2400 Dark Sun Campaign Setting Review
The original Dark Sun Campaign Setting was released in
October, 1991. Its design team of Troy Denning and Timothy B. Brown, along
with Mary Kirchoff and artist Gerald Brom took what was assumed to be the dull
task of creating what was ultimately an elaborate ad campaign to boost sales of
TSR's BATTLESYSTEM and The Complete Psionics Handbook, and transformed it into
one of the deepest and artistic products that ever came out of the 90’s.
This product defies corporate ideas about what a RPG should be, and in doing so,
became very important, not just to the users who love this setting, but it
pushed RPG design into a new direction. Dark Sun breaks many of the traditional
rules and ideas that governed RPG design at the time: it ignored the formula
for achieving game balance, it perfected and applied the meta-game in a
functional way that favored the user over the company, it . . . well, it broke
a lot of new ground. This game is important on so many levels that it makes
talking about it in a cohesive way very difficult.
The exact product that we’ll be looking at today is 2400. It
is the original boxed set, and it contained so many rules changes, that it worried
TSR Executives so much that they had to go back and increase the influence of AD&D; which they ended up doing, but twisting the traditional concepts in very creative ways that still made Dark Sun unique.
Most of TSR's titles are full of things that, honestly, you can
do yourself. You are paying to have lots of work done for you, but the tropes
and elements within the setting are all things that follow a default setting. If
we create a map, and just apply the principles of the Core Rules, we still end
up with Forgotten Realms. Dark Sun is not Forgotten Realms. The designers
actually earned their money with this product, creating new design and achieving something that we folks at home couldn't really come up with by ourselves; not
on this level anyway! They got paid for their efforts, and thought deeply about
ways to take a dumb concept like “War World” and make into a professional quality
game with its own identity and design. The concepts introduced are elegant and unique,
they not only allow the game to function differently, but they push the users
in a direction that, up to that point, TSR had been pushing them away from.
This is not a game for new users. Dark Sun was designed for
very advanced tables that have almost become jaded with traditional fantasy
tropes. It has been well documented on the Web that this is a very difficult
game, but what hasn’t been discussed is what makes it so hard to play. It isn’t just
the mechanics, it isn’t just the combat, nor that PCs will die, it isn’t even the imbalanced
nature of the game; what makes Dark Sun so challenging is that it attacks you
on a psychological level. Unlike most games where the players are limited in
what they can do by their characters, in this game, the characters are limited
and held back by us.
All that stuff that players are used to doing: saving little
villages against bullies, defending lawful kingdoms from evil enemies. All of
that clear cut Good vs. Evil stuff goes right out the window. By the time that
you start playing Dark Sun, those wars and struggles had ended centuries ago,
and the good guys lost.
Dark Sun isn’t a war game, it is a survival game. The
players who are used to being in control of their own destinies, and like to
feel important to the story, aren’t. The characters that they will be playing
are strong enough to take over typical AD&D settings, but here, they aren’t
worth the salt in their own tears. This world is brutal, and it affects the
people playing in it. Many clubs who start playing Dark Sun quit, they make up
excuses that the setting is too preachy, or complain because they don’t seem to
be getting anywhere; these are cop-outs. Dark Sun is difficult because it
forces us to think and play differently than we had to before. All of the weak
and helpless are gone, going murder hoboing isn’t just a PC strategy that they
share with the villain, this is a way of life. Characters in Dark Sun aren’t
nice, there is a moral ambiguity to everything, and always a feeling of
isolated repression that most players of RPGs just aren’t ready for.
The fact that whatever you think that you earned yesterday, you have to defend today; makes any victory or a sense of gain far and in between. We are talking about a world where finding a weapon made out
of copper is a huge deal! There just aren’t enough resources to go around, and
that leads to some very very dark sessions. Even the DM is not exempt from the
cruelty of Dark Sun, as we’ve got to enforce the rules and amp up our capacity
to concoct evil acts that go way beyond the standards of the typical
game. This isn’t a horror game (the ideas behind horror are almost romantic in
nature and execution), Dark Sun is a metaphor for much darker lines of thinking
that cause emotional and psychological discomfort because, unlike other settings, we
really wouldn't want to go to this place, but we fear that one day we might just be forced
to.
