The Alexandrian

Posts tagged ‘rpgnet reviews’

Tagline: Possibly the funniest gamer-related cartoon of all time, Knights of the Dinner Table has well-deserved its position as a cult classic. All true gamers should be reading this. Hoody hoo!

I would now give the title of “funniest gamer-related cartoon of all time” to the early strips of Order of the Stick. I have long since let my subscription to Knights of the Dinner Table lapse, but these early strips are still hilarious good fun.

Knights of the Dinner Table - Jolly BlackburnAlthough this review purports to focus primarily on the reprint volume Bundle of Trouble it’s really going to be a general assessment of the Knights of the Dinner Table (KODT) strip as a whole.

KODT debuted in the pages of Shadis several years ago when its creator, Jolly Blackburn, was still serving as the editor of the magazine he had created. Jolly would eventually leave Shadis and KODT would make the transition to the back of Dragon Magazine. More recently KODT has become its own stand-alone comic/magazine and is now well over the twenty issue mark. The first few issues have become scarce and impossible to track down, which brings us to Bundle of Trouble — a reprint volume of the first three issues.

Although gamer-oriented comics have had a place in the hobby for years, KODT was the first strip to truly take the humor of those strips out of the game settings and place it on the gamers themselves. It focuses on the escapades of B.A. Felton, the GM, and his players: Bob Herzog, Dave Bozwell, Brian Van Hoose, and (more recently) Sara Felton (B.A.’s cousin). In addition, a large supporting cast has been established, including Gary Jackson (the creator of the HackMaster(TM) game); Nitro Ferguson (infamous for his LARP involving steam tunnels and college students); and Weird Pete (everyone’s favorite game store owner and Keeper of the Lore).

It has become clear over the years of KODT’s growing popularity and success that Jolly Blackburn has successfully tapped into the gamer’s consciousness. His strips repeatedly strike far too close to home not to elicit peals of laughter while raising the question, “Where has he hidden the camera he’s filming my gaming group with?” Again and again Jolly succeeds at pinioning the classic stereotypes and realities of gamers in a hilarious fashion. His quirky, amateur style – which he constantly pokes fun at himself – only serves to heighten the effect. It has well-deserved its reputation as a cult classic and is quite possibly the funniest gaming-related comic every produced. All true gamers should be reading this strip, and Bundle of Trouble would be an excellent place to start.

Hoody hoo!

Style: 5
Substance: 5

Author: Jolly Blackburn
Company/Publisher: Kenzer & Company
Cost: $9.95
Page count: 96
ISBN: n/a
Originally Posted: 1998/12/14

No offense to my former self, but this is a terrible review: It summarizes content without explaining why the summary is significant, and it spends far too much time saying “it’s really funny!” without explaining why I think it’s funny. It starts to pull itself together in the last paragraph, but then abruptly stops instead.

Ah, well. Can’t win ’em all.

On the other hand, I am going to go pull my collections down off the shelf.

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

Tagline:In the spirit of Capture the Flag and Paintball, but with twists all its own, Killer definitely deserves the title of Best LARP of All Time.

Running Just as I’ve never had a chance to run the Darkness Revealed trilogy, I’ve also never managed to get a proper game of Killer set-up. Yet another some day…

Killer: The Game of Assassination - Steve JacksonThe history of Killer: The Game of Assassination dates all the way back to 1981. This new edition, released in 1998, continues the nearly 20 year tradition admirably.

Killer’s basic concept can be summed up very simply (in the words of SJG): “Wipe out your friends.” Basically Killer gives you a set of guidelines for setting up a competitive structure in which, yes, you go around killing your friends. This shouldn’t be confused with something like Paintball – where you go out into the wilderness and spend a few hours blowing each other away in a fairly harmless manner. No, as the full title (“The Game of Assassination”) suggests this is more subtle than that – a typical game can stretch over weeks, months, or even (although I pale to think of it) years. You don’t walk up to somebody and shoot them, instead you have to plot ingenious and crafty ways of knocking them off. You’re not a soldier, you’re an Assassin.

With such a simple concept, you might think, you don’t have to even buy the book. And why is it 80 pages long – there must be a lot of fluff, huh?

Wrong.

This is a great manual giving you giving a set of guidelines and a handbook to playing the game. It starts by giving you a general set of rules which you can use to vary the specific nature of your game (examples vary between allowing access to living places or times of day when killing is allowed). From there it gives an exhaustive list of fake weapons which can be constructed and used (and cautionary notes against many which should not be used) – from guns to bombs to poisons to sci-fi contraptions.

From these basics the book provides several optional versions of the game, some general words of advice and caution, some pre-built scenarios which can be used, a scoring system, and a set of photocopiable faux documents for the use of the playing group. And let’s not forget the hilarious illustrations which accompany the text.

All in all by the time I finished reading this manual I was itching to set up a game. Definitely give this book a try, at only fifteen bucks you won’t be disappointed.

Style: 4
Substance: 5

Author: Steve Jackson
Company/Publisher: Steve Jackson Games
Cost: $14.95
Page count: 80
ISBN: 1-55634-351-5
Originally Posted: 1998/12/14

I actually had no memory of reading this book or writing this review until I started converting it for the website; then a flood of memories came rushing back. It was after a few experiences like this that I started keeping a log of books as I read them. Human memory is a really fickle thing.

