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Review: Carcosa

January 25th, 2012

Carcosa - Geoffrey McKinneyPart of my general dissatisfaction with Geoffrey McKinney’s Carcosa is certainly due to a difference of opinion when it comes to methodology.

First, whether we’re talking hex keys or dungeon keys, I’m extremely skeptical of key entries that consist of nothing more than a list of monsters. This is particularly true of published products, and yet a depressingly huge number of Carcosa’s key entries consist entirely of things like “17 Diseased Guardians”, “13 giant lizards”, and “5 Mummies”.

It’s bland and it’s boring. It’s also virtually useless.

Unfortunately, this generally remains true of Carcosa‘s key even when more details are proffered. For example, massive chunks of the book consist of, “[Settlement type] of # [type of human] ruled by [insert title], a [alignment] [level] [class].” (For example: “Village of 400 Green Men ruled by ‘the Peerless Will,’ a neutral 8th-level Fighter.”) And even more are dedicated to describing the particular physical characteristics of various Spawn of Shub-Niggurath, all of which were generated using the charts found at the back of the book with no additional creative thought applied whatsoever.

And that, ultimately, is probably the biggest indictment against Carcosa’s hex key: Virtually all of it could have been more usefully rendered as a half dozen random tables.

Second, even when the hex key shows greater creativity, it usually takes the form of material which is non-actionable during an actual game session. For example, hex 2004 is keyed:

A Brown Man, dressed in immaculate white robes fringed with golden embroidery, rests quietly by the side of the path. He acknowledges with a barely perceptible nod. It would be wise to return this show of respect with a dignified bow or curtsy.

… or what? He’ll attack? He’ll shed his skin and reveal himself to be a Spawn of Shub-Niggurath? He’ll curse them? He’ll turn out to be a demi-god? He’ll betray them to their worst enemies?

The argument can, of course, be made that the purpose of the key is merely to serve as a creative seed for the GM. But, if so, why is McKinney so delightfully enamored with the words “cannot” and “never”? Let’s proffer hex 2105 as an example:

Drums, the clash of war cymbals, and the deep clangor of a mighty gong can be heard coming from the desert. The sounds taper and crescendo with the bluster of the wind, but their source can never be found.

Even if this wasn’t the umpteenth time I’d read some variation of “there are mysterious sounds and you can never figure out what they are“, you can’t try to defend half the hex entries by saying “just ideas to develop” while the other half of your hexes are trying to stifle the development of those ideas.

I recognize that many of these elements are historic qualities of classic hex-based supplements like the Wilderlands. But Carcosa is a particularly bland and repetitive instantiation of the form, and I also think 1976 was a long time ago. Similarly, while I may find Palace of the Vampire Queen a fascinating historical oddity and revolutionary for its time, anybody trying to sell me a dungeon designed like that today is not going to win my applause.

TO THE GOOD

One point of particular interest in Carcosa are the sorcerous rituals. These have received a good deal of attention because many of them require specific vile acts in order to perform them (murder, rape, and so forth), but that’s largely a tempest in a teapot. (Although the critics would lead you to believe that they’re graphic snuff pornography, the reality is that the vile acts — while specific — are not detailed or described in any sort of lurid detail. If rape or violence against children are trigger words for you, you should probably avoid this book. Otherwise, you’ll find more graphic stuff in a Clive Barker, Jacqueline Carey, or Stephen King novel.) What I actually find interesting about the sorcerous rituals is that they provide an innovative method for motivating and directing the exploration of the hex map.

For example, the Approach of the Farthest Rim, “can be performed only in the lost fane in hex 2401”. Whether the PCs are trying to stop a sorcerer performing this ritual or playing villains attempting to complete the ritual for themselves, this kind of specificity will drive them out into the wilderness of Carcosa: They have to find that fane. In fact, even if the ritual is not being performed (by the bad guys or the PCs), learning the details of the ritual inherently provides a hook: What else might be inside the fane?

That’s a clever structure for delivering scenario hooks and I’ll almost certainly be lifting it in the future.

In a similar vein of derived utility, the random charts for Spawn of Shub-Niggurath, Space Alien Armament, Random Robots, and Mutations are all fairly well done.