The Rules book within the box will be used by both Players
and the Dungeon Master regularly. All of the classic races have been twisted to
fit the setting, and new, more powerful playable races have been added. Players are able
to exceed the standard ability scores, and are encouraged to create super
characters, as they will be very hard to keep alive. At all times the
players must have at least 3 characters ready to go, they can choose one of them
to play for that session. Characters are also started at a higher level than
normal; because of the conditions on Athas, there are no low level characters. The
world is more dangerous than normal, but honestly, a really good player can
keep a character alive, especially if you’ve been playing 2nd
Edition for a long time, but it does let the DM be more aggressive then he typically would be. The level of risks that one must take to get by here are high. The enemy is typically desperate, so fights to the death are typically the rule, not the exception.
Classes have also been introduced which would normally only
be associated with villains, if you want to play a Templar, for instance, and serve under a Sorcerer
King, you can, and you’ll get the same benefits as the NPCs do. How this
translates into a cooperative game is left to the party to figure out.
I’m sure that everyone who is reading this knows all of
these changes already, so I won’t go into it to much. This is a basic
introduction to a very large world which is supported by modules and novels,
however since everything has been completed, the DM has even more options than
he did at the time that this product was currently being circulated. If the DM
wants to run this according to core, or just build upon the basic concepts Dark
Sun supports either/or.
The second booklet is the Wanderer’s Journal, which presents
the setting to the Dungeon Master. It helps the user understand the culture and
gives adventure ideas. They also added a short story called “A Little Knowledge”,
as this is meant to be a literary style game. The module included with the
Setting is a bit odd, it included two flip books, one for the Dungeon Master,
and one for the Player Characters. Art is very important to this setting, not
just for the users, the dedicated artist of Dark Sun, Gerald Brom, was instrumental
in the games overall design. He would draw characters, places, and items, and the writers
would come up with ways to introduce them into the game. Historically, this was
the first TSR product that incorporated a dedicated professional artist which
was responsible for capturing the unique look and feel of a setting. It is up
to the DM if they want to use the flip books or not,there is enough potential material
here to play the game without the published adventure.
A SUCCESSFUL
META-GAME
Typically the meta-gaming concept always benefits the
company as it allows a product to be re-marketed and repackaged again and again
and again. It involves reworking the map, dramatically altering the setting,
and enforcing DM PCs disguised as NPCs. Typically the DM’s first
task of prepping a new setting is finding these elements, and minimizing or
eliminating their impact upon the game itself. Forgotten Realms didn’t need the
Spell Plague, it didn’t benefit the users at all. The Lords of Ravenloft are
simplified and pointless characters that anybody could create themselves and a
successful game is achieved by completely ignoring them during play. Dark Sun
is a meta-game, but the meta-game has been properly incorporated into the
system, and allowed to function where it belongs, in the background.
There are major NPCs; however they are actually functional,
it is up to the players to identify them and decide if the character should be
eliminated or not. How a character being removed from the board will impact the
game according to the needs and the creative whims of the DM. What these major
players are doing impacts the game, but it does so in a way which frees up the
DM to run the game better. The challenge in running these scenarios comes in
micromanaging the party; the primary and daily goals for the PCs is always
satisfying basic needs first, gathering resources enough to risk practicing
higher ideals is where the true heroics of this game come through. To have
predictable characters in the background is a blessing for the DM, not a curse.
THE DARK SUN SOAPBOX
This game is very different than any other setting published
by TSR, this rises above just a game where people sit around the table and play
pretend: the design, the function, the story, all of it combined with the
imaginations and development through individual play results in something that
is art. Dark Sun is social commentary, it uses metaphors and deals with very
adult and complex issues which are directly mirrored by real life. That results
in something that, while uncomfortable to play, provides a fascinating
experience that is unique to it.