I do remember now that my interest in this book grew as a direct result of my first experiences with paintball (which I was properly introduced to by members of my D&D group at the time). I was never able to get that group interested in Killer, though.

Has anybody reading this participated in a round of assassination? How was it? Worth the time for me to try to get one set-up?

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

Tagline: An excellent story which, unfortunately, has some flaws as a module, which are further compounded by some truly baffling design decisions.

Running the Darkness Revealed trilogy in its entirety is on my bucket list. I’ve tried on three occasions, but have never managed to actually make a campaign congeal. Some day…

(In other words, if you’re potentially one of my players you shouldn’t read this review!)

Note: This product is a module. In the following review there will quite likely be spoilers of various sorts. Don’t say I didn’t warn you.

Trinity: Darkness Revealed 1 - Descent Into DarknessDescent into Darkness is the first of a three-part adventure series for White Wolf’s Trinity. It contains three separate adventures which are joined thematically, thrusting the PCs into the heart of a major development in the Trinity universe. At $15.95, its a great deal in this age of $20 single-sheet modules and $25-$35 sourcebooks.

That being said, this product possesses some serious – although not irreparable – flaws.

GOOD STORY, WEAK MODULE

The adventure is based on some rock-solid material. The vast conspiracy plot being described in this adventure is nefarious, wicked, and cleverly conceived – my mouth was practically salivating thinking of running players through this puppy and having them slowly piece the puzzle together. Unfortunately I discovered that, having this rock-solid material in place, the writers then fell down flat in presenting it. In two of the adventures the full picture has absolutely no chance of being revealed until the very end – where we are instructed to have the PCs discover what’s been going on by looking at the minicomps possessed by the NPC conspirators. In the third you might be able to discover some of what’s going on, but only if you possess a specific psi power and make a specific die roll which will send you down the right path. Otherwise you have to wait until the end and disseminate the data files. The writers here wanted a mystery, but apparently didn’t have either the skill or the patience to see it carried out properly – so instead the PCs are onslaughted by forces they don’t understand in a series of segues they can’t comprehend, until the end where the GM is apparently supposed to lecture them for several minutes explaining the really excellent story they didn’t understand while experiencing it.

COLORED SECTIONS

This problem is further compounded by the three glossy color sections found in the book. These are designed to be given to the players as briefing files from the Aeon Trinity organization. Besides the obvious problem that these three sections are spread throughout the book so that you are faced with a decision of (a) ripping them out and completely destroying the product; or (b) xeroxing them (and thereby removing the entire reason for having them in color to begin with), these sections also successfully serve to completely destroy the plots of the adventures and suspension of disbelief.

For example, in the first adventure the PCs are supposed to be investigating shady activities of the Aesculapian Order on Luna. Eventually they will discover that this secret “biorg project” is being conducted under the supervision of Dr. Jerzy Grabowski, that it is using Aberrant taint to genetically alter psions in order to greatly increase their power, and that these new bioapp-enhanced psions were field tested in destroying Freak Alley while fighting Aberrants at a Lunar Base; and, finally, that a Dr. Malachi Ross was tested with these bioapps, escaped, and is now hunting Dr. Grabowski.

Reading the color briefing section for this adventure (to be disseminated to the players before the adventure starts) we are given the following pieces of documentation: (1) A transcript describing the attack on the Lunar Base in great detail; (2) An autopsy report of a John Doe found at the site of the attack who died of bioapp-feedback and then subsequently had all the bioapps removed from his body before the docs arrrived at the scene; (3) a hand-written note at the bottom of this autopsy report saying (essentially), “Jerzy—this guy knows too much, we need to transfer him to a place where he’ll never bother us again”); (4) excerpts from the diary of Dr. Malachi Ross which not only tells us his name, but also that he’s involved in the “Huang-Marr” bioapp project.

Do we see a pattern of similarity here? By the time the players finish reading their mission briefings they already know everything they need to know; they just have to go through the motions. Not only that, but the material found in these Aeon Trinity briefings pretty much invalidates the PCs actions: If you are wondering whether or not Jerzy Grabowski is involved in something fishy, is it really necessary to have the PCs look for that something if you’ve already got a memo with an incriminating note on the bottom of it?

BREVITY

The other major problem I was having with the adventures as described is that they are awfully brief and light on character activity. The first adventure, for example, has the players go to the clinic where Grabowski works and accomplish very little. Then they go to the site of the Aberrant attack, look around, and find nothing of much interest. Then they go to Freak Alley and find (you guessed it) little of interest. Then they go back to the clinic and, for some reason, they are now supposed to have enough evidence to arrest Grabowski (despite the fact they have uncovered NO evidence that wasn’t already in the briefing report, unless they randomly decied to hack into the clinic’s computers and discover the completely non-incriminating evidence that Grabowski is scheduled to go to Earth soon). Assuming they do this, Ross breaks into his cell and Grabowski is killed. Once Grabowski’s dead they hack into his minicomp and find out the details.

