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D&D Diablo II: To Hell and Back

Gygax must be chortling in his non-existent grave: Diablo II has come to your gaming table, and it’s brought random dungeons with it!

Review Originally Published May 21st, 2001

When I first cracked open Diablo II: To Hell and Back my first reaction was one of excitement: It looked like Carl, Eckelberry, Quick, and Redman were going to deliver an epic campaign for D&D.

As I read, though, my excitement quickly turned to disappointment, and disappointment turned to boredom. As I look back over what I’ve read, I’m still of a mixed mind over this book.

Diablo II: To Hell and Back is designed to bring the Diablo II computer game to your gaming table, adapting it for use with the D&D rules. To a certain extent, it succeeds. And to a certain extent, it fails. It succeeds in the sense that every location, every dungeon, every NPC, every quest, and every monster from the computer game is to be found between its covers. It fails, however, in the sense that it is so busy attempting to emulate the computer game experience that it never gets around to establishing itself as a D&D supplement.

Or, to put it another way: Playing Diablo II: To Hell and Back is just like playing the computer game… except without the graphics. (And you also have to do all the number-crunching and random generation yourself.)

But why would you want to do that? I mean, what’s the point? If I want to play something just like the Diablo II computer game, why wouldn’t I just play the Diablo II computer game?

At the end of the day, Diablo II: To Hell and Back fails in being a good D&D supplement – which is what it should have been, and needs to be, above all else. In fact, the only thing it truly succeeds at is emphasizing the vast gulf which exists between tabletop RPGs and Diablo-style CRPGs.

What’s frustrating here is that, with just a little more effort, the authors could have used the same basic structure of this product as the foundation for a truly epic D&D supplement. Something which builds upon the basic plot, characters, and villains of Diablo II — but also brings with it the unique strengths of table-top gaming (more realistic character interaction, the ability for the DM to handle more complicated plot dynamics, etc.). The opportunity, however, is wasted… just as your money will be if you make the mistake of dropping it on this book.

To be fair, not everything here is lackluster. As I mentioned above, the structure the authors employ to emulate the computer game is not without merit: They succeed in creating randomly generated adventures which, at the same time, have a structure and purpose. They don’t entirely succeed (I would have actually preferred to seen less left in the hands of the DM – after all, I can always ignore randomness if I want to), but they do explore some interesting ideas. The monsters to be found in this volume are also nice, particularly the demonic creatures with lower CRs. If my understanding is correct, however, these can also be found in Diablo II: Diablerie — so you might be better advised to look there, instead of here. (Without the monsters, I would most likely have given this book a Substance rating of 1 instead of 2.)

While the random structure holds some promise, in one area they drop the ball big time: “Rather than list a specific number of monsters for such Fixed Encounters, we list an Encounter Level. For instance, Corpsefire (a special Zombie boss) has CR 3 Zombies with him. You can use the Dungeon Master’s Guide (Table 4-1) to calculate just how many Zombies that means for the party level when the PCs encounter Corpsefire. That way the game adjusts the challenges the PCs face as they go up in level.”

When I first read that I was incredibly excited – not only as a game player, but also as a freelance writer. What a clever way of building scalability right into the adventure without having any significant amount of hassle for the DM!

And, indeed, it would have been clever… that is, if it actually worked. It doesn’t: First, it’s a misuse of the CR/EL system (because groups of creatures have EL; individual creatures have CRs – they were using terms interchangeably that aren’t interchangeable). Second, because the CR/EL system doesn’t work that way no matter how you look at it. Zombies which have a CR or EL of 3 will always have a CR or EL of 3 – no matter what level the adventuring party facing them is. The XP awarded for defeating a CR 3 creature scales as the party’s level changes… not the CR or EL of those creatures.

When I figured out that it didn’t work (about twenty seconds after reading it), I proceeded to get pissed off: Not only had someone designed a system that didn’t work, they had then – obviously – not even bothered to playtest it.

In short, let me say this again: Don’t waste your money on this book. It had potential, but it was horrendously squandered.

Style: 4
Substance: 2

Authors: Jason Carl, David Eckelberry, Jeff Quick, and Rich Redman
Company: Wizards of the Coast
Line: Dungeons & Dragons
Price: $29.95
ISBN: 0-7869-1831-4
Production Code: WTC11831
Pages: 192

I really don’t envy the design team for this one. Wizards of the Coast had licensed Diablo II and started releasing licensed D&D tie-in books in 1999. The idea of adapting what was, at the time, arguably the most popular fantasy CRPG on the planet to D&D was actually a pretty great way to try to expand a D&D fanbase that had been contracting for more than a decade. The only problem? Wizards was simultaneously getting ready to release a new edition of D&D in the summer of 2000.