All of the people who started playing Dark Sun and quit
because it was disturbing never got to the true heart of the setting itself; it
is easy to be blinded by the violence, the wickedness, the unfathomable odds
stacked against you, but you also get to experience an element here that isn’t as pure in
other settings: Hope.
This game is amazing and fun, but very different from
anything that you will play. It will be a very trying and grueling experience,
but a very rewarding one as well. It has the potential to take a great player
and make them even better. If you want to escape from the Tolkien influence and
discover brand new challenges this is the product for you.
I think that many of us want to play evil characters to exercise
demons or just to cut loose. This game allows users to do that, and continue to
learn from the experience. Evil consumes itself, and that is exactly what is
going on in Dark Sun. While in the short term it feels like you aren’t getting
anywhere; that there are no real rewards to what you are doing, in the long
term game Dark Sun, unlike standard D&D, allows you to actually feel a huge
sense of accomplishment, especially if you are able to answer the challenge of
this miserable dying world in a meaningful way.
I give this product an A+. This is perhaps the greatest
thing that TSR accidentally released. It wasn’t directed at their target
audience of novice consumers, but at experienced users who desperately needed a
challenge, and were hungry for new ways to play without sacrificing design. For
a hard to hit demographic, it exceeded my expectations. As far as the relevance
to modern gaming; the days of living under the threat of The Bomb have returned,
so yes. The ideas and fears which inspired this game are not out of date.
Now, this specific product is the introduction to Dark Sun;
it will get you started. Two other boxsets fleshed out the system, and in 1995
Dark Sun was revised, and while that set is more complete and better written
than this one, I feel that in order to have the greatest potential at the
table, it is this original box set that you should get. This is Athas in its
purest form, warts and all, and not to sound like an elitist, but if the DM can’t
tailor the original to fit his club’s needs, then they probably aren’t ready to
run it yet.
In the last 10 years the desire for this product has
increased the price. While I always prefer to have hard-copies, the PDF is definitely
an option. The ideas behind Dark Sun is what matters, one can print off the
material that is required to run the game, and leave the rest on your PC and do
just fine.
The legacy of Dark Sun was as epic as the game itself, users updated it to 3e, unfortunately it was softened in the process. 4e also took a crack at it, but the 2nd Edition Setting is the one that offers the greatest amount of potential and challenge. It is this specific timeline that will shape the game into a unique experience, and it really is a shame when people skip it.
Monday, February 27, 2017 | Labels: Reviews | 3 Comments
System Neutral 1d100 Non-Encounters Table
I, like many of you, enjoy crafting my own Random Encounters
lists, but since I don’t really enjoy Hack & Slash games, I alter them so
that they are open to interpretation. I detest
having back to back combat encounters, especially random ones; so, say on game
day, the party is out in the wilderness looking for a dungeon to loot, and I
find that a Random Encounter happens, and the result is a bandit attack, I’ll
run it, and once the combat ate a half an hour of my life, I still have to
check Random Encounters 2 more times, and one of them rolls positive, and now
the party is supposed to be attacked by a stray war party of orcs! Well, I won’t
run it; instead I say that they come across an empty camp where the orcs had
recently been, or something else to avoid the combat.
I like to keep my lists fresh, limit what monsters appear on
it, and have plot points present in the R.E. Tables as well, but I have
developed a Table that can be used along with your own Random Encounter Tables
which I have found helps with creating that Simulation feel.
This table is best used with a dedicated playmap where the
point is to explore the wilderness for the hidden lair, dungeon, or main
objective of the game. It assumes that a base of some kind is also on the map
which the party has to return to to replenish expendables and make preparations
to explore different sections of the map.
