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Andy Slack's gaming blog

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Reviews of games old and new.

Review: The Dreamers Awaken

Posted by andyslack on 16 May 2012

This 64 page book (or PDF, in my case) is the fourth episode in the Kith’takharos series, by Dave Pryzybla and Michael Galligan, published by White Haired Man. The Savage Worlds version, which is my topic for today, is designed for 4-6 Veteran characters.

CONTENT

The book starts with a full-colour map of the Kith’takharos region, some narrative fiction, and an explanation of the authors’ philosphy and purpose of the scenario. It then moves on into the usual background for the GM section.

The Dreamers Awaken builds on previous Kith’takharos adventures. Personally, I’d play them in sequence, but I think you could miss out the first two easily enough. It would be harder to drop players in who haven’t completed The Nine Towers, but possible using one of the adventure hooks provided.

The scenario itself is in seven scenes, so would probably last two or maybe three sessions of play. By now the PCs should know from earlier episodes that once a race of civilised reptile men lived in the region, and that their civilisation vanished. By the end of The Dreamers Awaken, they will know what happened to that civilisation.

The essence of the adventure is to find a dungeon, explore all three levels, and emerge victorious with the knowledge needed to begin the next adventure in the series, as well as some useful relics.

FORMAT

As usual for White Haired Man products, this make good – and extensive – use of colour. Different types of text are pulled out in different colours, and there are a number of illustrations to use as player handouts.

SUGGESTIONS FOR IMPROVEMENT

Use layers in the PDF to make it more printer-friendly.

Duplicate, or collate, the handout illustrations at the back of the book. As it stands, I need to either cover up bits of it and show the players only what they need, or print out a second copy and chop it up.

It would be clearer to me if the "Place" sections in this and earlier adventures appeared in the right place in the adventure; pulling them out to a previous section confuses me, I’m afraid.

CONCLUSIONS

One of the staples of the genre; kick down the door, kill the monsters, and steal their loot. Underneath that, however, is the ongoing story of what happened to the dungeon builders, which I’m quite interested in by this point.

Overall rating: 2 out of 5 on its own, but 4 out of 5 as part of the sequence. It depends heavily on the previous adventures – nothing wrong with that, but if you like Kith’takharos, this is not the place to start.

Posted in Reviews, Savage Worlds | Leave a Comment »

Grammar Nazi

Posted by andyslack on 11 May 2012

Authors and editors of RPG products! Ladies and gentlemen, your attention please…

Many of you are abusing my beloved English language. I would like you to stop, because it is both wrong, and irritating. I shall set aside as far as possible my views on the use of American English, and on matters of style, for they are not mine to denigrate. Those of you whose native language is not English (and many of the best RPG products at the moment hail from Italy or Poland), you are forgiven, not least because I could not do half so well in your languages.

However, where those of you who are native English speakers are wrong, I would like you to mend your evil ways. To wit:

  • The piece of text at the end of your book is not an "Afterward". It is an "Afterword". Likewise, the piece at the beginning is a "Foreword", not a "Forward". If you know this and use the wrong one on purpose, be aware that this not cute, it is jarring.
  • A horde is a large group of creatures, such as rats. A hoard is a collection of objects, such as treasure. Please use the correct one to convey your meaning.
  • An apostrophe denotes possession or contraction, not plurality. For example, "it is" is contracted to "it’s", and a collar belonging to a dog is "the dog’s collar". If you are tempted to write "fruit’s" when you mean more than one fruit, i.e. "fruits", see me after class.
  • They’re vs there vs their. The apostrophe again stands for a missing letter in a contraction; "they are" has become "they’re". There indicates a position at some distance from the speaker ("It’s over there.") Their denotes possession ("They drew their swords.")
  • Lay vs lies. Something lies before you in the present tense. It lay before you in the past. Please use the correct tense.
  • "Decimate" means "kill every tenth person", not "inflict heavy casualties".
  • Big bugs are "giant arthropods", not "giant anthropods". An anthropod is a bipedal humanoid.
  • "Cannibals" are creatures that eat members of their own species. If they eat humans, but are not humans themselves, they are not cannibals.

Your spelling checker will not alert you to these because they are not misspelled (although it might complain that "afterword" isn’t a proper word – ignore it, it is wrong). Your grammar checker might, or might not, depending on how well the programmers understood English grammar; and my guess is that was not a key criterion in hiring them.

This has been a public service announcement. Thank you for your time.

Posted in Reviews | 9 Comments »

Review: The Nine Towers

Posted by andyslack on 9 May 2012

The third Kith’takharos adventure, Savage Worlds version.

At 84 pages, this is the biggest of the Kith’takharos adventures. Written by Dave Przybyla and Michael Galligan, and aimed at 4-6 Seasoned PCs.

CONTENT

The book begins, like its predecessors, with a colour map of the region, an explanation of how and why the authors design adventures, and an outline of the scenario, which has 10 events or encounters. The introductory fiction is quite a bit larger than in the earlier works. There are four different adventure hooks to draw in the players, depending on whether they played through the earlier scenarios or are fresh into the village. Personally, I think it would work better with a group of players who have already gone through the first two adventures.

