The Alexandrian

Archive for the ‘Reviews’ category

A Knight's Tale

Review Originally Published May 21st, 2001

One of the first scenes in A Knight’s Tale is that of a crowd chanting and stomping their feet to Queen’s We Will Rock You while watching a medieval jousting tournament. Throughout the film – telling the story of a young peasant who dons armor and competes as a knight while falling in love with a princess – rock music will appear again and again, along with other anachronistic elements such as: Geoffrey Chaucer using WWF-style language while acting as the knight’s herald; a medieval dance which transforms itself into a dance party; and a host of modern colloquialisms.

When I was leaving the theater, I heard the couple behind me utter the following:

Girl: I liked it.
Boy: Yeah, but the music wrecked it.
Girl: Yeah.

These two people, my friends, are idiots. The music in A Knight’s Tale does not ruin the movie. To the contrary, the music saves it.

Let’s get one thing straight: From a certain point of view, A Knight’s Tale is cliched, trite, and predictable. From the moment you see the previews you already know everything which is going to happen in this film: The main character is going to succeed brilliantly as a knight, he’s going to win the heart of the princess, the bad guy is going to get beaten, and there’s going to be a happy ending.

End of story. Done deal.

But the minute that crowd starts stamping its feet and chanting We Will Rock You something magical happens: A Knight’s Tale imbues itself with what I can only describe as an ineffable energy – an excitement which permeates every performance, every scene, every moment.

Perhaps the only analogy that really suits is that of the roller coaster: Before you ever get on the roller coaster you know exactly what’s going to happen – you’re going to go up, you’re going to go down (really fast), you’ll probably do a couple of loop-de-loops, and then you’ll end up right back where you started. But you still get on the roller coaster because the ride is fun

The ride in A Knight’s Tale is fun. Sure, you know where you are every step of the way. “Oh,” you say, “This is the scene where the handsome young knight makes a fool of himself in front of the princess, and she is bemused.” Or: “This is the scene where the villain establishes himself as superbly talented, but cruel and heartless.” But at the same time you’re enjoying yourself.

The real key here is that A Knight’s Tale isn’t trying to fool anybody. We Will Rock You is, quite simply, the filmmaker’s way of saying: “Look, you know and I know you’ve seen this plot a dozen times. But, look, I’m not taking myself too seriously here. Kick back, relax, and let’s have fun, okay?”

The couple behind me probably thought this movie was historically accurate except for the bizarre musical numbers. This movie ain’t for them – they don’t get the joke.

And, of course, most of use have already heard from the historians who are so tightly wound up that Shakespeare in Love gave them a aneurysm. This movie ain’t for them, either – they couldn’t get a joke if it can labeled with a disclaimer.

This movie is for people like you and me, who can kick back and enjoy something on its own terms. For us, this movie is pure fun. So go grab yourself a ticket, a bucket of popcorn, and a large soda.

Style: 4
Substance: 4

Director: Brian Helgeland
Writer: Brian Helgeland
Distributor: Sony Pictures

A Knight’s Tale is like a fine wine: Every time you come back to it, you can savor it in new ways.

This movie review came out of the same gestalt as my previous review of The Mummy Returns: I was moving a forum discussion into a review. At the time I considered doing more of these film reviews for RPGNet, but I ended up drifting away from them instead. Checking the Reviews page, it looks like it’s been a hot minute since I did a movie review here at the Alexandrian, too.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

The Mummy Returns

Original Review Posted May 21st, 2001

A MOMENT OF SYNCHRONIZATION

To get us off on the right foot, let me explain where I’m coming from right up front:

I like The Mummy. I like it a lot. I think its a great film. It’s unique mixture of pulp adventure, horror, and self-aware satire result in a couple hours of rip-roaring fun that’s tough to beat when you’re just looking to relax and enjoy yourself.

So when I look at The Mummy Returns, realize that I’m looking at it with the eyes of someone who truly enjoyed the first movie.

On the other hand, I know quite a few people who hated the first movie and swear that The Mummy Returns is not only a lot better, but a great movie. Personally, I don’t see it – considering that there is nothing remarkably different about the style, approach, or plot-type of The Mummy Returns — but that’s what they say.

Also note that I have seen the movie twice as I write this.