1d100 Non-Encounters Table
|
|||
01-11 Water
|
67-70
Edible (10% pois.)
|
87-88
Occup. Cabin
|
98-99
DM’s Choice*
|
12-22 Cave
|
71-74 minor injury
|
89-90 Dead wild.
|
00 DM’s Choice*
|
23-33 wild. Sign
|
75-78
Hazard
|
91-92
Wonder
|
|
34-44 Shack
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79-82 Landmark
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93-95 Mine
|
|
45-55 Camp
|
83-86
Trap
|
96-97
ruins
|
*treasure
|
56-66 Anim. annoy
|
I place a reference to this table in a Common Wilderness entry in my Random Encounter Table, so
it gets used, and as you can see, it just generates quick ideas which are all
open to interpretation. It simulates that X factor of luck in the wilderness.
WATER
It is
typically assumed that the party has drinkable water, or that they will find it
while out in the wilderness. This can mean that they find some, or it can mean
that they lost theirs. It can be a canteen that is found on the road, a lake
too small to appear on the map, a chance to catch fish, or bath or whatever
they want to do. It is designed to simulate travel, and make it memorable. This
is something that stands out when the characters think back to their journey.
CAVE
If you
want, many of these things can easily be converted into quick combat scenerios,
but they don’t have to be. This may be a cave, or it may be something else. It
represents shelter, something to get the party out of the elements, heal their
wounds, or maybe cause some new ones. It can be something that is easily
investigated, a place for food or water, whatever you want to do with it.
WILD. SIGN
This is typically a hint for what is on the Wilderness
Random Encounter Table, you can either roll against it, or just pick something.
It can be poop, an old camp, a dead one, signs of a previous attack, it should
be a hint of some kind. If the party wants to follow a trail, they can. I don’t
know about you but I do put some dangerous stuff in the Very Rare sections of
my Random Encounters lists, this result can set off some alarmbells and give
some much needed Intel to the players. If you want to, you can even have this
lead to the enemy, or to an ambush because the enemy put this trail here on
purpose.
SHACK
Hunters, trappers, and whoevers build and abandon these
things all the time. They can be emergency cabins, or contain some supplies.
They can be places to rest for the night, or to fortify so that the party can
move deeper into the wilderness. They can even be rotten and ready to cave in
or infested with lice, whatever you want.
CAMP
This can be a safe camp where the party meets other
explorers, or finds a lost party. It can be signs of a camp where something was
left behind. Something or somebody was once here, maybe a whole lot of
somethings?
ANIM. ANNOY
For the most part, we ignore the normal animals of the area,
thinking of them as none issues. This entry brings these ignored nuisances to
life, from mice eating the food, to a raccoon taking off with the warriors
lucky dagger. This stuff isn’t nice, we can have something chew a hole in a
backpack, a snake finding a nice warm nest in a PCs boot, bugs infesting
everything, the point isn’t to harm the player characters, but annoy the crap
out of them. Maybe a bird won’t shut up when the characters are trying to
sleep, keeping them up all night so they are exhausted in the morning and
suffer movement restrictions the next day? As long as it doesn’t take more than
1 hp it’s all fair game.
EDIBLE (10% Pois.)
It is assumed that the spell casters are picking up spell
components, this can be quickly established, or it can be edible plants that
save the party from having to eat dry rations . . . again. I’m sure that those
wild mushrooms are safe! You can use the Poison percentage or ignore it. It can
also be annoying like nettle or poison oak. We don’t want our Players feeling
too awesome out there!
MINOR INJURY
This probably requires a Savingthrow, failure could either
mean an injury or just a minor injury. This works best as an annoyance as well,
maybe a simple cut gets infected, a sprained ankle, or the warrior not paying
attention cuts himself while sharpening his sword. The sufferer is vulnerable,
and has penalties. The best course of action is to return to the safety of
base, unless a healer is present to do something about it.
HAZARD
In its purest form, this simply means that the it forces a
decision, the current way is either totally blocked, or is obviously very
dangerous. Maybe it is a very long, and very dubious bridge of questionable integrity?
Maybe it automatically costs the party 1d4 days just to traverse this one hex?