At no point (as a result of the color inserts) do the PCs really learn anything, nor do they really accomplish anything (the real work is done by the people they’re supposed to call in to arrest Grabowski), nor is it really ever explained to us what drives them along the course they’re supposed to take. However, the module does imply that they are supposed to waste great quantities of time (for example, when going to Freak Alley it is apparently assumed that they will spend great amounts of time talking with those who saw the accident… but no one will know anything of any interest).

The second adventure is the strongest of the three, but still suffers from unsubstantiated leaps of “logic” which the PCs are supposed to be making. In my experience, this type of module design inevitably leads to a necessity of dropping “subtle GM hints” in order to prod the players along the railroad.

PLOTTING BY LOCATION

No, the book doesn’t have location-coded maps, but one of the more egregious plotting stupidities they pull takes place in the third episode. The PCs arrive at Summit Center, a giant complex which literally circles the peak of Olympus Mons on Mars on a rail. Once there they are apparently supposed to wander around the place accomplishing absolutely nothing until such time as they end up standing in front of the power core (which, for some idiotic reason, is located at the very center of the complex and is highly visible to the public). At this point a would-be assassin launches a grenade at them.

Why? Because it’s necessary to blow up the power core so that Summit Center will collapse and go rolling down the side of Olympus Mons. Huh? The number of things ignored in this railroaded plot (what if the PCs split up? what if the PCs never go anywhere near the required location?) is mind-boggling.

INVOLVEMENT

One nice touch is the way in which the designers don’t simply gloss over PC involvement. Throughout the work several different methods are mentioned as to different ways PCs can become involved (fresh starts, skipping certain episodes, etc.) and then these are actually followed up later on, with pointers on how various PC involvement strategies will affect the way certain sequences play out.

This is a nice touch, especially in comparison to many other adventure products out there (which either leave the work up to the GM entirely or gloss over a few weakly inspired ideas and then drop them – as if why the PCs are involved in an adventure has no impact on how they will approach the events which envelop them).

ARTWORK AND TEXT

The quality of the artwork is quite excellent in some cases, and never worse than average. However, in several cases little connection between what the art is representing and the text can be made (although often you will realize that the art was depicting something that would be discussed later in the text), and is often recycled several times through the work (confirming that no connection is actual, although often it is implied).

The text is very readable, full of information, and nicely laid out on the page. Even the sidebars are placed in such a way that they are informative and easily digested (too many products just stick the sidebars in any old place, and it becomes difficult to assimilate what they are trying to tell you).

CONCLUSION

Having said all these negative things about the plotting and construction of these adventures I’m going to do a rather surprising thing: I’m going to suggest that you buy this product.

No, White Wolf isn’t paying me sizable amounts of cash to say this (or even insignificant amounts of cash). I say it because the background-material on which these adventures are based is, as I said at the beginning of this review, rock-solid and highly worthy of your consideration. Naturally they need a bit of work. Here’s what you’ll need to do to make this product worth your while:

(1) Don’t hand out those color sections.

(2) Redesign the flow of the adventures so that they operate like true mysteries. Only a hack designs a mystery where everything is discovered at the last minute: Have the PCs gather clues slowly throughout the process, and then have them put it together before the big finale (not in the aftermath by finding a handy minicomp).

(3) Seriously work at the connective material. Right now the modules are driven along a railroad; find a reason for the PCs to progress. Better yet, find many possible reasons, and many possible routes. Your players will probably still thwart you, but at least you’ll be better prepared to deal with them.

So I guess that’s my conclusion: The adventures are crummy, but they rest on such a fascinating, rock-solid set of background information that the product is still worth picking up (particularly at $15.95 – great price!). Just be aware you’re going to have to put a little bit of elbow grease into making this one serviceable.

Style: 4
Substance: 3

Author: Bruce Baugh and Richard E. Dansky
Company/Publisher: White Wolf
Cost: $15.95
Page count: 120
ISBN: 1-56504-751-6
Originally Posted: 1998/12/11

For several years after writing this review, Bruce Baugh would publicly cite me as his favorite reviewer and credit the useful critiques of this specific review for greatly improving the second and third volumes of the series. (And they were, in fact, very much improved, as you’ll see in later reviews.) I enjoyed Baugh’s work before, but after that I respected him greatly. Not because he was praising me (although that was nice), but because he was willing to take a critique that wasn’t sugar-coated and grow from it.

I wrote this a few years before formulating the Three Clue Rule, but you can already see some of its roots here. I’ve had a long dislike for the “mysterious shit happens and the PCs have no way of figuring it out” method of adventure design, though. It goes all the way back to reading the Touch of Death module in junior high, as I describe here: Stop playing poker with your players!

I’m also faintly amused by the quaintness of my complaints vis-a-vis xeroxing the color sections of the modules. These days, of course, I’d just pop open the PDF and use my color printer to crank out as many copies as I thought might be useful. (I wouldn’t in this case, of course, because they really do suck as handouts. Although it should be noted that a few pages can probably be salvaged.)

