Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Saturday, June 19, 2021

Saving F'dech Fo's Tomb

I've never been a collector. But this year at the NTRPGCon, I got really exciting about the Judges Guild. I bought a bunch of modules from a booth based, in the main, solely upon one criteria: the cover looked cool, or, even better, "totally metal." One of these purchases was F'dech Fo's Tomb. Note how totally metal the cover is:




I failed to read the Wikipedia article which states clearly that it received only bad reviews:

Pulsipher commented that "Even at [a lower price], this booklet is a waste of money."

I am sad for this, because most Judges Guild stuff is great. Before I discovered this, based solely upon the bad ass and totally metal cover, I decided to use the town of Dantell as one of the towns on the Outdoor Survival board I am running as a wilderness campaign for a group of mine. When I carefully read the module (assuming, since it was JG, that it was going to be filled with awesomeness) I was sorely disappointed. Perhaps I had made a mistake.

But then I realized that what I was encountering was a series of missed opportunities. And that what the module offered me was an opportunity of my own: I could save F'dech Fo's Tomb.

First, missed opportunity: the map of the Tomb itself sucks. Think of Bryce Lynch's criteria for review. Now think of a dungeon map with none of those things. That is F'dech Fo's Tomb, as presented. (Sigh.) I had to draw a new map of the Tomb itself. The tomb as drawn is a completely linear set of five rooms with no traps, no tricks, no secret doors, nothing.

Here is my map of the Tomb:




Another missed opportunity: how did F'dech Fo wind up a lich. the module just says that about a hundred years ago, pissed of that his once wandering nomadic tribe decided to settle down for the village life, got pissed off, went up on a hill outside of town, lifted up his hand, and green lightning totally burned him to a crispy black skeleton. That's it.

So I made up that in his anger he called on the shadow side of his jaguar god to curse him as a lich so that he could take revenge on his tribe. His god's shadow side willingly obliged. Then a team of associated shamans managed to pray and sacrifice enough to the light side of the jaguar god to trap him while, nevertheless, giving him an honorable burial, for, as the module says, "the people still loved him."

Next major missed opportunity: clues that help the players figure out the bad things to come. For example, the lich's inner crypt is guarded by a kind of "force field" that keeps him from unleashing his evil on the village. There is no reason given for this. It is no part of the legend anywhere else presented in the module, no NPC is said to know about any of this, the legend does not mention it nor even hint at it. No one in town knows about it. There are no clues. If they pass through the vaguely purplish veil, it comes down and he wakens and starts wreaking havoc. End of story. So I had to fix this.

The ancient society of shamans prayed to their god to protect them from the lich's wrath with much sacrifice. Their answer was to provide this magical barrier. The current town shaman knows nothing of this, but I placed various nonverbal and even written clues as to the existence of a barrier and the danger in taking it down. For example, only offering incense in the shrine room will open the secret door to the inner crypt itself. When this happens, a voice will boom out, warning not to break the seal.

I did not need half the descriptions of all the NPCs in Dantell. But I did need the chief and the shaman. But what about this dude, Ninax the Watchman of the Water, who lives just outside of this unwelcoming primitive town? So I decided, he had taken them on as a special project out of some kind of love for their simplicity. So I had him come out and greet the party as they arrived first of all. Through a series of bad reaction rolls, the relationship did not start off on a good foot. But they were warned of the villages troubles and general unfriendliness to strangers.

The chief and shaman then greeted them as they neared the town. They were warned not to enter the town and to camp only on the outside. Then the shaman promised to meet them by night (in common, so his chief would not hear). That night, he related as much of the legend of F'dech Fo as he could remember.

Another lost opportunity: F'dech Fo's medallion, is only a "golden holy symbol." Seriously? After defeating a freaking lich? No. So I made it a medallion of control lycanthropes. This will help with the were jaguar.

Another lost opportunity: the module explicitly says that although the people think that their jaguar god of the jungle, Utigetcho, has recently become incarnate, he has NOT. It is only a were jaguar. But why is there a were jaguar at all? Seriously? Dumb. So sometimes I had to just do the exact opposite of the modules explicitly stated things. Of course Utigetcho is incarnate now! He IS the were jaguar. Duh. So unless they defeat the jaguar with F'dech Fo's medallion of control, any other "defeat" will result in the manifestation of Utigetcho himself! That should be fun.

I know all this seems like a loss. Why use such a poor module? Why use a module I had to do so much work on to "fix"? Easy. A good module is like a Rorschach test. It provides contour lines and symmetry -- sources of imagined patterns. This allows my mind to free associate with some material already presented to me so that I don't have to produce from scratch but in dialogue with something in front of me. So, in the end, this bad module has turned out pretty good.

Fight on!

Friday, June 12, 2020

Mike's Dungeons, a brief review



Brief Review:
Mike's Dungeons
Geoffrey McKinney

I ran this module twice for Table Top Events Convention of Champions. The players covered most of the first level and some of the second level. So please keep this limited exposure to running this module in mind as per this review.

This is a perfect dungeon module in terms of format. Each map is on one page and almost all the key fits on exactly one page opposite the map so that it can lay open on the table for the referee. Perfect. The room descriptions are short, curt, concise, and to the point, empowering straightforward fast-paced play.