Quicksand, thin ice, something obvious which can be avoided if the party go
back or change directions; it’s all up to you. While the hazard can cause death
or injury, it can also cost time as well.
LANDMARK
When driving across country we always see things that stand
out, but this can really work in the players favor, especially if they are lost
or hopelessly lost, this can instantly change that status, or at least reveal
to them that they are actually walking in circles. Players may update this on
their map and travel directly their without encounters if you want to be really
nice. This should typically be something that works in their favor. Perhaps
even allowing them to double their movement rate for that day is enough?
TRAP
This isn’t necessarily a trap in the literal sense, it could
be! But I usually use it as a hazard that is bumbled into and treat it exactly
like I do a trap in a dungeon setting, however this one is natural. Maybe it
results in a minor injury, maybe death? Something like quicksand can be marked
on the map and used against an enemy if the players think about doing that, so
update the map.
OCCUP. CABIN
Again, interpret this how you will. If your party is in
trouble, maybe a Ranger lives here? Somebody or something lives here, it can be
good or bad. It may not even be an actual cabin, just a glen. It is up to the
party if they want to make an ally or an enemy.
DEAD WILD.
Just like we did with wild. Sign, this definitely implies
something off our your list that is dead. If you have an unusual monster that
is only hit by specific things, you can use this to give them a clue as to what
it is. I also like to refer my wilderness chart back to my civilized chart and
vice versa, this could be interpreted as a lost patrol or missing explorer. The
body may be looted already, or it can have treasure. Maybe the person isn’t
quite dead yet and can be saved? Or the monsters methods of killing can be
exposed. This can be really really good Intel for the party.
WONDER
Just like a landmark, only better. Describe a scene of
beauty and awe that is native to the terrain. This is something that will stay
with the character for the rest of his days, maybe it is even divine in nature?
Maybe it is something that will always be there and you can put on your map? A
fairy spring where all wounds are healed? A mysterious Dwarf who sings strange
songs and can permanently enchant a blade? Maybe it is just something that
doesn’t involve any mechanics at all, but just stands out as special? Whatever
it is, present it with a sense of mystery and wonder. This should always be positive.
MINE
Not always a mine, just a place of work within the
wilderness. It could be monstrous industry, demihuman, or even human, who
knows? Maybe it is a lost and abandoned mine? Maybe it is a lumber camp that
was abandoned because of monsters? This once was civilized but taken back . . .
or not. It can be a place for the players to trade, get information, or get
themselves killed in. It could just be a trail which allows the party to move
faster for a little while, it simulates finding some kind of habitat in the
wilderness. It could also be something that is used by the enemy and if the
players are able to take it away and shut it down then the enemy will be that
much weaker for it.
RUINS
I like leaving remnants of distant and more powerful days
being left behind. Be it elven, dwarvish, or some even older creature that is
no more. This can be mystical in nature or it can be mundane. Perhaps it gives
the players a view for miles, allowing them to fill out all of the hexs
surrounding the area? Or maybe it has some spell effect going on? Maybe it
turns spells wild, or magically dead? Something is here, something old and of a
lost technology. Maybe it is occupied by monsters, maybe it isn’t? Maybe the
great sword of yore was placed here years ago, but it is gone because the main
badguy found it and that is the secret to his power? It’s your world, you tell
me.
DM’S CHOICE
I use these two slots for very specific things. Perhaps
there are rumors about a lost castle, but you don’t know where it is either,
the only way to find it is to roll it up. This can be a map that you recycled from
a published adventure, or one of your own that you rekey. It can be something
weird, like an ancient ship found in a forest and the players will never know
how in the world it got there. These are definite X-Factors, that are very
lucky finds. I always have something with Treasure in these spots, but you don’t
have to do that if you don’t want to. I always fill these spots in prior to
play, and look forward to rolling them, but I rarely do.
You can scrap this whole thing and make it your own, but I
have found that the less precise you get, the more you actually get out of it.