Given that they are mentioned on the front cover, it’s probably not too much of a spoiler to say that this episode revolves around a vanished civilisation of reptile men. The PCs will cross swords with outlaws, investigate reptilian ruins, discover an interesting (if dangerous) way to move around the region quickly, talk to the undead, and – if they’re good, and lucky – recover a lost artefact.

The adventure has a linear beginning and end, but has some scope for free will in the middle. This is part of the reason the adventure is long, as descriptions of what the PCs find are conditional on what has happened before. (Also, there are a number of ruins to explore, rather than just one as in earlier installments.)

The GM also has a section explaining who the ruin-builders were, and what happened to them. This includes notes on their magic and floor plans for a typical ruin, along with detailed contents of each of the nine the PCs may encounter. I applaud the inclusion of a one-page cheat sheet summarising the location, purpose and properties of each.

There are six pregenerated characters in case your players don’t have any of their own, and a few adventure seeds.

FORMAT

At the risk of repeating myself…

Extensive use of colour throughout, which is not kind to my printer I fear. Full colour maps and diagrams; cream page background; green boxes for descriptions and blue ones for game mechanics; orange boxes for sidebars; pictures to use as player handouts.

Statistics for opponents are presented in a logical place within each encounter, and all the ones you need for a given combat are on a single page, or facing pages, so there’s very little page-flipping. This is a Good Thing and other publishers could learn from it.

SUGGESTED IMPROVEMENTS

There are a number of references to things (e.g. plants) explained on the White Haired Man website. I’d prefer to have these collated into a PDF file for easy download, and to be fair I understand the authors are working on this.

I’d prefer it if the PDF file used layers so that I don’t have to print the coloured background on every page.

CONCLUSIONS

This one reminded me a lot of the old Traveller adventure, Twilight’s Peak. I expect it to be much more exciting than the earlier two; watch out for the session writeups later in the year!

Rating: 4 out of 5.

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Review: The Cult of the Still Lady

Posted by andyslack on 6 May 2012

The Cult of the Still Lady is the latest product from Sine Nomine Games, a free 12-page download which (amongst other things) acts as a teaser for Other Dust, Sine Nomine’s post-apocalyptic RPG due out later this year.

It can also have the serial numbers filed off and be used as a crazed psychic cult on some world in the Stars Without Number milieu – the game systems are "fully compatible", and it looks as if Other Dust will explore life on Earth after the Scream, in the same way that Stars Without Number explores post-Scream life among the Terran Mandate’s orphaned colonies.

CONTENT

The file opens with a page and a half of background, explaining what happened to Earth’s foremost psychics in the immediate aftermath of the Scream (the psionic catastrophe which destroyed civilisation 200 years ago in game time), and how this led to the formation of the above-mentioned crazed psychic cults.

This is followed by eight and a half pages on one such, the Cult of the Still Lady. There are sections on the Still Lady herself, cult hierarchy, cult artefacts, a new psionic discipline for the Cult, statblocks and descriptions for nine NPCs/monsters (and believe me, in this Cult it can be hard to tell which is which).

Finally, there is a page of GM tools, allowing him to generate the purpose and equipment of any Cultists encountered.

FORMAT

As with all SNP products, the internal format is basic; two-column black and white text, no page backgrounds. I like it that way, and so does my long-suffering printer.

SUGGESTIONS FOR IMPROVEMENT

None, actually; it’s fine as is. I think that’s the first time I’ve said that in a review.

CONCLUSIONS

The Still Lady herself is an horrific opponent, but her atrocities are driven by her own insanity, and I actually felt repelled by her acts and sorry for her at the same time.

I’m not sure if I’ll follow Other Dust, as planet-bound post-apocalyptic RPGs aren’t my cup of tea, but I can see myself stealing ideas from it for a Dumarest-style campaign in which the PCs move from adventure to adventure, seeking the long-lost mother planet, Earth; and once they arrive, they find the Cult waiting for them.

Actually, now I think of it, that’s quite an exciting idea. I’ll add that to the list of campaigns to run later. Another possibility is to recycle it in a fantasy game where Chaos Cults feature prominently, such as Warhammer or SNP’s Labyrinth Lord worldbook, Red Tide. It would also provide a useful enemy in a horror campaign.

Overall Rating: 5 out of 5. (This probably-not-very-coveted rating is achieved when I think: Wow, I have to use this right away, somehow.)

Posted in Reviews, Stars Without Number | Leave a Comment »

Review: Savage Worlds Deluxe Explorers’ Edition

Posted by andyslack on 3 May 2012

There is now a digest-sized version of Savage Worlds Deluxe, and at ten bucks I thought it would be worth picking up the PDF from the newly-opened Pinnacle web store, in case it is more legible on my Kindle (which it is).

CONTENT

As far as I can tell, the content of the Deluxe Explorers’ Edition exactly matches that of the ordinary Deluxe Edition (which I reviewed here).