All of this, unfortunately, is fairly brief in character and scarcely justifies the purchase price for Carcosa. Which regrettably brings us…

TO THE FURTHER BAD

Overwhelmingly, my disappointment with Carcosa stems from the lack of anything truly weird or creative in the setting. The book bills itself as a “Weird Science-Fantasy Horror Setting” and I was expecting a creative burst of the unique, the bizarre, and the alien. What I got instead was “9 Tyrannosaurus Rexes”. (And, no, occasionally adding the words “mutant”, “radioactive”, or “fungoid growth” to the tyrannosaur doesn’t actually make it notably more interesting.)

Adding to the supplement’s weakness is the extremely questionable quality of McKinney’s house rules. Basically, the book starts by detailing a lengthy system in which you use a d20 roll to randomly determine what type of dice you roll before rolling them (d4, d6, d8, d10, or d12). If you squint hard enough, you can almost have this make sense for Hit Dice (which McKinney has you re-roll at the beginning of every combat), but when he goes on to do the same thing with weapon damage (so that every time you make an attack you roll one of every die type and then use the d20 to determine which of the other dice count) all you can do is start backing away slowly.

Unfortunately, you won’t be quick enough to avoid the next page where he lays out the statistical analysis which demonstrates that, on average, all of this extra complexity and dice rolling has virtually no effect whatsoever.

And then there’s a whole related mechanic where you have to keep track of multiple hit point totals for each character… But I digress.

Finally, although other options are proffered, the supplement largely bills itself as a place to run full campaigns. (The book even includes an introductory adventure.) But there’s no place on Carcosa that’s accessible to new characters. Virtually every keyed encounter in the book is aimed at mid-to-high level play. (And most of those seem to be heavily inspired by the Tomb of Horrors “save or die… actually, screw it, just skip the save: you’re dead” school of design.)

For example, the starter adventure is set in hex 2005. Despite being specifically and explicitly aimed at 1st level characters, this module includes random encounters with 10 HD monsters. (And the hexes immediately surrounding hex 2005 are no better: Hex 2004, for example, contains five aggressive 10 HD monsters. If you follow the standard hexcrawling practice of automatically triggering the keyed encounter when the group enters a hex, anybody who strays too far north during the intro adventure is going to get TPK’ed.)

IN SUMMARY

There’s really no question that Carcosa is a truly gorgeous volume. Lamentations of the Flame Princess have lavished the volume with fantastic illustrations by Rich Longmore; the paper is thick and luxurious; the binding is superb; the layout and cross-referencing are excellent. (The PDF is somewhat flawed by the decision to de-synch the page numbers and make it unreadable on e-readers and tablets, but this is somewhat compensated by the encyclopedic cross-linking.) It even comes with a cloth map, which — as an old fanatic of the Ultima computer games — is a decision I absolutely adore.

But, ultimately, all of this glitzy extravagance surrounds a hollow core. Most of the book is nothing more than rote mediocrity, large chunks of the rest are unusable in any form, and, when all is said and done, you will come away with nothing more than a dozen or so decent ideas that might be useful if you polish them up a bit. That’s a good showing for a blog post, but for a $40+ supplement? It’s a disappointment.

Style: 5
Substance: 2

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 2B: A WOMAN ASSAULTED

March 18th, 2007
The 16th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

(more…)

IN THE SHADOW OF THE SPIRE

Session 2B: A Woman Assaulted

In which assaults both inexplicable and inexcusable are committed against the innocent and guilty respectively, and a holy man asks a favor with long-lasting consequences…

The shivvel addict in the first part of Session 2 is what I sometimes think of as a “foreshadowing encounter”.

In the Shadow of the Spire is primarily designed as a node-based campaign (with a few wrinkles that I’ll discuss at greater length at a later date). This means that I do have some general sense of what will be included in the campaign, if not necessarily what will happen in the campaign.

(Although only a general sense: There are quite a few “foreshadowing encounters” scattered throughout these journals which foreshadow… absolutely nothing. The PCs went a different way. I like to pretend that I always meant for those to be “local color encounters”.)

In this particular case, I knew that the PCs were probably going to get wrapped up in a tight little knot of criminal conspiracy involving the shivvel trade. The pay-off starts coming in Session 7, but by laying the groundwork for shivvel here I’ve established some necessary exposition which will make the later stuff easier to present when it comes up. I’ve also established shivvel as part of the wider reality of Ptolus; so when I later say “the shivvel trade is important”, the players don’t have to just take my word for it: They know it.

A subtler example in this same session is Brother Fabitor. I knew that in Act II (which turned out to be several dozen sessions later) I would need someone from the Imperial Church to contact the PCs; thus the introduction of Brother Fabitor here.