Nothing is stopping you from turning a combat encounter into a none combat
encounter. While this list was designed with Hex exploration in mind, it can be
altered to do whatever you want it to. It should break up combat, and maybe even
utilize some of those fancy skills or noneweapon proficiencies that the PCs
paid slots for?
You can even use this during prep, identifying some of those
hexs in advance. Do whatever you want with it, it’s yours and it is system
neutral.
Wednesday, February 22, 2017 | Labels: campaign add-ins, magic, monsters, Supplemental, Time and Movement, Treasure | 2 Comments
9322 Viking Campaign Sourcebook Review
History has always been popular in intellectual circles; be
it in the form of reenactments, board games, or never-ending debates taking
place at the shops of old book dealers; we are infatuated with our past, and
many of us seek to get as close as we can too it.
Dungeons & Dragons is a fantasy game, but that doesn’t
stop people from trying to make things more accurate. As soon as it got into
the hands of the consumers, we started to change things. We wanted to see if it
could support a more realistic setting, and it could (as well as a historical
game really can). While the masses were cool with imaginary worlds, those who
had (or would have) sought out historical gaming began to tinker; their goal
was to envision what it would be like to be soldiers in the age of Rome, or
perhaps a knight in a French Court; not only could the system support it, but
it actually provided an even greater challenge to play. Not only can you run an
entire campaign in medieval worlds, but with enough know how and tinkering,
anything was possible. From the prehistoric dawn of men, to the imagined dusk
of our planet, our AD&D books allowed unlimited potential.
There have always been those guys who were experts of a time
period, and could easily twist and shape the settings to fit a specific mold,
but what about the rest of us? Those that don’t have the time to completely
overhaul and customize the basic rules into something useful, or have the
knowledge base to get a decent enough grasp on the world in question; can they
still experience it? Well, one can always buy in. From the earliest
days of the hobby other people started to publish their changes, to the
irritation and chagrin of the games founders. I’m sure that you all know what
resulted from that! So, I won’t go into it.
The first OFFICIAL book to support historical play was the
title, Supplement IV: Gods, Demi-gods & Heroes, which would become Legends& Lore. It had just enough info to get the common man started, and
considering the fact that this book, which wasn’t associated with any other
product in the TSR arsenal, has always done so well, why not do some expanding?
The idea was to create an inexpensive gateway to historical
ideas, and the first cultural entry into the 2e arena was a big one, Vikings!
Of course this has been done before, Chaosism’s game, RuneQuest provided
an excellent world; but that didn’t put any coins into TSR’s pockets, besides,
since the Federal Government said that they couldn’t shut them down, clearly
the only thing that they could do was undercut them, right?
In May of 1991, Product 9322, Viking Campaign Sourcebook
kicked off the Historical Reference Series, it was written by none other than
Dave Cook, the biggest name in TSR at the time, and it would had been really
interesting to see what he could had come up with, however as much as people
love this book, it has some serious issues. The point behind HR1 wasn’t to
provide a new setting. By this time TSR had lots of them to choose from! The
purpose of this book was to be a cheap digest which expanded upon the ideas
found in Legends & Lore; that is it. TSR was making a ton of money
not selling settings, or campaign ideas, but ADVENTURES! That was the primary
focus, and we consumers at the time were totally enabling this behavior; I
remember standing at the D&D shelf and debating if I should buy this book
or a totally forgettable module that I would probably never end up running
anyway . . . unfortunately, I, like many of my compatriots, bought the module
instead, but I don’t think that that really would had mattered. The Green HR
series wasn’t meant to be anything other than a small print run and move on to
the next project as fast as you can. Unfortunately, the small print run has
translated into the collectors market, and as a user of these games I’m not
paying the collectors prices to get $15 of information. It was designed cheap
and it sold for cheap. I never did own it, but I was able to borrow a copy of
it to do this review, so let’s look at what this title has to offer, shall we?