FORMAT

Where the normal Deluxe Edition has 161 pages, each 8.5″ x 11″, the digest-sized one has 194 pages, each 6.5″ x 9″. This seems to have been accomplished by shrinking the artwork and headers (and a few paragraphs) and reformatting the pages; there are slightly more lines per page in the smaller book, and slightly fewer words per line.

I only really noticed that in a few places; the Attack Options Summary is now a two-column page, and the Powers and Bestiary sections, where more of the entries are now split over consecutive pages.

The PDFs are 15MB and 24MB respectively – I’m not sure why a 20% increase in page count means a 50% increase in file size, but unless (like me) you are a former Assembler programmer, you are probably not as obsessed about file size as I am. (When ah were a lad, you were lucky t’get computer wi’ 8KB o’ memory f’t'programmes, and bulk storage were 500 foot o’ paper tape. You try an’ tell that t’t'youth o’ today, an’ they won’t believe yer.)

Both use PDF layers, so things like the full-colour page background can be suppressed for printing. Unfortunately I haven’t figured out how to suppress page background on the Kindle, but that is a function of the PDF reader, not the document.

SUGGESTIONS FOR IMPROVEMENT

I’d still like to see a Kindle version of the rules. My guess is that the text itself would only be about 600KB, and the rest of it is graphics.

CONCLUSIONS

My overall rating for the game system is, like the content, unchanged: 5 out of 5.

The advantages of this edition are the smaller size (easier to stuff into a flight bag or a large pocket) and the lower price (the paperback digest version is cheap enough that I can get each player a copy; the hardback full-size one is too expensive for me to do that).

As far as the Kindle goes, the Deluxe Explorers’ Edition is easier to read on it – in landscape format, a Kindle screen is about 75% of the printed page width, and covers half a page nicely.

Posted in Reviews, Savage Worlds | 3 Comments »

Review: The Missing Harvesters

Posted by andyslack on 2 May 2012

The second Kith’takharos adventure. (I’m using the Savage Worlds versions, by the way.)

This is a 50 page PDF, by Dave Przybyla and Michael Galligan. The Savage Worlds version is aimed at 4-6 Novice or Seasoned PCs.

CONTENT

The book begins, like Well-Met in Kith’takharos, with a colour map of the region, an explanation of how and why the authors design adventures, and an outline of the scenario, which has 10 events or encounters. There are three different adventure hooks to draw in the players, depending on whether they played through the earlier scenario or are fresh into the village.

As in the first scenario, someone has gone missing in the swamp, and the PCs are hired to find them, and what happened to them, discreetly. This leads them into conflict with swamp wildlife and outlaws, and into a small dungeon. The puzzles and traps in the scenario are unforgiving, so if the players don’t pay attention during their briefing and act cleverly in the dungeon, they will find things difficult, although with patience and magical healing they should prevail.

The adventure is linear, and assumes that the players and GM follow the story in the sequence presented. That’s fine with me, but Your Mileage May Vary, so be aware.

FORMAT

Extensive use of colour throughout, which is not kind to my printer I fear. Full colour maps and diagrams; cream page background; green boxes for descriptions and blue ones for game mechanics; orange boxes for sidebars; pictures to use as player handouts. Again, I don’t think I really need a full-page, full-colour image of a small boat.

Statistics for opponents are presented in a logical place within each encounter, and all the ones you need for a given combat are on a single page, or facing pages, so there’s very little page-flipping. This is a Good Thing and other publishers could learn from it.

SUGGESTED IMPROVEMENTS

There are a number of references to things (e.g. plants) explained on the White Haired Man website. I’d prefer to have these collated into a PDF file for easy download, and to be fair I understand the authors are working on this.

I’d prefer it if the PDF file used layers so that I don’t have to print the coloured background on every page.

It would be more logical for me if the dungeon layout and writeup were after the point in their trip where the PCs find it, rather than some pages before.

CONCLUSIONS

Together with Well-Met in Kith’takharos, this introduces the factions and themes the PCs will face in the campaign as it continues; the Transit Guild, the Order of the Jade Leaf, reptile men, and outlaws.

I was a bit disappointed that the mission was the same as the previous adventure, but once they’re into it, the players will find themselves taken off down a different track involving lost civilisations and poachers, so that’s a minor niggle.

My favourite part was the dungeon and its puzzles. I expect to have fun with that.

Rating: 3 out of 5. Does the job, but not as entertaining for me as some of the other episodes. More of those later…

Posted in Reviews, Savage Worlds | Leave a Comment »

Review: Well Met in Kith’takharos

Posted by andyslack on 25 April 2012

This is the first in a series of adventures from White Haired Man, available for d20 or Savage Worlds. I’ve had my eye on these for a while, but recently it occurred to me that they would fit nicely into the Buffalo River delta on the Dread Sea Dominions map, thus extending my heavily-tweaked Beasts & Barbarians campaign.