So the Diablo II D&D sourcebooks were awkwardly split across editions, and the 3rd Edition books — like this one — were being developed before the core rulebooks had actually been finalized (which is always a difficult position for a designer to be in). Add in all the headaches that come from licensed games (e.g., getting approval from the licensor for everything you do), and, as a designer, you’re being put into an almost impossible situation.

Unfortunately, the result here was an almost perfect example of exactly what NOT to do when adapting a CRPG to the tabletop.

Glass Cannon Unplugged was supposed to be releasing a new Diablo TTRPG in 2024 that was going to be somehow compatible with a Diablo board game. But this currently seems to be vaporware.

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

 

Blue Planet: Frontier Justice

Frontier Justice is an incredibly well-researched supplement, providing a valuable investment not only for Blue Planet GMs, but GMs of any game system.

Review Originally Published May 21st, 2001

I’m of a mixed mind when it comes to Frontier Justice. It’s meant to be the sourcebook for “Crime and Law Enforcement” for Blue Planet — and it does that. In fact, it does that with a copious amount of detail and information. Multiple criminal and law enforcement organizations are given a history, culture, scope of affairs, and individual character; the process of committing a wide variety of crimes (and then solving them) is gone over with a figurative pair of tweezers; and, finally, an entire adventure is presented.

So, without a doubt, Frontier Justice accomplishes what it sets out to do.

But after finishing Frontier Justice I felt a reservation, and it took me awhile to nail down exactly what it was. For a long time I thought that the book simply lacked – for want of a better word — excitement. But, upon reflection, I think my problem actually stems from the fact that Frontier Justice is so busy presenting the copious research and creative effort undertaken by its creative team, that it forgets to do so form the viewpoint of a game supplement.

Certainly there is more than enough information here for any GM who wants to get his players intimately involved with either side of the law, but the GM is – to a certain extent – left adrift in this sea of information without a compass or rudder.

Then again, I may just be paranoid.

On the other hand, the wealth of research which has gone into Frontier Justice pays huge dividends – making this a valuable supplement not only for Blue Planet GMs, but GMs of any game system (regardless of genre or time period).

Finally, I should make a note of the adventure – which provides the interesting opportunity of playing both or either side of the story (either the criminals committing the crime or the law enforcement agents trying to solve it).

Style: 4
Substance: 4

Writers: Greg Benage, Catten Ely, Jason Werner
Publisher: Fantasy Flight Games
Line: Blue Planet
Price: $23.95
ISBN: 1-887911-44-8
Production Code: BP05
Page Count: 128

As I discussed in my review of John Tynes’ Power Kill, this was a time frame in which I was beginning to wrap my head around the concept of what I would later call “game structures” (and what I would not refer to more specifically as campaign structures and scenario structures). The thing I was trying to put my finger on in this review of Frontier Justice is the same thing: A ton of valuable information, but lacking the structure that would bring all of that material meaningfully to the game table. (If you want to see the difference, check out how Kenneth Hite’s Nights Black Agents does more than just inundate you with espionage facts — it packs the entire spy thriller and vampire horror genres into structures that make it shockingly easy to fully realize them at the gaming table.)

But, as I said all those years ago, don’t let that overly detract you from Frontier Justice. There’s a TON of really cool reference material here for running crime-based campaigns. (Which is something I’ve been thinking about quite a bit recently.)

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

Avengers: Infinity War - Thanos

It’s time for the thrilling finale!

The villain gives a little monologue, the initiative dice roll, and now it’s time for an epic—

Oh. Never mind. The PCs already killed him.

It turns out it’s quite difficult to keep a single target alive when five highly trained killing machines (i.e., the PCs) are highly motivated to simultaneously release all of their death-dealing abilities on them. (Particularly if your stat blocks are simulating reality and/or you want that same stat block to function as Not a Boss™ in other situations.) So this is a systemic problem that you’ll find in a lot of different RPGs.

There are various solutions to this – mechanical, structural, and otherwise – but here’s one that works surprisingly well:

Have the boss show up AFTER the fight starts.