It is important to note, however, that NPCs are referred to by level title, so, if you do not have level titles memorized, you will have to look up what level that NPC is. And no monsters have any stats or special descriptions. The module assumes grounded knowledge in the standard D&D monsters and that you have easy, ready access to monster descriptions in rule books.

I did not enjoy having to look up some levels based upon titles for NPCs. It seems to me easy enough to say, "2 Warriors (FM2)," or something like that. But I had no problem with missing stats. It cleaned up the key and enabled it to all fit on one page. I have refereed for some time, I have many standard monster stats memorized, or nearly so, and I can, in general, run most encounters on-the-fly with little to no look-ups. So this absence of presentation did not slow me down, much. Others may find this annoying, so, in order to run the module smoothly, you many need to write in monster stats, say, for three levels ahead of the players, before each session, to make sure you feel like you can keep things running at a good pace.

As McKinney urges, this is a module to be played, not studied, and I can confirm this from my own experience. What content there is, is rock solid. This is a "funhouse" style dungeon in the sense that there are very few rooms entirely empty of content and most of the content has no concern for so-called "ecology." This is, for me, a bonus to be commended. But if you like "ecology," be forewarned.

In the main what we have is monsters, some with treasure. There is very little treasure unguarded by monsters that might otherwise be hidden or trapped. There are no descriptions of motivations, little indication of how monsters will react to the characters (but some) and no description of the relationship between monsters. This is not a problem for me. In fact, I welcome this sparseness. I enjoy making those things up for myself. But, again, if you like "factions," and those kinds of things, you are going to have to make them up for yourself.

What I will say, however, is that, for me, I had to add content to make this feel right and provide a full "old school" session. There are virtually no tricks (wonderful things that require interaction and problem solving) or traps at the initial entry levels, and the treasure is very sparse. I have not studied beyond the ninth level (hey, it is for playing, not for studying, remember?), but this is the case for me through the ninth level. I added a pit or deadfall trap in a corridor per level. I added hidden and trapped treasures, especially in dead-ends. I added false doors, teleportation points, etc., also in dead-ends. I elaborated certain decoratively described rooms in order to turn them into tricks or wonders that gave players something to interact with and solve. I added clues to these traps and tricks. I added clues to the monsters and treasures that were already there. I elaborated on description. Etc.

Now, I loved doing this extra work. This is exactly the kind of module I love, because it leaves much room for me to fit it into my campaign setting and add my own creativity. It gives me boundaries within which to work, and empowers my own imagination. This extra work, however, may not be everyone's cup of tea, so just be aware that, for many, this module will need some work in order for it to play like the kind of old school dungeons we usually enjoy.

I had fun running this and I recommend it.

Fight on!

Sunday, January 8, 2017

D&D 5e as viewed by one 0e referee


I will keep this brief, as hundreds of others more important than I have written their own reviews. I will also keep it free from any polemic or really even criticism. I am only going to share my own first impressions of the 5e core rule books as an 0e referee.

I bought the core rule books from my FLGS and enjoyed perusing them.

First of all, it seems to me that what most folks have said is true, this feels much more "old school" than either 3e or 4e to me. There is an emphasis on dungeons, and rulings over rules-lawyering. That feels good to me. The magic items are great and they have brought to prominence ones I recognize from 0e itself. Double plus good to Mike Mearls and team for all that.

I could see myself playing 5e, under the right referee, and having a lot of fun.

That said, I will not referee 5e. And that for really only one reason: it is not rules light enough for me. Now, that is no deep criticism. I won't touch AD&D, 1e, for the exact same reason: too many *%$! rules. Rules light versus rules heavy has nothing to do with old or new school. Hence my post is about an 0e referee looking at 5e NOT an "old school" referee looking at "new school." Those categories don't help in this situation.

Although I think these rules could be used to play in a sandbox kind of way, the "fluff," or descriptive material in both the DMG and PH emphasize that the game is about making a story. The rules don't necessarily force a referee to railroad. But the emphasis on story together with what most of the supplements look like means that that particular trend seems to continue. If that characterizes the "vibe" of 5e, I will not prefer to join those tables.

Finally, they make it very clear that they are trying to make rules for, and present the rules (especially, for example, in their presentation and illustration) in such a way as to support heroic fantasy role play. They mention sword and sorcery and low fantasy as an option the rules support, but not the main focus of the rules. Now, double plus to WotC for making this clear and saying so. The art is crazily heroic fantasy. There is absolutely nothing pulp about it. It therefore does not have a "vibe" that attracts me. I love heroic fantasy. I could even play in a campaign of heroic fantasy. But D&D is sword and sorcery role play to me, forever, full stop.

So, to conclude, these books are sleek, beautiful, with amazing art work. The rules are written clearly and presented beautifully. I could play as a character in a campaign run in a sandbox, sword and sorcery way. But I will never referee these rules for three reasons:

  • Too many rules
  • Story-focused (vs. sandbox)
  • Heroic vs. low fantasy focused
So there are my two-coppers. Thanks for reading!