Read the review of Darkness Revealed 2: Passage Through Shadow

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

Tagline: It’s FUDGE. It’s the 1st edition DMG. It’s a campaign. It’s not great, but it’s not bad. It is worth the money.

This review requires a bit of history to put it into its proper context.

Multiverser became the first game to become an official RPGNet Pariah, a status which actually originated on various Usenet groups. Basically, the game was released, the creator pitched it as the greatest thing since sliced bread (using basically all the same rhetoric you’d expect from a fantasy heartbreaker), and was then sandbagged by the internet.

Hilariously, one of the biggest complaints was that they were charging $50 for the core rulebooks. $50! (This was hilarious partly because this included two books totaling 710 pages, and even in 1999 $50 was hardly an outrageous or unusual price for that. In retrospect it’s even more hilarious, because within a couple years the entire industry was finally forced to accept that they had been undercharging for their products for at least a decade and $50 core rulebooks became relatively commonplace.)

In response to the sandbagging, Mark Young, the creator of the game, asked for reviewers. I volunteered. He sent me a digital copy of the rules. This is what I found…

Multiverser RPGNote 1: It is important to note right up front that the price of $50 represents not only the core Multiverser rulebook, but also a volume called The First Book of Worlds. This review only deals with the core rules. A future review will deal with The First Book of Worlds.

Note 2: Secondly, I want to explain how this review came about. It sprang from a series of debates regarding the Multiverser system which took place on the Usenet newsgroup rec.games.frp.misc. Following the debate several people, including myself, stepped forward to offer reviews of the system in order to prevent some solid facts regarding the system in a debate which had otherwise consisted largely of unfounded supposition versus extravagant claims. Valdron, Inc. provided me with an electronic review copy. Valdron, Inc. did not solicit this review; nor do I feel in anyway indebted to them – but you deserve to know from whence the review came.

The first thing I should say regarding this game is that it was extremely difficult to get a grasp on it in order to review it. With most games that I review its relatively simple to quickly catch onto what the system and setting are attempting to do and then proceed from there. With Multiverser I had an amazing amount of difficult doing this. I think this is because I had some extremely incorrect expectations coming into this game, and then had to completely change my POV before it began to make sense.

Here, then, is my conclusion:

Multiverser is a campaign game wrapped up in an extremely complicated system which is a fascinating mixture of FUDGE and the 1st Edition AD&D DMG. It is completely unlike anything I’ve seen before – and that either means its a game perched on the edge of breakthrough success, or instant obscurity. It’s not for everyone, but it just might be for you.

IT’S A CAMPAIGN, STUPID

The first, and biggest, breakthrough for me was the realization of exactly what this game was attempting to be. The title and various discussions concerning the system had completely mislead me into believing that Multiverser was a generic gaming engine in the spirit of GURPS, Hero, and others. It took me nearly fifty pages before I realized this wasn’t what their goal was at all – rather what was being presented was a very basic, very broad multi-genre campaign in the spirit of Sliders or GURPS Alternate Earths.

What distinguishes this particular campaign is the idea of scriff – possibly the most original and thought-provoking concept I personally found within the covers of the book. The basic idea is that all the PCs are imbued with a substance known as scriff. The concept of scriff makes Multiverser possibly the only RPG on the market where the PCs are expected to kick the bucket on a regular basis – because whenever they do so they reappear in an alternate universe. This mode of play obviously has certain drawbacks (for one thing no long-term development of setting or NPC interaction), but these are common limitations of the dimension-hopping genre.

Another interesting facet of this campaign is that Multiverser positively goes out of its way to encourage the GM to have the players split up – reawakening in separate universes – before finally reuniting together in a single universe after several side-trips. This, of course, makes for much more difficult campaigns to run – but Multiverser states right up front that this game is not for amateur GMs and that this concept, in particular, is much more difficult to run than a standard RPG environment where all the PCs stick together. In many ways I was reminded of the type of campaign described in the Amber Diceless Roleplaying System. There is, of course, no requirement that you play your games in this manner – although I would then suggest figuring out some reason why the players always seem to appear together and go places together. You will also need to define a much tighter plot since it will be necessary to kill off all the PCs in a fairly narrow section of time in order to have them all be in the same place at the same time.

A far more nebulous decision for the campaign comes in the form of having the players play themselves. Although I have known some campaigns based on this premise to work, these success stories are vastly outnumbered by horror stories – particularly of the variety wherein the GM doesn’t seem to think that Joe Average Player is as intelligent as Einstein. The decision to stress this as a campaign necessity, rather than simply an option, is even more puzzling considering that character creation is entirely descriptive – you assign whatever you feel to be appropriate without worrying about points, classes, levels, or other balancing mechanisms. This is so completely easy to ignore, however, that is little more than an irritating artifact.

FUDGE?

Reading my summary of the system probably left many of you with a serious question: “Wait a minute, its a complicated system which is like FUDGE? Is that even possible?”

Well, not quite. But the methodology is more than slightly similar: Provide a basic system which can be extrapolated, changed, and added to as the GM sees fit. Of course with a complicated system its a far more difficult to “fudge” things than in a simple system like FUDGE, but the Multiverser designers more than compensate for this by providing you with a wealth of options as well as a peek into the game theory which went into designing the system.