ANALYSIS

Note: I will be discussing some elements of the plot of The Mummy Returns. Expect minor spoilers for the film’s premise and significant spoilers for the original film.

The Basic Premise: The Mummy Returns takes place several years after the first movie. Evelyn and Rick have gotten married and now have a son. Evelyn’s gotten a little bit tougher, Rick is pretty much the same, and their son is a mixture of their best qualities. Rick and Evelyn discover the “Bracelet of Anubis”, which will awaken the Scorpion King – who (of course) is destined to destroy the world. Meanwhile, a group of evil archaeologists is working to return Imhotep (the titular mummy) to life once more for their own nefarious purposes.

Sequels are widely considered to be the domain of suckdom. This is because they generally fall into one of many traps:

1. If two characters fell in love at the end of the last movie, have them separated and bitter at each other at the beginning of this movie.

This is one of the classic “we have to do the exact same movie all over again” traps. In the first movie you have a love story between these two characters, so now you need to have them hate each other so that you can tell the exact same love story all over again.

The Mummy Returns, fortunately, avoids this problem altogether: As noted, Evelyn and Rick are married – and they are happily married to boot. Stephen Sommers wisely takes the course of “been there, done that” and moves onto fresh territory, choosing to develop the relationship rather than tear it apart and rebuild it.

2. If there was a funny gimmick in the first film, repeat it here. Only make it bigger and more impressive.

Another “we have to do the exact same movie all over again” trap. Unfortunately, Sommers steps right into this one: For example, you’ve got a 360-degree shot of a circle of bookshelves falling like dominoes in the The Mummy; so in The Mummy Returns you’ve got a 360-degree shot of a circle of pillars falling like dominoes. Fortunately, Sommers seems to get these all out of his system in roughly the first fifteen minutes of the film – and from that point on you can settle down and actually enjoy the film in its own right.

Note that Sommers also employs the flip-side of this trap: Using the established elements of the first film to create bigger pay-offs in the sequel. For example, the first film firmly established the threat of the mummy. Rather than making the mistake of trying to rebuild that threat, Sommers simply takes it at face value – and then proceeds to heighten the stakes so that the foundation of the first film is just a place to build from. Basically, Sommers manages to defuse most of the potential bombs by having the characters acknowledge them – using the repeated motifs both for comic relief and to establish (and re-establish) character.

I also don’t have any problems with Imhotep using variations of his powers (most notably, a transplanted sandstorm effect). Those are established powers, and as long as they’re used in the service of the story, it just makes sense.

3. Flashback to scenes from the original film, but show stuff you didn’t see the first time.

Sommers does this – but he makes it work. I won’t say any more because I’ll tread on the film’s central plot points, but suffice it to say that Sommers makes this work better than just about any other film I’ve seen.

4. Bigger, better, more expensive!

Sommers also goes in for this – but he doesn’t fall into the trap of simply repeating the first film with a bigger budget. He uses his bigger budget to tell a much bigger epic – but one which is distinctive from the first in many ways.

The only drawback I detected, upon watching the film a second time, is that several of the larger special effects shots look rushed – and don’t hold up very well to repeated viewings (ie, when you are taking the time to look at the background elements of the shots). The ending, in particular, suffers from this (unfortunately, because the first time through the ending is fantastic). This is unfortunate, considering that the special effects in The Mummy really hold up well to repeated viewings.

THE VERDICT

One last pet peeve: The airship just doesn’t work for me. It does one too many impossible things – and I need to forcibly prop my suspension of disbelief up at several points.

The Mummy Returns avoids the typical pitfalls of a sequel and delivers in a big way: Sommers uses the foundation of the first film to build a terrific second film, rather than simply rehashing what had already come before.

Outside of the repeated gimmicks of the first fifteen minutes and a few special effects shots which aren’t quite up to snuff, The Mummy Returns more than delivers exactly what its supposed to: A fun, pulpy adventure flick.

Have fun.

Style: 4
Substance: 5

Director: Stephen Sommers
Writer: Stephen Sommers
Distributor: Universal Pictures

This review was born out of Discourse™. For some reason, The Mummy Returns became a hot button topic on RPGNet back in 2001 and I used this review to summarize my thoughts. It was an early example of me getting tired of repeating myself in forum discussions and writing something more permanent that I could just point people towards as necessary. This, of course, is basically the entire foundation on which the Alexandrian is built (giving rise to articles like D&D: Calibrating Your Expectations, the Three Clue Rule, and many others).