The authors’ objectives are to produce small-scale settings and adventures, easily incorporated into any fantasy campaign; and to separate game mechanics from the plot and descriptions. A rules-agnostic version of the setting is available on the WHM website. I’ll review each adventure in turn, then close with a retrospective and overview.

This fellow is a 46 page PDF, by Dave Przybyla and Michael Galligan. The Savage Worlds version is aimed at 4-6 Novice PCs, and as well as being an adventure in its own right is intended to introduce players to the swamp, its natives, and Kith’takharos politics.

CONTENT

Kith’takharos Region is a swampy, inhospitable area which contains one village, nine ruins, and six reliable sources of fresh water. The region is about 20 x 28 miles, call it 550 square miles in old money; or if you prefer, 32 x 45 km, a bit over 1,400 square kilometres. That’s roughly the size of the Faroe Islands or Guadaloupe, about 20% bigger than Hong Kong. The small size of the region makes it extremely portable, easy to drop into any fantasy campaign.

The authors explain their design philosophy, provide an introduction, and outline the scenario, which consists of assorted setting information, narratives (a console gamer would call these cutscenes) and nine events (a D&D player would call these encounters); I reckon my group would take 2-3 sessions to complete the adventure.

This is followed by four potential adventure hooks, ranging from "seeking the rare plant that will heal your relative" to "oops, we missed the boat". Whichever one you choose, the PCs find themselves in the swamp village of Kith’takharos, and are quickly hired by one or more of the factions with an interest in finding a missing explorer. There’s a full-page colour map of the village, and narratives to set the scene – the local law explains constraints on the PCs’ behaviour; an experienced adventurer tells a tale which may be useful later, if the PCs remember it; and then the job offers begin. A local explorer is missing, and various parties are interested in what happened to him.

This leads us into the local political factions: Lady Salmissra, who strives to control trade in valuable swamp plants via the Order of the Jade Leaf, who amongst other things suppress poachers and smugglers; and the Transit Guild, one of those organisations which everyone knows is criminal in nature but somehow manages to avoid being prosecuted. The PCs are also likely to meet the Swamp Men, indigenous lizardfolk who live in the swamp.

The bulk of the adventure deals with tracking down the missing explorer, finding out what happened to him, and avoiding the same fate oneself.

FORMAT

There’s extensive use of colour throughout, and plenty of maps; GM and player maps of the region, a map of the village, a floor plan of an abandoned temple in the swamp; those are useful in running the adventure. There are colour images of various things which the GM is intended to show to the players at various points of the adventure; these vary in usefulness – I don’t think I needed a full-page colour illustration of a rowboat, for example, but I can see the value of some of them.

Narrative text and monsters are pulled out in differently coloured boxes. Each event opens with a paragraph explaining what other parts of the book are needed to run the event, and a brief description of what triggers the event, followed by notes on how to extend, shorten or omit the event, and its purpose in the adventure.

SUGGESTED IMPROVEMENTS

I’d prefer to download the rules-agnostic setting as a single PDF, rather than clipping various webpages. If I understand correctly, this PDF will be available soon.

It would be nice to have layers implemented in the PDF file, since 46 full-colour pages is slow and expensive to print.

CONCLUSIONS

It’s possible to run the adventure without having read the setting information on the WHM website, but I’d recommend you do glance through that first, it clarifies a number of points.

The adventure is well laid-out and seems easy to use. I look forward to running it; I understand though that an improved version is on the way, and I’m likely to get that before I actually run the scenario at the present rate of progress.

Overall Rating: 4 out of 5.

Posted in Reviews, Savage Worlds | Leave a Comment »

Review: Dem Bones, Dem Bones

Posted by andyslack on 18 April 2012

No, not a product called Dem Bones. One of the big timesavers for me is pre-painted miniatures, and here is a comparison of three lines. I’ve chosen skeletons since I have a skeleton figure in each line. Here they are on a 5mm grid:

Photo0107

Left to right:

  • D&D B8, LE/CE3 Warrior Skeleton by WotC from the now-defunct D&D Miniatures range. This guy is a monster, 39mm tall if you add up the lengths of his limbs, spine etc. The paint job is basic – he was one of the early sculpts – but the pose shows the right aggressive attitude, even if his sword arm is in an unusual position. I think he is shouting “Die, adventurers, die!”
  • Skeleton, 7 of 40, from the WizKids/Paizo range. Probably about 35mm high if erect. All of them are made of soft plastic, but this one is slightly stiffer than the other two; like many of his colleagues in the Paizo Wizkids range, he has a base, then little blobs of plastic under his feet, raising him by an extra millimetre or so. He has a permanently surprised look to him, as if unexpected adventurers have barged into his crypt from his right side, and reminds me of C-3P0. Probably the most realistic paint job. He is saying “What are you doing here?”
  • Skeleton with sword from the Reaper Legendary Adventures range. Again, I estimate 35mm high if erect. Reaper is the only non-random line; you select your monsters singly or in small groups, and can see what you’re getting, whereas you buy the other two lines blind, in random booster packs. This fellow is also the only one who doesn’t have a full 1” disk base, his is slightly smaller and oval. However, a bit of superglue and a spare base will fix that. He is my favourite of the three, and in my mind he is saying “Oh yeah? Come get some, meatshield!”