CHAPTER 1:
Introduction
Right off the bat a glaring problem is exposed. Cook wrote
this introduction before the editor got done with making the cuts to create
exactly 15 dollars of content. How do I know this? Well, it is simple: Cook
tells us that he’ll show us how to incorporate this book into other commercial
settings, but he never does; that chapter or paragraph was cut, and instead of
correcting this error, it went right to the printer and nobody ever looked
back.
One can say that it was just a simple typo, but I don’t
think there should be any typos in this chapter. If the writer says that it
provides something that it doesn’t, even something as pointless as how to
incorporate it into Forgotten Realms, it is sloppy and disrespects the readers
who forked over their money for this thing. I know that at the time that this
book was published, it took me almost 3 hours of work at my crummy job to earn
the $15 necessary to buy this book.
The chapter does start the process of telling you about the
real Vikings by addressing misconceptions that many people have, and another
oddity of this book is that it isn’t all that historically accurate; it says
that it is, but what it really is is a chance to play in the fantasy world of Vikings,
which is cool! But one is not going to get a very good grasp on the real world
of the Vikings from a gaming digest, no matter what the author implies,
but it is cheaper than RuneQuest and faster to read, right?
Moving on.
CHAPTER 2: A Mini-Course
of Viking History
This is a very helpful chapter, it is full of specifics, and
it gives laymen a very fast history lesson that is fun to read. It also points
out that this is a game, not a historical reference, regardless of what was
written on the cover (Sorry, I’m being grouchy, but it is irritating). The
timeline takes you from 800-1100, and crams as much material in as they could
possibly get. It at least allows you to have a fun game with a historic feel,
and provides research points to expand on your knowledge base, which is cool!
Starting something like this from the small entry found in the Legends &
Lore book would be extremely difficult, so this chapter functions.
CHAPTER 3: Of
Characters & Combat
I’m not totally on board with this chapter, but I understand
it being included. I think that it is easier to allow the Viking age to provide
its own very high level of challenge, but we can always do this by cutting
back, if the user wants more information than he is just out of luck. I see
this chapter as catering to power-gamers, but that is just me. I can always
ignore things.
In this book, players can get their human characters gifts
by rolling against a table that is full of weirdness, some of it providing good
roleplaying opportunities, and others being either pointless, ruins the
character, or gives the DM even more paperwork to do.
One of the oddities of the book is the race restrictions,
they say you can’t play an elf (okay), nor a dwarf (huh?), but you can play
something called a Trollborn, which is totally historically accurate and not
aimed at power-gaming at all. I don’t get it, but then again I’m no fun.
There were many unnecessary cuts done to available classes,
and the inclusion of a Berserker class which they say is exciting and totally
unique to this book, makes me wonder how long this thing sat on the shelf.
Well, I suppose that since the rules for this class allow the player to
shapeshift into wolves and bears, and have followers that make no moral checks;
this is somewhat different than the previous versions that had actually been
play-tested.
There is some good stuff in this chapter too, I like the
lists of names that it provides, this is something that I always do myself
because I suck at coming up with names on the fly. I also like how they
included a list of Languages that the player can know, or can be used during
play. Little things like that impress me more than Trollborn Sorcerers. It also
gives some suggestions for the DM on how to settle in on a specific location
and time period which is helpful too.
CHAPTER 4: Rune Magic
This is an interesting chapter; it suggests ignoring the 2nd
Edition spells and replacing the system with this one. I do like me some alternative
magic systems! My concern is that this hasn’t been play-tested, but considering
that we like to fiddle anyway, this probably isn’t that big of a deal. This is
a really good idea for the original cover price! Not all that historically
accurate, but considering that there are some really good books and webpages on
the subject of runes, it forms a decent base for the DM to create his own
system.
CHAPTER 5: . . . And
Monsters
This chapter is actually pretty good, sure most of it is
modified monsters from the MM, but sometimes this book goes the extra mile and
gives you a good list of Giant Names, or points out how Dwarfs and Elves differ
from those that we are used to running. Not a bad chapter! They even hid a nice
map of the area in this section, not sure why, but thanks!