I thought there was actually decent odds that Brother Fabitor would become a more significant NPC. And he might have if the paladin Alysta had remained part of the campaign. Instead the PCs ended up becoming more closely associated with Mand Scheben (who you haven’t met yet) and ended up engaging the Imperial Church in completely unanticipated fashion.

… but those are tales for the future.

FURTHER READING
Random GM Tip – Foreshadowing in RPGs

A quick walk through the history of the saving throw mechanic:

(1) OD&D offered an incomplete, source/type-based array of saving throws. This created a couple of problems, one of which was that many effects would actually fall into multiple categories. Did the DM simply make a ruling for which applied? Did a character always use the best-applicable saving throw? Or should they always use the worst-applicable saving throw?

(2) AD&D eliminated that problem by establishing a fairly clear hierarchy of which saving throw category should be applied first. But it didn’t fix the other problem, which is that many effects which required saving throws didn’t conveniently fall into any particular category. There were two possible solutions: Create a new category every time you needed one or simply arbitrarily assign one of the existing saving throw categories. In general, designers and DMs did the latter. This assignation was often based on a rough approximation of “method of avoidance” (you avoid dragon breath by ducking out of the the way, this effect could be avoided by ducking out of the way, so let’s make it a save vs. dragon breath) or “similarity of effect” (dragon breath is a big blast of fire, this trap is creating a big blast of fire, so let’s make it a save vs. dragon breath). (These methods often overlapped.)

(3) D&D3 eliminated that problem by swapping to a universal system based on method-of-avoidance. In some corner-case situations, this system actually reintroduces the lack-of-hierarchy problems from OD&D (“do I duck out of the way or do I tough it out?”), but most of the time there is a clear and obvious saving throw for any given effect.

(4) 4E, of course, took the term “saving throw” and applied it to a completely different mechanic. But if you look at the mechanic which actually derives from pre-2008’s saving throws, 4E did two things with it: First, it inverted the facing of the mechanic. Instead of the defender making the saving throw roll, it’s the attacker rolling against the save.

This is an interesting choice. And to understand why, let’s consider the fact that they could have done the exact opposite with AC: Instead of the attacker rolling vs. AC, they could have swapped AC so that it works like old school saving throws (with the defender rolling against the attacker’s static score).

It’s important to understand that, in terms of mathematics and game balance, this change is completely irrelevant. It has no effect whatsoever.

In my (admittedly anecdotal) experience, however, the psychological effect of this mechanic is to make the person initiating the action feel passive: They announce the action their character is taking in the game world, but they take no “action” in the real world. Instead, the target takes the real world action.

Or, to put it another way: If you roll for an attack, the emphasis of the game becomes trying to hit people with your sword. If you roll for defense, the emphasis of the game becomes trying to dodge or deflect the blows of others. (If you roll for both, no such emphasis occurs. But this becomes too swingy with D&D’s d20-based mechanics.)

As a result, in 4E, you are always active on your turn and always passive on every other character’s turn. In 3E, on the other hand, the differentiation between the facing of attack rolls and the facing of saving throws mixes the experience up: Spellcasters generally feel more “passive” than fighters on their turn. Meanwhile, players frequently become “active” on other characters’ turns because saving throws will be called for.

Here, as with many of its design choices, 4E is flattening the game experience into something more “consistent”, but also blander and less varied. No player will ever feel as if they “didn’t do anything” on their turn, but the trade-off is that they literally do nothing while everyone else is taking their turn. (Theoretically this is then balanced out with the plethora of immediate actions that 4E adds. BID.)

The second major change 4E implemented, however, was to basically eradicate any clear connection between the action in the game world and the save/defense being used. (For example, a cleric can use his weapon vs. AC, vs. Fort, and vs. Will. Why? Because the mechanics say so.) They embrace this dissociation of the mechanics because it allows them to give every character class the ability to target different defenses without having them actually take different types of actions.

Laying aside the general effects of dissociated mechanics for the moment, this second change has the practical effect of watering down the actual meaning of the various defense scores. When Radiant Brilliance lets you charge your weapon with divine energy and trigger an explosion by hitting your target with a vs. Reflex attack and Holy Spark lets you do basically the same thing with a vs. Will attack… what’s the difference between Reflex and Will defenses? Absolutely nothing, of course. They’re just arbitrary categories that we drop various powers into for an “interesting” mechanical mix.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 2A: WELCOME TO PTOLUS

March 18th, 2007
The 16th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

(more…)

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