Not for the first time, my cellphone takes a blurry picture, but you can find sharper images on the web, if interested.

Like all other miniatures, scale creep is rampant. Not that it matters that much, but I confess to a mild annoyance at seeing figures advertised as “28mm” or “heroic 28mm” when they are actually 35mm. The average miniature height was roughly 25mm in 1975 or so, and 35 years later it is 35mm. I hope still to be playing when I’m 100, but at this rate, “28mm” figures then will be nearly 54mm high.

Posted in Gaming on the Run, Reviews | 2 Comments »

Review: Tekumel–Empire of the Petal Throne

Posted by andyslack on 11 April 2012

This is the latest incarnation of EPT, published by Guardians of Order in 2005. In my case, a 243 page PDF from RPGNow; written by Patrick Brady, Joe Saul, and Edwin Voskamp.

(I had the honour of playing in Patrick Brady’s Tekumel campaign, albeit briefly, and I consider him one of the best GMs I have ever met.)

CONTENTS

Chapter 1: Introduction to Tekumel (4 pages)

This highlights what’s different about Tekumel very nicely, as well as explaining the history of the game and the usual “what’s an RPG?” section. However, trust me, if you have never played RPGs before, this is not the one to start with; the rules are complex and the setting is delightfully different from anything you know.

Before I proceed, I should mention that Tekumel is the planet, and Tsolyanu is one of the five human empires on the northern continent. It’s assumed that PCs live in Tsolyanu, and the game is focussed on that nation.

Chapter 2: Character Creation (43 pages)

This is where the game rules and I part company, I’m afraid. It’s a complex, point-buy character generation system derived from GoO’s Tri-Stat system, and a far cry from original EPT’s simple percentile die rolls. If you are an immersive roleplayer intent on a campaign which will last years or decades of real time, you’ll probably love it; it doesn’t suit me, or my group. YMMV.

Either way, you need to track three point pools separately during character creation. Stat points are for stats and attributes, and can be increased by taking defects; skill points are for skills; and resource points are for gear.

First, the GM comes up with a campaign concept and discusses it with the players. Each player comes up with a character concept, such as a scholar priest or a master swordsman. The GM and each player then work collaboratively to create the character. Fortunately, a table of sample names is provided, as EPT is notoriously difficult in this regard (although the last time I ran the game, one player called his character “Uptanogud”, which I loved).

Step 2: Each player chooses a clan for his or her character. This requires you to understand, or be told, which clan is most appropriate for your character concept; Patrick Brady’s campaign was based around the Clan of the Hall of Stone, which he deliberately designed to be a one-stop shop covering all the likely character concepts, and I recommend that the GM picks or creates a similar clan.  Otherwise, each player has to digest 4-5 pages of clans to pick one; each clan has a social status, which will be important later, as well as a traditional set of occupations and gods; and within each clan are lineages, which are mostly fluff rather than crunch.

Step 3: Choose a religion. There are 20 to choose from, and which one you should follow depends largely on your clan; you can always be a rebel, but society on Tekumel hates rebels, so be prepared to be hammered into a round hole in play, however square a peg your PC is. Fortunately, you need only pick one from a page or so of explanations.

Step 4: Assign stats. You have a number of points to allocate based on the campaign style; Gritty Realism offers 30 points, The Middle Way offers 35, and Heroic Fantasy 40 or more. These points are used to buy stats such as Strength, Attributes (edges, feats, advantages which give you bonuses in particular circumstances) There are six stats, ranging from 0 to 12 in value, with 4 being the average human; each stat point costs one of your points, which is simple enough in itself. Before you assign them, you need to check step 7 to see if your character concept places any constraints on them.

Step 5: Assign attributes. You’re still using your stat pool to buy these; there are five pages of them, and the majority of them have a mechanical effect on your PC somehow.

Step 6: Assign defects. These are your disadvantages, hindrances, call them what you will; as usual in a point buy system, taking a defect gives you more points to spend on stats or attributes. There are 6 pages of defects.

Step 7: Choose a career. This is your character’s job; there are a couple of dozen of these, and they may have minimum levels of stats (which are adjusted by your clan’s status – the weak and dumb have a better chance if their clan is rich and influential).

Step 8: Assign skills. Again, the number of skill points you have depends on the campaign style, but in addition all characters have some free skills. There are several dozen skills, each described on one of the 14 pages in this subsection. There are also optional rules for combat manoeuvres and skill specialisations.

Step 9: Determine resources. The number of resource points you have to work with depends on your clan and lineage status, your attributes, and your defects. (You also have some basic equipment provided free by your clan.) If you have enough resource points, you gain a monthly stipend from your clan. Resource points can be used to buy equipment, buildings, promotion in your chosen career, or special items; or you can exchange them for actual cash money. The more expensive items can have a discount applied if there are things about them the player doesn’t know, such as plot hooks for the GM. (“My new mansion is haunted by an undead wizard, you say?”)