To give you an idea of the type of material included let me point towards Appendix 3: Basic Dicing Curves. This Appendix deals exhaustively with how the probability curves of dice work. This information is provided because the central resolution mechanic is designed in such a way that the GM is expected to modify the type of dice used to resolve an action, in order to obtain precisely the result they want.

Sound familiar? It should. FUDGE uses an identical methodology. Of course FUDGE’s system is so simple that it’s not necessary to explain probability distribution. I, personally, prefer FUDGE, but it is also easy for me to see how the Multiverser system could hold appeal – it has a precision which the extremely low granularity of FUDGE will never possess. This precision, of course, comes at the cost of complexity – and you should ask yourself which compromise you want to take.

FIRST EDITION AD&D?

Another question which probably sprung to your mind was, “The First Edition DMG? And you think this is favorable review?”

In short: Yes.

One of the things which came out in the discussion on rec.games.frp.misc was that the Multiverser designers considered the DMG1 to be one of the greatest gaming manuals ever produced. This naturally baffled quite a few people, myself included. It was only once I saw Multiverser that I understood why they had said that and why they believe that.

First, you won’t find much artwork in this book. The thing is 515 pages long and all but a dozen or so of those are packed full with words and nothing else. Those of you who have been bemoaning the rise in art-content in books to the detriment of practical gaming content would rejoice to see that the Multiverser creators have embraced this spirit as well. Information is what the gamer needs, the thinking goes, and information is what we’ll give him.

In fact, the only art in the book is a full-page piece at the top of each chapter. If you’ve seen the art in the 1st edition of AD&D you’ll know what to expect – plain ink drawings, with often humorous content (my personal favorites include the robotic hand dropping a set of dice into a three-fingered alien palm, and the two pilots sitting next to their crashed ship of fantastic technology attempting to light a fire by rubbing two sticks together).

Second, as I’ve said before, this book is packed with information. Sure we all laugh at Gygax’s Table of Courtesans, but some of the stuff in the DMG1 was invaluable for those who like having a separate, specific rule to cover everything. The Multiverser designers, again, took this to heart. Again, it’s not a style I personally enjoy – but it is a style I can easily appreciate the appeal of.

Multiverser of course does this without adopting Gygax’s atrocious and opaque prose style.

$50?!?!?!

The biggest concern, by far, concerning the Multiverser system is the price tag – you have to spend $50 to get the basic book.

$50?!?! Forget it, right?

Well, first realize that the basic book isn’t actually $50. Included in that total is the First Book of Worlds, which (as its title suggests) contains several different worlds which your players can travel to. The reason you can only buy these two books together is because the Multiverser team feels very strongly that everything you need to play a game should be found in one book – and although they couldn’t print everything in one book for various reasons, they thought they could at least include it under one price tag.

Personally I think they’re nuts. It’s a good philosophy, but frankly everything you need to play Multiverser IS in the core book and the First Book of Worlds strikes me as completely optional. They should separate the package and, thereby, lower the price to a level where gamers would feel much better about sending money to them in order to try their game system. This become even more true since you can’t get Multiverser in stores to my knowledge, only through mail order.

To be fair in judging the value of the core rulebook though, let’s judge it at a cost of $25 (split it evenly right down the middle between the two books). Is Multiverser worth $25?

The answer is, “Hell yeah!” If nothing else this system is exhaustive in the detail and options it provides – providing ammunition and material for other games you may choose to run. Of particular use, I’ve found, is the aforementioned Appendix 3 – which very nicely summarizes probability theory concerning dice and allows easy calculation of the probability spread in any system you might choose to run.

Compare the densely packed text of these 515 pages to the $30-$35 game books that are coming out now from other companies, and you can clearly see that if nothing else, you’re getting your money’s worth.

(I will be reviewing the First Book of Worlds at a later date when I have had time to more properly study it. Allow me to state again that $50 for this two book package is not at all a bad price when compared with the rest of the industry. For example if you look at Heavy Gear (one of my favorite systems) a comparable purchase there would be the core rulebook and the Life on Terra Nova sourcebook, a combined total of approximately $55.)

A FEW SUGGESTIONS

All that being said, Multiverser does possess a rather sizable flaw and it’s a flaw which is large enough to suggest that a second edition of this game would be well advised. My suggestions if such a thing were to ever come to pass:

1. As mentioned before, drop the “play yourself’ requirement from the rules. At most offer it as a suggested method of play, but also include other suggestions.

2. The book is in need of reorganization. Clearly delineate your various ideas into separate, distinct sections. This need is particularly poignant since the primary strength of the system, in my opinion, is the way in which you can mix-and-match elements.

3. Clarify your system mechanics. They are good mechanics and achieve what they are aiming for, but they also vaguely expressed in some places.

A further suggestion which might be immediately implemented, and has already been implied, is that you begin selling these books separately. There’s no real need to mandatorily sell them together, and I believe you are doing nothing but injuring your sale potentials by marketing the books in this fashion.

SUMMARY

The quick-and-dirty summary of this product?