CHAPTER 6: Equipment
& Treasure
This is cool, it gives us the ability to eliminate coin
completely, and easily convert it over to the PHB gaming terms. There is
something cool about changing the name of the coins, I’ll do it for a little
bit, and then typically the novelty wears off and we are back to using GP
again. I do like the novelty though!
As far as the equipment is concerned, they
copied most of the PHB equipment and just wrote N/A for the cost; which totally
makes more sense than just offering its own equipment lists specifically
written for this book. Many players enjoy having things dangled in front of
their faces and being told that they can’t have it, it helps with the illusion
by drawing attention to the weaknesses of this specific system which I’m sure
that you will find very helpful when you are trying to convince your friends to
play it.
Now, to be fair, it does give you brand new items which you
can buy: 10 of them. And one of them is a comb. Excuse my French, but WHAT? Is
the comb considered the greatest technological invention of the Viking era?
“Comb: Combs were valuable trade itemsand gifts, simply because they were hard tomake. The teeth were carved from a thin pieceof wood, whalebone or other material. Thissheet was then mounted between two otherpieces of wood, ivory, amber, antler, or otherornamental material to make the handle.Combs were often elaborately decorated withsilver or gold fittims. These were treasures intheir own right.”
Right!
Moving on: Not only do you get this fascinating piece of equipment, but there
is a list of Art Objects, which must had been written later, or the writer of
the book thought that perhaps that comb didn’t belonged here; after all, how
can a Viking fight when he’s got hair in his eyes?
As far as
magical treasure is concerned, once again it lists everything that the player
CAN’T have, instead of focusing on what they can. It does add some decent
magical items that are unique to this title, and are really cool. Why you can
find a Ring of Money, but not a Helm of Underwater Action is beyond me.
CHAPTER 7: The Viking Culture
This is
one of those classic 2e chapters that you either love or you hate. It follows a
year in the life of a guy named Ivan, and through his eyes you learn something
about the Culture, which probably was the real reason that you bought this
book. Once you see how he lived, it goes into explaining the Social Ranking
system, the way of the warrior, addressing female characters (a true bonus to
playing a Viking type character), houses and farms, little maps of typical
buildings, and much more: this chapter is the true workhorse! And was a
tremendous value at the time that it was published! Ignore everything else, and
just read this chapter and you’ll probably be happier.
CHAPTER 8: A Brief Gazetteer
Another
good chapter, this one describes the world as the Viking knew it to be. This is
the actual setting of the game, and is wonderfully done. It is easy to
reference and allows a layman with no previous knowledge to run the illusion of
an authentic campaign.
Also
included were full color maps which increased the value of this title
considerably, even by today’s standards this is nice.
OVERVIEW
The last
two chapters, while valuable, still don’t justify the current market price for
this title. As a product of its time it was very valuable, but you have to
remember that it came out before the internet, owning this book saved you a
trip to the library! It still provides something that is easy to reference. As
a stand-alone item, this simple book did the work of an entire box set, it is
just too bad that it was poorly designed, and terribly edited.
The
biggest failure of this title, believe it or not, is one that I haven’t even
gotten to yet, as it isn’t something that was put in, but something that was
clearly left out. You see a boat on the cover; the boat was essential to life
for these people, and you get a cute little drawing of some Viking ships, but
guess what. You are still expected to use the horrible rules found in the DMG
which do not function. Wouldn’t this have been a great place to put some easy
to use mechanics which allows better ship travel? Clearly this was a lost
opportunity which I feel that this book must be held accountable for.
At the
time of its publishing, I would had given it a B, and I know that people still
really love it, but today I give it a D+ . The mechanics that it does offer
suck, as a gaming book this is terrible, as a setting book there is just so
much wasted space. A lot of detail went into the maps, I enjoy them, but that
doesn’t change the fact that much of this book is filler. If you want to play a
game of Viking style adventure, I would recommend that you skip this title, and
find a copy of RuneQuest.
Monday, February 13, 2017 | Labels: campaign ideas, magic, Reviews | 3 Comments
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