baffles scholars. Healing magic works by overcharging these internal systems. Probably. Who knows?
Child Automata do need to sleep each day, just like their flesh-and-blood companions. All Child Automata have the same dream, one of a lush meadow full of tall grass and wild flowers, with bumblebees buzzing and butterflies flitting about. No living person has ever seen such things, so the source of these dreams is of considerable interest to these scholars I keep mentioning. How individual Automata react to these images is up to the player, and if you're running one of those trendy collaborative storytelling type games, maybe the origin of the dreams is also up to the player. Whatever works for you.
Some Child Automata display a sort of compulsive behaviour that may be the result of fragments of deep programming. A player of such an Automaton can roll on the following table.
GO$UB #1987 (d12):
...
LOADING
....
No one knows where these strange machines originated, not even the machines themselves. Sages and scholars point to the significant differences between the Children and other automata on the Deadly Sands and say that they can't be from the same source, but what other explanation is there?
Each Child Automaton has a black or dark grey mechanical body that can only pass for human at a distance or if concealed. Their heads look human and are only revealed as artificial when touched, as their skin has the texture of strange, pliable metal.
Child Automata, as the name suggests, always have the appearance of children between 10 and 16, although some "younger" individuals have been reported. No "adults" have ever been seen, and the Automata do not appear to age or grow. Automata almost always have adult personalities, although if you want to play an actual child robot, that's okay too.
If your game uses forgeborn, warforged, robots, tick-tock men, or whatever, then use those to represent Child Automata, except you will probably want to reduce their size and movement speed; look at gnomes or halflings for pointers on how that works in your ruleset of choice.
If your game doesn't have artificial people as a character option, then use the following guidelines:
They are immune to disease and poison, and do not breathe, drink, or eat, although can mimic all three.
They heal like normal creatures, as internal systems knit together broken components, a process that baffles scholars. Healing magic works by overcharging these internal systems. Probably. Who knows?
Child Automata do need to sleep each day, just like their flesh-and-blood companions. All Child Automata have the same dream, one of a lush meadow full of tall grass and wild flowers, with bumblebees buzzing and butterflies flitting about. No living person has ever seen such things, so the source of these dreams is of considerable interest to these scholars I keep mentioning. How individual Automata react to these images is up to the player, and if you're running one of those trendy collaborative storytelling type games, maybe the origin of the dreams is also up to the player. Whatever works for you.
Some Child Automata display a sort of compulsive behaviour that may be the result of fragments of deep programming. A player of such an Automaton can roll on the following table.
GO$UB #1987 (d12):
- OBSERVE RECORD REPORT (to whom?)
- COLLECT X AND ANALYSE
- DESTROY X
- I WANT TO BE A REAL BOY/GIRL/WHATEVER
- PRESERVE LIFE
- LOCATE OTHER
- PROTECT X
- UPGRADE BASE UNIT
- LOCATE ORIGIN POINT
- CREATE ANOTHER
- WHAT IS FUN?
- BATHE IN THE BLOOD OF THE FLESHY THINGS
Saturday, July 10, 2021
Old Enough to Drink
Apparently I started this blog 18 years ago today. I should probably tidy up a bit.
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.
(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.
Labels:
good bad ugly,
I review rpgs,
OSR,
Perdition
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