If memory serves, this review became something of a hot topic in its own right, as people debated whether or not it was “appropriate” for RPGNet to publish non-RPG reviews. This is, oddly, also something that’s been revisited at the Alexandrian. I’ve not infrequently had people tell me they were upset that I’d posted something other than RPG content on the site. In this case, of course, it boils down to the Alexandrian simply being a place for me to post my stuff. All my stuff. A lot of my writing is about RPGs, but from the earliest days of the site there has also been politics, Shakespeare, media reviews, history, and all kinds of stuff.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Airlock - James Floyd Kelly

Go to Part 1

Airlock is a series of systemless SF horror adventures created by James Floyd Kelly. I grabbed the first four in the series with an eye towards using them in my Mothership campaign.

All of the adventures in the series are two-page trifolds. The presentation is fairly standardized and they’re all designed with white text on a black, star-speckled background. The result is evocative, but not very friendly on the printer ink. (I actually jumped through some hoops to invert the files before printing them.)

(You may notice that the Mothership logo appears on the cover images for these adventures on DriveThruRPG, but they are definitely systemless and do not use Mothership’s mechanics.)

AIRLOCK #1: THE SIGNAL

The PCs are sent to pick up two data technicians from an isolated, long-term data vault being run by the Kars-Sundar corporation. When they arrive, however, they find one of the techs dead and the android survivor acting erratically. If the PCs investigate, they’ll likely discover that Abbi, the android, was corrupted by a distress call received by the station.

The concept is straightforward enough that you should be able to hack a playable experience out of this one, but The Signal is near-fatally flawed by its continuity being all over the place:

  • Kars-Sundar is shutting down the long-term data vault… except then it isn’t any more.
  • When the PCs find Abbi alive and Steven missing, Abbi tells them her fake story of what happened… unless it’s a significantly different fake story that’s only implied elsewhere in the adventure?
  • As the crew arrives, a radiation storm will knock out the comms and prevent Abbi from exposing them to the Signal… but also she plays it for them when she first meets them.
  • Is Abbi’s goal to reach the origin point of the Signal or is it just being randomly destructive and murder-y?

This adventure is supposed to have a direct connection to Airlock #2: Distress Call (which ostensibly takes place at the location where the Signal originated), but it turns out this just creates even more weird continuity glitches.

I’d like to say that all of this makes The Signal a kind of grab bag that a GM could pick elements from build their own version of the adventure. But it’s really just a vague, barely usable mess that becomes more confusing the more time you spend trying to unravel it.

What I want from an adventure – whether one I buy or one I prep myself – is rock solid continuity. I want to know exactly what the situation is, so that we can then inject the PCs into that situation and play to find out the result. So this one misses the mark pretty wide for me.

GRADE: D

AIRLOCK #2: DISTRESS CALL

Following some dubious experiments, the AI core of the Fractal Dream has taken over the ship and killed the crew. Unfortunately, this leaves the AI stuck in space, so it sends out a distress signal to lure in some suckers (i.e., the PCs). Now Katie, the AI, needs to take over the PCs’ ship so that it can escape.

…which would make sense if the crew of the Fractal Dream had managed to disable the ship’s engines before Katie took over. But they didn’t. Instead, shutting down the engine is something the PCs are expected to do.

Maybe the intention here is that Katie is just pretending to be stranded to lure in the unwary? But this would seem to contradict other sections of the text and it’s all very vague. In fact, the biggest problem here is that a lot of Distress Call is just waving generally in the direction of an adventure.

This also means that there’s a lot of blather on the page. For example, there’s four different paragraphs scattered around this two-page trifold, each explaining how Katie has broken free of her programming, is no longer bound by her safety restrictions, and so forth.

But because so much space is wasted on blather, it also means what should be the actual meat of the adventure is short-shrifted. For example, there’s a bit where Kelly writes, “Katie has plenty of offensive weapons – shocks via metal surfaces, electrical overloads, temperature control, and many more.” The adventure would be considerably better if a lot of its blather was placed with actually giving Kelly a concrete, fully realized toolset of fun, dynamic actions the GM could deploy in response to the players.