The content is great, the lay-out and presentation need some work (although there’s nothing wrong with the information-heavy approach, clarification and distinction is particularly needed considering how much material is present). This system is not for those who dislike complicated systems – you will absolutely hate it. Those who do like more complicated systems will, however, find a plethora of ideas to use elsewhere even if they don’t like the system itself.

Style: 2
Substance: 4

Author: E.R. Jones and Mark Young
Company/Publisher: Valdron, Inc.
Cost: $25 ($50 for both books)
Page count: 551
ISBN: n/a
Originally Posted: 1998/09/25

At the time, this review seemed to have the effect of quashing Multiverser’s pariah status. I don’t think it won the game any particular fans, either, but people stopped treating it like a trampoline. (So it served a kind of inverse function to Darren MacLennan and Jason Sartin’s review of F.A.T.A.L., which righteously ensconced that game into a private hall of eternal infamy.)

Looking back, I’m somewhat bemused by my discussion of the 1st Edition DMG. At the time, it really was basically impossible to find anyone online who would profess any particular love for that book. It really is remarkable the degree to which (a) 3E rehabilitated D&D’s online reputation and (b) the OSR has rehabilitated that book in particular. My own opinion of the book has grown a little fonder in light of its assistance in stocking my OD&D hexcrawl, but is largely unchanged: A lot of useful stuff in there, but the idea of trying to actually run a game from that disorganized morass is completely abhorrent to me.

Multiverser still sits on my shelf today. Much like the 1st Edition DMG it is a treasure trove of nifty utility which I value but will never actually play. I can’t actually recommend it in good faith. But what I can recommend whole-heartedly is The First Book of Worlds. That review, however, will have to wait until another day…

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

Tagline: Return of the Eight is pathetic. The first Greyhawk product since the line was canceled, it suffers from trying to fill the needs of two diametrically opposed extremes.

This is the first time I really ripped a product to shreds. As a reviewer, there really is something incredibly satisfying about flaying a terrible product. In fact, you can easily see that some reviewers get so addicted to the hit of ripping into stuff that this becomes all that they do.

Hopefully, I’ve managed to keep a more balanced head on my shoulders over the years. But I’m also clearly not one of those namby-pambies who think reviewers should adhere to the already dubious maxim that “if you can’t say something nice, don’t say anything at all”. If there is any profession where that maxim almost intrinsically does not apply, then it’s reviewing. I think you should be deeply suspicious of any reviewer who never has a bad thing to say.

Greyhawk: Return of the Eight - Roger MoorePersonally I looked forward with great anticipation to the return of the Greyhawk setting to the TSR line-up. When the line was canceled several years back I was among the protesters who thought this a bad idea. Greyhawk was your all-around “typical AD&D campaign world”, with good cause since it was one of the first. Its loss meant that you had very atypical settings (Ravenloft, Dark Sun, etc.), the super-powered Forgotten Realms, and the legend-oriented Dragonlance setting. Besides, there’s a lot of interesting stuff on Oerth – it may not have sold well in comparison to TSR’s other settings, but that might have had something to do with the fact that unlike the “three supplements a month” Forgotten Realms, Greyhawk was never adequately supported after Gygax’s departure from the company. Properly supported it would definitely, I thought (and continue to think), be a strong part of TSR’s line-up.

So when Peter Adkison and Wizards of the Coast announced that Greyhawk was to be brought back from the dead and properly supported I thought it was a great idea. When the product line was finally announced, I began looking forward eagerly to Return of the Eight, the first new Greyhawk product to be released since the line was canceled.

Having now read Return of the Eight I am bitterly disappointed, and have many unanswered questions, such as:

Why restart the Greyhawk setting with a module? Why use such terrible artwork? Why abandon all sensible lay-out? Why railroad the PCs? Why have caricatures for NPCs? Why abandon all logic in the final act? Why have an anticlimax? Why is there an elevator? But above all else…

What were they thinking?

WHAT YOU GET

Return of the Eight is a 64 page module written by Roger Moore. It begins in the city of Greyhawk a year after the end of the Greyhawk Wars. There’s a bunch of weird politics involved here, but you need a Greyhawk sourcebook which hasn’t been printed in half a decade in order to make sense of it all, so let’s cut to the chase: The Circle of Eight was a group of powerful wizards dedicated to fighting the good fight (these are the Good Guys). At the end of the Greyhawk Wars Ivid V (the Former Bad Guy) convinced one of the Eight (a bloke named Rary) to assassinate two other members of the Eight (Otiluke and Tenser). Simultaneously all of Tenser’s cloning material was destroyed, so he was really, really dead – there was no coming back this time. The really powerful wizard Mordenkainen even confirmed it through divination.

Which brings us to today when, naturally, Tenser is going to show up again. The Circle of Eight is attempting to reform itself and the PCs have the dubious pleasure of making acquaintances with one of them (a chick named Jallarzi). Now things get complicated again and you need that out-of-print sourcebook again. The demon Tuerny is involved in a plot with the witch Iggwilv and her son Iuz the Old (these are the Current Bad Guys). They corrupt Jallarzi and make it appear as if she has betrayed the Circle of Eight. Why they do this is never really explained, because the only thing it seems to accomplish is to lead the PCs and the Circle right to Tenser’s Castle – which is where these three hope to open a gate to one of Oerth’s moons and bring through their army within quick striking distance of the defenseless City of Greyhawk. Needless to say, the PCs go to Tenser’s Castle, go through the gate, and beat the bad guys.