Step 10: Determine rank. Your rank in your chosen career is determined by your clan status and how many resource points you and your clan have spent to influence your promotions.

Step 11: Calculate derived values. There are half a dozen of these, more if you can cast spells.

Chapter 3: Non-Human Races (15 pages)

This modifies character generation for each of six races allied to mankind. Each is presented with a stereotype (how the average NPC views them), the reality (what’s really going on, the GM view) and how to create one as a PC.

Chapter 4: Equipment and Economics (27 pages)

This is the usual equipment list chapter, with sections on income, personal upkeep, and Tsolyani weights and measures (don’t worry, the game operates in metric). There are some nice touches; first, access to clan resources – depending on the wealth of your clan and lineage, what they think of you (attributes and defects come into play here), and how much the items are worth, you can requisition things from the clan warehouse. The clan’s view varies from “take what you want, we don’t bother to inventory those” up to “you get this for one specific mission only, and bring it back in good condition or don’t bother coming home”.

Special items. If you want to, you can have custom-crafted items with particular game effects, or that just look cool. They are more expensive, naturally. Items effectively have attributes and defects of their own. Several evocative examples of both magical and non-magical items are provided, including My Father’s Sword, That Heavy Armour You Got Cheap, the unsettling Scarab amulet, and various Eyes (if you’re not familiar with the setting, think of them as wands).

Chapter 5: Game Mechanics (19 pages)

The basic mechanic is simple: Roll less than or equal to the modified stat on 1d10. For this purpose, stats are modified by skill levels, specialisations, circumstances, and possibly equipment. (Personally, I think it is more intuitive to modify the die roll after the fact than the target number beforehand, but that’s just me.) How much you succeed, or fail, by determines the degree of success you achieve.

Combat is a simple affair; figures act in descending order of initiative (a die roll modified by your armour and weapons) and get one action per round, usually an attack. In an attack, both attacker and defender make skill rolls; the one with the higher margin of success wins. If this is the attacker, the damage inflicted is based on the weapon and the margin of success; conceptually this is a neat mechanic, but it feels a bit clunky to me in practice, as once I’ve rolled the dice I need to look up a table value for success margin, an armour value, and a weapon statistic, do some quick mental arithmetic using all three, and then apply the result to the target’s Shock Value. A nice touch here is that different types of foes retreat or surrender at different damage levels, depending on who they are and what they are defending; it’s another table lookup, but an interesting substitute for a morale check.

Fortunately, there is an option for fast play; each figure can have a Fast Play Value based on various other statistics and attributes. The GM compares FPVs when a fight starts; the higher FPV wins automatically, but how long this takes and how much damage he suffers while doing it depend on the ratio of his FPV to the enemy’s. If I ran this game, I’d probably do all combat that way, and I am periodically taken with the idea of doing something similar in other games. I bet it would work well in Play By Mail, too. FPVs are pre-calculated for typical NPC warriors and beasts, which is handy.

As one would expect, there are a number of optional rules for various attack and defence manoeuvres. Poisons are treated in loving detail.

Of particular interest are the teamwork rules. Each party has a pool of teamwork points. Characters can be skilled in Teamwork, which increases their contribution to the pool. If they have time to prepare, successful skill checks may also add points to the pool. Die rolls can be modified by points from this pool, but – and this is the clever part – you cannot take points from the pool, another player must give them to you, and explain in character how that manifests itself. (“I poke the guard to distract him and this gives Morusai two teamwork points.”) Your Teamwork skill level is the maximum number of points you can transfer at a time.

Respect can also modify die rolls. What your character does can increase or decrease the respect in which he is held, so playing in character can get you mechanical advantages on skill rolls.

Favours can be owed, asked or given, and as befits Tsolyani society there are fairly detailed rules for this.

Chapter 6: Magic (31 pages)

Your Temple (i.e., the GM) dictates what spells your character knows; you use skill points to buy your initial spells, although the cost varies with campaign style. Spells, like characters and items, can have attributes and defects; material components or use of specific languages when casting are defects, so if you want AD&D style verbal, somatic and material components, you can have them (the defects make the spell cheaper to cast), but if you don’t want them in your game, you can avoid them.

Casting a spell requires a successful skill check; this is modified by the spell’s cost and level, the local mana level, and other circumstances. The degree of success you achieve on the skill check modifies the spell’s effects. Teamwork or sacrifice can be used to improve casting by transferring energy points (yep, that’s another points pool creeping in there).

All this, plus discussions on the temples as sources of magic, takes up 8 pages; the remaining 23 are spell descriptions, including the iconic EPT spells and new ones.

Chapter 7: The World of Tekumel (16 pages)

Here we find a history of Tekumel, taking us up to the time of the original game, then through the period covered in MAR Barker’s novels, and into current events. This is followed by descriptions of the Sakbe road network linking the cities of Tsolyanu, six sample cities, common urban features such as clanhouses, arenas and temples, the underworlds below them, neighbouring states (I especially liked the sidebars such as “Five Things You Need To Know About The Livyani”), magic (this is the background narrative rather than the rules crunch), astronomy, climate, calendar, and so on.