What’s here isn’t really a firm foundation that you could use to build a playable version of the adventure. It’s more like a quick sketch of what a blueprint of that foundation might look like.

Expect to put a lot of work into this one.

GRADE: D-

AIRLOCK #3: CRYO – SWEET SCREAMS

Cryo: Sweet Screams is a really frustrating adventure to use. (Or, at least, try to use.)

First, the scenario is incorrectly sequenced. There’s a section called “Running the Scenario” which is positioned, on the page, to seemingly be read last, but which has essential information necessary to understand large swaths of the rest of the adventure. But, upon closer inspection, it turns out that reading this section first won’t work, either: There’s no correct reading order here. It’s just a big jumble.

The scenario also promises the GM certain tools, only to fail to deliver on them. Take the “Cast of Characters,” for example. It would be super useful to have this authoritative reference for each character in the adventure,  but it turns out that every single character write-up lacks the essential information for the character (e.g., “she’s the bad guy”).

Once I untangled the adventure, though, what I discovered was something that seemed hopelessly overwrought:

The PCs are sent to intercept and redirect a medical intervention ship whose comms array has been damaged.

But that’s not all! The corporation is also reprogramming the ship’s android to get up to mischief, and that obviously goes awry and causes the android to start acting erratic (as androids are wont to do).

But that’s not all! The android isn’t the real bad guy. The real bad guy is the human member of the crew, who has ALSO been infected with a (biological) virus that makes her a psychopath.

Even if you want to roll with this “it’s viruses rewriting personalities all the way down” premise, though, Cryo: Sweet Screams has deeper issues.

The crux of the adventure is, “Durden will slowly exhibit strange behavior once he wakes.” But what is this strange behavior? No idea.

Later, if the PCs watch the news and learn that the vaccination program at the ship’s last stop was botched, “this news will trigger actions in Durden and Talisha.” What are these actions? No idea.

Furthermore, the medical ship’s shuttle “will have some issues that need to be addressed by the crew.” This is, in fact, stated no less than three times across the six panels of the adventure, and the idea is that this will give the PCs something to do while the unspecified “strange behaviors” are happening.

But what are these tasks the PCs are supposed to do?

No idea.

GRADE: F

AIRLOCK #4: DEAD WEIGHT

I’ve concluded, after reviewing dozens of these adventures, that the trifold format is a tricky one. Creators really don’t seem to understand how to organize their information. The front page is often used as if it’s back cover text (which is kind of waste of space in a format where space is quite limited), and then, once you flip open the trifold, it’s a complete crapshoot which order you’re supposed to read the other five panels in.

Some creators seem to have decided to just wave the white flag and simply not include any sort of orientation for the GM. For example, no matter where you begin reading Dead Weight, the text will always just blithely assume that you know what a GH3 is.

If you, too, are wondering what they are, after trawling the text and reassembling the scattered bits of information thrown around with wild abandon, I’m fairly certain the answer boils down to, “A large tribble with legs and teeth.” The GH3s breed incredibly rapidly, and will quickly overwhelm any station or ship they find themselves on, rending every bit of flesh they can find along the way.

As another example of the white flag being waved, take the NPC named Mitchell. In one section he’s been placed in cryosleep. In another, there’s an offhand comment to him “having his own programming.” From this, I assume you’re supposed to conclude that he’s an android, but the adventure never actually says that. There’s a lot of this kind of stuff scattered around the text, creating countless booby traps and lacunae.

Taking a step back, the scenario hook for Dead Weight is that the PCs detect an intermittent signal coming from an abandoned space station which has drifted into deep space. When they board the station to claim the salvage rights, they awaken the GH3s, which have survived in a state of advanced hibernation.

The core premise seems to be that the PCs will conclude that it’s impossible to kill the GH3s faster than the GH3s reproduce! They’ll have no choice but to flee and/or blow up the station!

… except the reality is that the GH3s double their numbers every 8 hours. That’s quite aggressive for a biosphere, but rather less terrifying to a PC with a flamethrower. (In contrast, an ochre jelly in D&D is terrifying because it can split multiple times per round. If it, like the GH3s, split once every 8 hours, it would be considerably less intimidating.)