Did I mention that for another unknown reason the Current Bad Guys activated Tenser’s cloning machinery on this moon of Oerth and cloned him, only to alter his clone into an extremely ugly, mute, blue-skinned midget? No? Well, I won’t. It’s too painful.

THE LAYOUT

The first odd thing that struck me about this product was the lay-out. The text is a nice, reasonably sized font and the margins aren’t too bad (the left, right, and bottom margins average less than an inch – but the top margin is about 3″ for no particular reason except that it allows them to interchange three repetitive sets of graphics over and over and over again).

But then it gets weird. If you’ve ever seen a GURPS manual you know exactly what this text in this module looks like – two columns, one narrow and the other wide. Except that in Return of the Eight that narrow column isn’t a sidebar – it’s just another column. Yes, that’s right – it’s two column text, but for no apparently good reason the columns are different widths. (What’s even more confusing is that after the first five pages the side on which the narrow column is located switches – I’m assuming this was just a lay-out error that nobody bothered to notice or fix.)

I initially thought someone had discovered that their word processing program could vary the widths of two-column text and thought, “Whoa! Cool!” and just hadn’t thought things through. What I learned later on was that all of the Greyhawk product line was to be laid out this way in order to give it a “distinctive look”.

This is even worse. There is nothing “distinctive” about this look – it looks just like a GURPS book. Except that in a GURPS book it actually serves a purpose!

(This plan has since been dropped because TSR’s customers pointed out that it was a really dumb layout technique. It will still infect the first few Greyhawk products, however.)

THE ART

The art in Return of the Eight is atrocious. The cover is not only downright ugly it is flat-out stupid – depicting the short, blue midget we will learn is actually Tenser inside grabbing onto the skirt of a buxom woman fighter (at least she isn’t wearing a chainmail bikini) and a male fighter with his shield and sword raised against this tiny, pathetic, blue midget. Meanwhile in the background about two feet away from the male fighter is a ten foot tall demon with four foot fangs. HELLO?! I don’t think the blue midget is the biggest problem you’re facing at this moment.

The interior art is no better. The poses are stiff and are helped little by the fact that the subject matter is so utterly boring and atrocious.

THE RAILROADING

The plot focuses on several key points:

1. The PCs must meet Jallarzi, her friend Marial, her pseudo-dragon Edwina, and another wizard named Warnes Starcoat all in the same evening in an amazingly contrived sequence.

2. One of the PCs must be hit on the head by Edwina falling out of the sky, which will lead to them discovering she was attacked, which will lead them to Jallarzi’s Tower.

3. The PCs must explore Jallarzi’s Tower.

4. The PCs must must go to Tenser’s Castle (not that anything they discovered in Jallarzi’s Tower will actually lead them to go there – they will be informed by Warnes that it is “obvious” they should go).

5. The PCs must must go through the gate to Oerth’s moon (not that they will have any clue why this is important).

6. The PCs must must defeat the Current Bad Guys and thwart their plans (not that there is any way for them to know who the Bad Guys are or what their plans were until after it’s all over).

As you may have gathered from all the “musts” above this is a fairly contrived plotline. It is made worse by the fact that Moore doesn’t even bother in many cases with pretexts to carry the PCs from one event to the next – they are either forced into the encounter (it just happens – for example, Edwina hits them on the head with no if’s, and’s, or but’s) or a handy NPC will say “go this way”.

Even odder to me is the transition between Act Two and Act Three – where the players leave Tenser’s Castle through a gate that takes them one of Oerth’s moons. Previously these PCs have been railroaded from one location and event to another, suddenly however there is no good explanation given for what happens. The gate in question is tucked in a back room of the keep and no particular importance is attached to it. In addition, Moore has gone out of his way to make it difficult to get through the gate – anyone entering the room is blown right back out again unless they really fight against it by the mysterious power of the gate. The problem here is that since the gate is not discussed as being important, no mention of dimension travel is made prior to this in the adventure, and the PCs are heartily discouraged from exploring that particular avenue. So why should they? My players said, “Right, Tenser the Mighty Magician doesn’t want us in there… let’s trust him.” After they had completely cleaned out Tenser’s Castle and were beyond irritation into downright frustration I eventually had to say, “Look, you’ve got to go through this gate so we can finish playtesting the adventure.” At which point we all commented how stupid it was to attach no importance to the gate and then make it nigh-to-impossible to get through, despite the fact that going through it is crucial to finishing the adventure.

It was initially pointed out to me that perhaps this was because the product line is being targeted towards “Old School” gamers who aren’t really interested in plots or character motivations, but just in dungeon-delving. I considered this awhile and then realized two things.

First, the “dungeons” (a Tower and a Keep) are pathetic for dungeon-delving – although there are several creature encounters that make no sense whatsoever. (How Tenser or Jallarzi live or lived in the places that are supposedly their homes is beyond me.)