Chapter 8: The Bestiary (24 pages)

This is split into four sections: Found Anywhere, which includes common and domestic animals; Creatures of the Wilderness, which are less well-known and more dangerous; Horrors, which are the supernatural beings, undead, and other nightmares; and Inimicals, sentient races that are definitely not your friends. The sections are in decreasing order of character knowledge; everyone knows about the beings Found Anywhere, and almost nobody knows about some of the Inimicals.

This is a much slimmed-down list of critters compared to original EPT, but as I’ve said before, once you abandon the class and level approach to character development, the number of different beasts you need to challenge PCs drops dramatically.

Chapter 9: Life in Tsolyanu (38 pages)

This chapter is about daily life, and so is safe for players to read. (In fact, everything except chapters 8 and 10 is player-safe.) It covers religion in some depth, with descriptions of each god and its priesthood; Tsolyani cultural values and mindset; social status; law, crime and punishment; clan, lineage and family, including a day in the life of typical clan members at various status levels; life in the priesthood and the military, followed by descriptions of a number of example legions in descending order of status; and life in the government as a bureaucrat.

Chapter 10: Game Mastering Tekumel (9 pages)

This begins by telling the potential GM that he can run Tekumel, however strange it seems. (True; I’ve done it.) Then we’re into the key decisions for campaign setup: How realistic should the style be – gritty realism, heroic fantasy, or something in between? What level of magic is available – high, middle or low? In what time period should you set the game? What is the social level of beginning characters, and why are they working together – same clan, same religion, same legion, members of a large group marriage? What are non-humans like – incomprehensible and dangerous, foreign but understandable, brothers under the skin?

Then there is advice on running a Tekumel campaign; things to do, things not to do, where to look for inspiration, how to manage player rewards – experience, respect, favours, promotions.

Appendix: Additional Material (5 pages)

A character sheet; a very nice colour map of Tekumel, albeit too small to read easily – I think it’s a reduction of one in the printed version; four sample NPCs, one commoner and three types of warrior; notes on languages; lists of resources online and in print; an index.

FORMAT

Lots of nice line drawings and black and white illustrations, nicely conveying the feel of Tekumel and its inhabitants. This is more important than usual, because while most players and GMs have absorbed a faux mediaeval Europe through osmosis during their childhoods, newcomers have no idea what Tekumel looks like; and it looks very different.

SUGGESTIONS FOR IMPROVEMENT

Include calculating the Fast Play combat Value in step 11 of chapter 2.

PC templates for the character concepts in chapter 2. (C’mon guys, you knew enough to put in quick combat rules, and you stress how much easier this version of Tekumel is to run. It really isn’t, you know.)

More example NPCs. The commoners and warriors are fine, but I could’ve really used a few stock priests, magicians and non-humans. I tried creating some myself, but it was so much work I gave up.

Some sort of GM cheat sheet covering the most commonly-used rules and modifiers.

Layers in the PDF so that I don’t have to print the greyscale background on every page.

CONCLUSIONS

This is the best one-volume introduction to Tekumel around. Even if, like me, you don’t find the rules that great, there is a lot of meat about the setting; chapters 1, 7, 9, and to an extent chapters 2 and 8. Sadly, like Guardians of Order themselves, this game seems to have disappeared – I can’t find it for sale online at the moment; anyone seen it?

Despite stressing how it has been designed to make Tekumel easier to run, it doesn’t really succeed in that aim. Sorry.

Overall Rating: 3 out of 5, marked down dramatically because I really don’t like the rules. The setting along would be 5 out of 5, but only about 25% of the page count is setting material.

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Review: Empire of the Petal Throne

Posted by andyslack on 4 April 2012

Why am I reviewing something that first came out in 1975? Well, it’s still available; it rocks; and in my humble opinion, it is overlooked in the influence it has had on later games.

The original Empire of the Petal Throne came out not long after white box original D&D. Where the latter is characterised by the tropes of mediaeval Europe, Conan, and The Lord of the Rings, EPT is very different. You’re not in Kansas any more, Dorothy; you’re in some kind of bizarre mixture of Far Eastern and Meso-American cultures. Here’s how I describe it to new players as part of a one-page handout:

PLAYER HANDOUT

The Empire of the Petal Throne has ruled the nation of Tsolyanu for nearly 2,500 years. Rival states are Mu’ugalavya to the west, Salarvya to the east, Yan Kor to the north, and Livyanu to the southwest. Nonhuman foes are the barbarous froglike Hlutrgu in their swamps to the southeast; the bejewelled, scorpionoid Hluss, raiding from the island of Hlussuyal in their hive-ships; and the Ssu: Tall, slender, six-limbed beings who smell of musty cinnamon, and speak in bell-like chimes. The insectoid Pe Choi and batlike Hlaka are allies to man.