In fact, this is another example where it’s difficult to understand how the time scale of this adventure is supposed to work at the table: What are the PC supposedly doing during the hours and hours of time the GH3s need to become a meaningful threat? This is something you might be able to solve by prepping some time-consuming guidelines for how long it takes to effectively salvage the station – e.g., repairing thrusters takes 4 hours, etc. – but you’re really swimming uphill at this point to force this adventure into a satisfying experience at the table.

GRADE: D

Note: This adventure should not be confused with Dead Weight, an unrelated Mothership adventure written by Norgad, which I previously reviewed.

CONCLUDING THOUGHTS

There are a lot of problems with these Airlock adventures, and they’re pretty consistent throughout the series. The impression I’m mostly left with is that all of them are more like the concept of an adventure, each remaining, sadly, undeveloped in any meaningful way while the poorly organized trifold format is instead filled with vague, often directionless and repetitive blather.

I was really hoping that these were going to be great. I was very excited when I found the series, which has almost a dozen installments. I thought I’d found something that would keep my Mothership open table supplied with adventures for potentially months.

Unfortunately, I found these first four installments to be essentially unusable and I’ve given up on the series.

Go to Part 6: Three Zines

Turn Back the Clock - Kyle Tam

Go to Part 1

TURN BACK THE CLOCK

Turn Back the Clock by Kyle Tam is a thinly disguised roman a clef of Arthur C. Clarke’s and Stanley Kubrick’s 2001. The PCs receive a distress call sent from a ship thought lost for centuries: Mankind’s first expedition to Jupiter. It’s been knocked loose in time by the presence of the Star Child Flux Child. The original crew is experiencing Annihilation-like transformations, and if the PCs aren’t careful, they’ll similarly become lost in space and time.

Conceptually this seems really interesting. Unfortunately, it’s the execution that kills this one.

First, imagine adapting 2001: A Space Odyssey, but you aren’t really sure how to do that, so the structure of your adventure is just punching the Flux Child in the head until it’s “felled,” freeing you from the ship. But, also, that’s basically impossible because the Flux Child does 5d100 damage, has 20 maximum Wounds, and you forgot to include a Health score.

Second, I frequently found the text confusing. For example, “the crew is not technically in danger,” but they were currently fusing with the furniture and/or have pieces of their bodies falling off, plus they will shortly cease to be sentient. Hmm. I feel like I have a radically definition of “danger” than the author here.

Finally, there are more fundamental design problems here. For example, a core structure of the adventure is, “The longer you spend onboard the Charon, the more of yourself you lose. Each day, make a Sanity save or else roll on the [Distortion Table].” But the adventure is keyed as a pointcrawl with three briefly described areas.

This is a problem I frequently see in published adventures. I’ve discussed a similar problem in Running Background Adventures: There’s simply not enough narrative material to fill the time necessary to trigger this structure.

“Clarke’s Star Child does body horror” is a cool concept. But, sadly, there’s nothing on the page in Turn Back the Clock that I would actually use in bringing that concept to the table. This is a disappointing miss for me.

GRADE: F

The Plea - Nikolaj Gedionsen

The PCs are hired to pick up a secretive shipment from an automated shuttle. The only problem? An experimental combat drone – the Synthetic Predator 1st Design, 3rd Revision (or SP-1D3R) – has stowed away on the shuttle to escape the facility where it was being tested. Desperate for energy, it begins draining the power systems on the PCs’ ship.

This is another good concept with shaky execution.

Designer Nikolaj Gedionsen describes the adventure as “a claustrophobic game of cat-and-mouse aboard a failing ship where an intelligent machine predator turns the crew’s familiar home against them.” Which sounds great, but immediately runs face-first into a ship map that’s entirely linear. It’s hard to play cat-and-mouse on a balance beam.

The Plea also frequently relies on overriding or ignoring the core rules of Mothership. In my experience, this sort of thing doesn’t work because the players get frustrated at the bullshit “threat” that’s being arbitrarily thrust upon them.