Second, the plot revolves around highly complicated political intrigue that you need footnotes to figure out (particularly since the PCs will never be informed of what the hell is going on until it’s all over).

Perhaps it suffers from trying to be both — a story-oriented adventure, but with all the trappings of classic dungeon-delving. Whatever the case, it is among the worst examples of either I have ever seen.

THE MAPS

Now we come to another design flaw of the product – the location of the maps (as well as the occasional absence of maps).

First there is a map of the first floor of Jallarzi’s Tower inside the front cover, and a map of the second and third floors inside the back cover. These are very nicely done – detailed and highlighted in a style reminiscent of watercolors. On page 10 we have an exterior view of Jallarzi’s Tower, showing us what it looks like and how it all fits together – this little illustration tells us that the tower has six floors. We can only hope that the PCs never attempt to venture beyond the third floor because not only are no details of these floors provided, but no maps are either.

Moving onto Tenser’s Castle is where we begin to encounter serious problems. The castle and the approach to the castle are detailed in 8 maps scattered throughout the text describing various locations in the castle. This would be really handy… if whoever had placed the maps had done so with some relation to the text. Indeed, the order of the maps proceeds very naturally (1st through 7th floor, than the lower levels in order).

LOOK FOR THEM WHERE?

My other favorite trick with Return of the Eight is the manner in which they reference OOP products as if everyone had them. This feature of TSR’s modules (telling you where to find the complete write-ups for the monsters and NPCs they provide iterative stats for) is usually quite handy, allowing you to find out more information. I found it quite infuriating, however, when no useful information is given to me (requiring me to look it up if I am to use the creature or NPC in question) and the references point me towards:

Greyhawk Adventures. A 1st edition product that has been out of print for at least a decade.

The guide from the 1983 World of Greyhawk boxed set.

The Rogue’s Gallery. A 1980 product that no one has ever heard of.

Monster Manual II. A first edition product that has been out of print since 1989.

The oddest reference was to either The Dancing Hut of Baba Yaga (1995) or “The Dancing Hut”, from Dragon issue #83 (March 1984). Not only is it an odd reference, but it’s completely outside of Greyhawk.

The worst reference? D&D Original Set Supplement III, Eldritch Wizardry. Although you could also look that one up in the first edition DMG as well.

There are other examples as well, but they usually aren’t so bad – pointing to products which were still produced just before Greyhawk went defunct, or which discussed the monster or NPC in enough detail that I did not actually need the reference. What puzzled me most was that the more likely it was that the reader would actually own the material in question, the more detail was given in the text. The more obscure the reference, the less information given.

LOOK UP AT THE SKY STUPID!

Act III, as already noted, takes place on one Oerth’s moons. The DM is cautioned multiple times and in great severity to not let the players in on this secret – do not tell them explicitly that they are no longer on Oerth, and only “let them slowly discover they are not” there.

My first reaction to this was: “If someone dropped me on a moon the first thing I’m going to notice is looking up into the sky and saying, ‘Hmmm… I wonder why there’s a big planet hanging up there instead of the moon I’m used to.’”

AN ELEVATOR?!

In Tenser’s castle there is an elevator. It is referred to as “The Great Lift”, but it is operated by pushing a button and it even has a chime. About the only thing that is missing is a set of bombs to take out the cables, and another set to take out the breaks if someone doesn’t pay a million dollar ransom.

Maybe the sequel to Return of the Eight will feature Teurny, Iggwilv, and Iuz planting a magical bomb on a chariot. If the chariot drops below 10 mph…

An elevator.

In a fantasy setting.

What were they thinking?

CONCLUSION

About the best thing you can say about Return of the Eight is that they were attempting to appeal to two very dichotomous groups of gamers – the role-oriented gamers and the hack-oriented gamers (and the latter should not be taken as an insult) – and they failed.

The worst thing you can say about Return of the Eight is…

What were they thinking?

This is an abysmal way to re-introduce the Greyhawk line (about the only thing I can figure out is that they though it would be “cool” to have product with the word “return” in the title to signal the “return of Greyhawk”). I have much higher hopes for future products in the line, but this is not a good start.

Stay away from this product. You’ll do nothing but waste $14 that could have been spent on something far more worth your while.

Style: 2
Substance: 1

Title: Greyhawk: Return of the Eight
Writers: Roger Moore
Publisher: TSR/Wizards of the Coast
Price: $13.95
Page Count: 64
ISBN: 0-7869-1247-2
Originally Published: 1998/07/29

I actually don’t mind a little science fantasy in my D&D fantasy. I’ve always been a fan of Tekumel and S3 Expedition to the Barrier Peaks currently appears in my OD&D hexcrawl campaign, for example. But I do tend to like it to possess a strong fantasy flavor (like Monte Cook’s chaositech, for example). And that elevator from Return of the Eight still sticks in my craw. I think the problem is that it’s such a wholehearted anachronism. I don’t have any problem with the idea of Tenser having a floating platform in the middle of his citadel — he is, after all, the creator of Tenser’s floating disc — but for it to literally be a modern elevator just leaves a bad taste in my mouth.

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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