The indigenous Old Life consists of poisonous, blood-purplish jungle vegetation, called the Food of the Ssu; the Ssu; the Hluss; and their animal relatives. Imported life forms are those brought by mankind and its allies when they came to the planet Tekumel from ‘the stars’ (whatever they were) long ago to wrest it from the Ssu and transform it to their liking. Most ecological niches are occupied not by mammals, but by large insects or reptiles, usually six-legged. Anything not domesticated is probably poisonous.

Tsolyani society is based on the clan; a clan’s members look to it for health care, education, employment, legal representation, accommodation and food. Tsolyani government is an authoritarian bureaucracy, ruled with an iron fist by the Emperor through the Omnipotent Azure Legion. The punishment for almost every crime is summary execution. Although clanless foreign barbarians deal in hard cash, the Tsolyani rely on a system of cross-clan favours and obligations; imagine that the clan markings on their clothing act as credit cards.

Technology differs from mediaeval Earth in three main ways: First, magic is real. Second, there are no riding animals; most travel is on foot, though creaky, slow-moving carts pulled by chlen (imagine a six-legged triceratops) are used for bulky loads. Third, iron and steel are so rare as to be considered magical; chlen hide, transformed by secret processes into something like fibreglass, is used for armour and weapons.

The ‘gods’ really exist; they did not create man, nor do they especially  favour him, but they can sometimes be cajoled – or bribed – into helping. The gods are divided into those of Law and those of Chaos, and each group has five main gods: A ‘king of the gods’, a god for warriors, one for magicians, one for women, and one for the dead. Every main god has a cohort who specialises in a related area. The Great Concordat, signed by all the temples, prohibits violence by members of one cult against another. At least, while anyone is looking…

THE SETTING

EPT‘s setting is what makes it stand out. At a time when RPGs consisted only of rules, and GMs expected to create their own world before they could start running adventures, EPT produced a complete world: Several huge maps, 25,000 years of history, five competing human empires each with a unique culture and their own freakin’ languages (and you get a set of glyphs and hints of the vocabulary and grammar for the "common tongue", Tsolyani), more sentient and semi-sentient species than you can shake a spear at, a pantheon of 20 unique and distinctive gods, each with their own spheres of interest and vestments for priests, four political factions in the PCs’ home nation, each with their own allies, rivals and goals… it goes on and on, and that’s just in what we’d now call the core rulebook.

Over the years, numerous game supplements and at least five novels have expanded this into a setting more complex and detailed than Arrakis or Middle-Earth. Bizarrely, however, there is still almost no support in terms of scenarios after over 35 years. (Jeez, have I really been gaming that long?)

THE RULES

Tekumel has gone through at least four incarnations of rules, and been run under virtually any system you can imagine. Here I concern myself only with the first of those incarnations, which is essentially original D&D with house rules. But what house rules…

  • Percentile die rolls for attributes and chances of success. Admittedly the latter are a bit hinky, in that you have a % chance of failure which decreases as you level up, and you roll over that to succeed.
  • Increasing attributes as you level up.
  • Over 50 skills and nearly 20 languages, with examples of what you can and can’t do with key ones, and a primitive task system for determining success when you try to use them. Although the rules only allow for fighters, magic-users and clerics, you can mimic a number of other classes by picking one of those and learning a couple of skills. (AD&D, Traveller and all your derivatives: Remember you saw it here first.) The only thing that seems strange to the modern eye is that all your skills increase at the same rate, there is no concept of favouring one over another. (Oh, wait, C&C does it that way too.)
  • The first appearance of daily powers. No power points or spell slots; each spell can be cast a set number of times per day. (In your face, D&D 4th Edition.)
  • Critical hits. Double damage on a natural 20, roll again and on a second natural 20 the beast just dies, however big or nasty it is. NPCs can do that to you, too.
  • Mass combat rules, albeit primitive ones.
  • Random tables for generating patrons and the missions on which they send the party.
  • Divine intervention (% chances again).
  • Support costs, salaries, taxes, basic economics for landowners and fief-holders.
  • Tiers. At 3rd level you’re allowed out on your own, at 6th level you can buy your way into a clan, and at 9th level you gain a noble title (or the equivalent0, and retire from adventuring as the demands of your day job become too great. The rules assume that characters top out around 12th level; there’s a gradual shift from your personal problems, to those of your adopted clan, to court intrigue.
  • Example NPCs (not statted out, though) with goals, connections, and thumbnail backstories.

Something worth noting is that as a first-generation RPG, characters not only required large numbers of experience points to level up, but the amount they were awarded for achievements (OK, I admit it, killing monsters) was reduced as they levelled up. More of that another time, as it would take more room than I want to allocate it here.

THE PRESENTATION

Here is where the game falls down, at least by modern standards. There’s no index, the artwork is of its time, and the rules and setting material are hopelessly mixed up together. In the mid-1970s, it was no worse than any, and better than most, of its competitors; the bar has just been raised since then.

CONCLUSION

If I look at the great concepts of modern RPGs, I can trace the first tentative movements of many to D&D in 1973, and EPT in 1975. All else, ladies and gentlemen, is commentary and house rules.

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