The adventure includes its own mechanical superstructure in the form of a Power Drain system (modeling and tracking the SP-1D3R taking over and depleting the ship’s systems), but I have a difficult time believing it was ever playtested. The core of the system boils down to:

  1. Start with 12 Power.
  2. -1 Power when the drone connects to a system.
  3. If the PCs power down a section, it can’t be Power Drained and also save 1 Power per turn.

The math just fundamentally doesn’t math here. Nonetheless, I’ve done several dry runs of the system using various interpretations of what it might have meant (did you mean -1 Power per turn? can the drone be attached to multiple systems simultaneously?) and it just doesn’t work.

All of these issues, I think, explains why a significant chunk of this adventure is a section called “The Vibe.” Ultimately, that’s a pretty good summary of The Plea: It’s a concept running almost entirely on vibes.

GRADE: D

TESSERACT

Pyry Qvick’s Tesseract initially threw me for a loop because (a) it’s called Tesseract (a cube extended into fourth-dimensional space in the same that a square is extended to become a cube in three-dimensional space) and (b) it features a bunch of non-Euclidean cube-shaped rooms. So my brain kept trying to make the adventure work as an actual tesseract… but it isn’t.

Tesseract - Pyry QvickWhich is OK. I mention this only in the hope it might help you avoid the same pitfall and get straight to appreciating just how cool this adventure is.

Things kick off in Tesseract like this:

Your ship passes a massive metallic cube. After a moment, your ship passes by a massive metallic cube. Again and again. Your navigation shows no progress made.

On the cube’s surface, a hatch opens.

Crawling inside the cube, you discover a dozen of the aforementioned cube-shaped rooms, all arranged on a map that makes it easy for you to run as the GM, but devilishly complex for the players to unravel. (If they ever do.)

The rooms themselves are consistently themed, but each one is varied and intriguing. In addition to the navigational puzzle of the non-Euclidean map, exploring the cube is also deeply satisfying because the rooms present an interconnected mystery that allows the players to slowly piece together what’s happening here (and, hopefully, undo it). This is very much the adventure that Turn Black the Clock wanted to be, but dropped the ball on.

Season to taste with the creepy cube-droids which infest the place.

The net result is a creepy, well-designed adventure I am sure will leave your players disoriented, paranoid, and thrilled.

GRADE: B-

Dead Weight - Norgad

Rather than the trifold modules we’ve been reviewing, Dead Weight by Norgad is a twelve-page micro-adventure.

The PCs are crewing a cargo ship when an alien artifact in one of the ship’s holds activates, causing all dead bodies in the area to rapidly accelerate towards. It starts with all the meat in the ship’s galley, which rips through the crew currently eating dinner. The dead bodies of the crew, of course, are added to the mass of meat and bone, which rip through the hull of the ship, causing lockdown and atmospheric pressure doors to trigger throughout the ship.

As the investigation and emergency repairs begin, a crew member mortally injured in the initial incident dies, inflicting more damage… and that’s when corpses start arriving from outside the ship. Can the PCs figure out what’s going on and jettison the artifact before the asteroid the artifact was taken from arrives and annihilates the ship?

The concept of Dead Weight is elegant in its horrific simplicity. The execution is simply beautiful.

Just look at this map:

Map from Dead Weight by Norgad. Ship schematic shows locations of various compartments and also six modular cargo hold pods. Vectors are drawn from various areas of the ship to a location in one of the cargo hold pods.

(click for larger image)

Each of the vectors here show the trajectory of damage from the scripted meat projectiles, and you can see how simple it would be to draw your own vectors and immediately understand the resulting damage as events play out at the table. This map is simply fantastic as both a reference and a structure of play, and Norgad has also included player handouts (without the GM-only info) that you can print out for the players.

The ship key itself is equally polished: Nested descriptions make it easy to master the adventure, while creating satisfying layers of investigation for the PCs. Clearly delineated post-incident shifts in the room descriptions make it a breeze to keep the potentially complicated continuity and dynamic environments of the adventure crystal clear in play.

I have only one quibble with the whole package: It’s not immediately apparent why the adventure track ends with the asteroid 98-Gobstopper crashing into the ships. Careful reading suggests that the asteroid – composed of “banded layers of oxygen, hydrogen, nitrogen, carbon, calcium, and phosphorus, with some other trace elements” – is actually the compacted remains of the countless dead attracted by the artifact at the asteroid’s core. But it would have been friendlier to the GM to just spell that out.