In other words, the PCs get into a fight with a bunch of the bad guy’s minions, and then two or three rounds later the bad guy shows up:

  • The door is slammed open dramatically!
  • The summoning ritual completes and the demon materializes!
  • They teleport in with reinforcements!
  • A helicopter swoops down from the sky and they jump into the middle of the melee!
  • They were invisible the whole time and suddenly reveal themselves!
  • A car with blackout windows drives through the wall of the warehouse and the vampire lord leaps out!

However the bad guy makes their dramatic appearance, this has three effects.

First, it’s a cool and memorable moment. This really shouldn’t be undervalued.

Second, the PCs will already be engaged with other bad guys. Their tactical positions may be far muddier than they were at the beginning of the fight. They are likely to have already blasted some of their most powerful combat options. In other words, it will be much more difficult for the PCs to focus their fire on a target that appears in the middle of the fight than one that’s available when the fight begins.

Third, even if they do wipe out the boss nigh-instantaneously, you’ll have pulled off an important bit of legerdemain: Yes, the boss died in two rounds. But that didn’t happen until the fourth or fifth round of the fight. So it will, no matter how illogically, feel like a big, satisfying fight instead of a curb-stomping.

Another variant here is to have the bad guys retreat to wherever the boss is, drawing the PCs after them in pursuit. This inverts the dynamic while expanding the encounter’s theater of operations and giving it a more epic scope.

It should also be noted that this whole dynamic can often organically arise if you’re using adversary rosters (either because the PCs are pulled into a running fight that takes them to the boss or because the boss is drawn to them).

You shouldn’t do this every time, of course, or it will become predictable and trite. (Although with enough variation in the boss’ dramatic entrance you can cover your tracks quite a bit.) But it’s definitely something to keep in your toolbox.

Blue Planet: First Colony (Fantasy Flight Games)

First Colony is a supplement which every Blue Planet GM should want to own.

Review Originally Published May 21st, 2001

First Colony is the sourcebook for the city of Haven, the surging metropolis which is at the heart of the colonization and exploitation of Poseidon in Fantasy Flight Games’ Blue Planet.

There is nothing revolutionary here: As city sourcebooks go, this is precisely what you expect. The geography is covered, important locations described, the major political structures discussed, and influential NPCs introduced. In addition there are four adventure scenarios set within the city.

Sometimes, though, you don’t need to be revolutionary in order to be good. In fact, most of the time it isn’t even remotely necessary. First Colony delivers the goods by not only providing a broad overview of the city, but in giving that overview depth. Despite its somewhat short length (made even shorter by the inclusion of the adventures), First Colony gets it done.

WHAT YOU GET

Blue Planet - Haven Colony Map

The Argos Island Cluster, on which Haven is located, is the first thing covered by the book. This coverage is relatively brief, but since there is little of interest there beyond Haven itself, this is hardly a fault.

Haven itself is then systematically detailed by breaking it into districts, and then describing the major features within each district. Once you have a firm grasp on the city’s existing geography, First Colony moves onto Haven’s society, starting with a history of the island’s colonization, and then moving onto its politics, commercial make-up, and culture. Throughout this description of the city, NPCs are liberally sprinkled. By the time you are finished, First Colony has given you a complete top-to-bottom view of Poseidon’s capital.

The four adventures which are included are more than adequate. I’m not, however, remotely sold on the idea of including adventures within a sourcebook like this. I would have vastly preferred to see the 50 or so pages used on these adventures used to give even more description of Haven.

CONCLUSION

Like Fluid Mechanics, the first Blue Planet supplement, First Colony is a book which every Blue Planet GM should want to own. And, when it comes to supplements, that’s high praise.

Style: 4
Substance: 4

Writers: Greg Benage, Brian Breedlove, Catten Ely
Publisher: Fantasy Flight Games
Price: $23.95
ISBN: 1-887911-32-4
Production Code: BP04
Page Count: 128

My thinking about urban sourcebooks has evolved quite a bit since 2001, and I wonder what my opinion of First Colony would be if I revisited it today. Re-reading my review I got a bit of whiplash, as my initial thought on seeing that the book included four adventures was, “Great! Love to see that!” only for my past self to say, “Maybe this wasn’t a good idea.” Quickly thumbing through my copy, I wonder if the setting details are, in fact, a little lighter and lacking in concrete detail, which could certainly explain why my past self might have thought it better to fully deliver sourcebook utility instead of including adventures.

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

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