This quibble, of course, scarcely detracts from the whole package. Dead Weight went straight into my open table rotation. I adore it.

Note: When you run your own session of Dead Weight, I recommend taking the time to frame up and play through more of the back story that sets up the First Projectile incident. These events are well detailed in the text of the module, but I think it will work better if the players actually experience those events for themselves and then see the payoff.

GRADE: B+

Go to Part 5: Airlock Series

The Mortality of Green - Troll Lord Games

An excellent overland adventure, organized to make the GM’s task simple and the player’s experience memorable.

Original Review Posted May 21st, 2001

Before WotC’s OGL and D20 trademark license came along and allowed them to release products like A Lion in the Ropes and The Malady of Kings, Troll Lord Games was producing generic fantasy adventures. As with many products of their kind, the production values on these generic modules were weak. But in the case of Troll Lord, the modules were cheap enough to match those production values ($5), and the content itself was highly memorable (if sometimes in need of some fix-up work). These modules are now being updated to D20 (check out their website), and are – I think – worthy of your attention.

PLOT

Warning: This review will contain spoilers for The Mortality of Green. Players who may find themselves playing in this adventure should not read beyond this point.

One of these modules was (and is) The Mortality of Green by Stephen Chenault. Set within the Darkenfold Forest, The Mortality of Green focuses upon the Druidic Council’s efforts to recover the forest from the evil which has long possessed it. Although the task will be long and arduous, the Council is attempting to offer the denizens of Darkenfold hope by having Cornelius the White carry a sapling of the Great Tree to the woodsmen of Rangers Knot, who will plant it in a secret grove whose ground shall be sanctified. In turn, the grove (and sapling) will begin to heal the Darkenfold.

Unfortunately, deep within the forest lives a sentient tree named Gristlebones. Gristlebones is twisted, old, and corrupt. He sends one of his allies – Quagmire the Troll – to intercept Cornelius and steal the sapling. Which Quagmire does.

Enter the PCs, who stumble across the dying Cornelius – who attempts to extract an oath to recover the sapling and fulfill his failed mission. The PCs’ attempt to fulfill this oath will lead them throughout the Darkenfold as they seek to catch Quagmire before he can deliver the sapling to Gristlebones, who will corrupt its powerful magic for his own purposes.

STRENGTHS

When I was first being exposed to the adventures being produced by Troll Lord Games, I was immediately struck by the extremely memorable environments in which they were being set. All of them take place within the After Winter Dark campaign setting (which I have reviewed elsewhere on RPGNet). Despite this, however, their unique – and compelling – elements are still presented in a fashion which allows them to be inserted seamlessly into any sufficiently generic campaign world.

The Mortality of the Green, of course, is no exception to this. Stephen Chenault is very careful to present the Darkenfold in such a way that it is not simply rendered into the meaningless background noise of the stereotypical “evil forest”. The Darkenfold is given a specific character, history, and geography – playing upon familiar fantasy themes, but establishing itself as something memorable unto itself.

With his setting established, Chenault then proceeds to develop upon it an excellent overland adventure. As a general rule, I find that overland adventures generally have problems. Unlike a standard dungeon, the players are not tightly confined to a set of stone rooms – and, as a result, it’s all too easy for the PCs to simply start missing things. On the other hand, unlike scene-act structure, the overland adventure has a certain assumption of self-direction. The Mortality of the Green is also a chase adventure – in which the PCs are expected to track someone down. This provided yet another opportunity for the adventure to fall flat, because its all too easy to fall into the trap of designing such an adventure so that the entire thing will derail in the DM’s hands if a single tracking die roll (for example) is missed.

Fortunately, Chenault avoids the pitfalls – and the result renders the DM’s task simple, and the player’s experience memorable: The necessary possibilities are covered, the adventure responds with changing dynamics to the actions of the PCs, and the entirety is kept simple enough to be easily played.

Style: 3
Substance: 4

Author: Stephen Chenault
Publisher: Troll Lord Games
Line: D20
Price: $5.00
ISBN: 0-9702397-1-8
Product Code: TLG1101
Pages: 22

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.