Showing posts with label Lamentations of the Flame Princess. Show all posts
Showing posts with label Lamentations of the Flame Princess. Show all posts

Thursday, 21 December 2017

Crypts of Indormancy by Ezra Claverie

I went to Dragonmeet a few weeks ago, and while I was there, as one does, I bought things. One of these things was Crypts of Indormancy, a dungeon for D&D in its various guises and reflections written by Ezra Claverie. You can buy it in print and PDF directly from the Melsonian Arts Council, or you can buy it in PDF on DriveThru, where I observe it is currently on sale. I have the hardback edition.



Quick disclaimer: the Melsonian Arts Council published a piece I wrote in an issue of their zine The Undercroft, specifically this one. So I guess I'm a little biased? I don't think so, but then I wouldn't. 

Warning, I guess? This review contains spoilers, so if you're going to play the scenario, don't read it.

OK, so what is Crypts of Indormancy? It's a relatively small dungeon: really only about 6 or 7 "rooms" depending on how you count. I would expect it would run for a few sessions, though, as there's a lot to take in and a lot to figure out. It comes in a slim, attractive hardback with illustrations by Andrew Walter. Apparently it came out in 2016, but I didn't get it at last year's Dragonmeet, once again reinforcing my view that I must have literally just walked right past the Melsonian booth. Oh well.

The premise of the scenario is pretty simple: ages ago, an elven general, who was, like the elves seem to be in this setting, a real swine, died. His tomb, presumably full of treasures and grave goods and whatnot, is just sitting up there in the mountains waiting for some enterprising scoundrels to come and loot it.

Now, normally, you would expect that the tomb would be full of traps and defenses, but the twist here is that the tomb itself is the trap, a complex magical device rigged up by the general's heirs and followers to resurrect their leader in a way that wouldn't be obvious to suspicious elven authorities.

OK, so far this is all pretty much straight D&D -- a tomb-robbing scenario with a bit of a twist. But what makes Crypts of Indormancy so interesting is the execution.

Like ... let's say you're approaching the tomb. It has a great big door, which you cannot get into because you don't have the various passwords. Should you try to cast a spell on the door, something called the Temporizing Duplicator swings into action. What this does is nullify the spell and then use the energy to reach back into your past and create a duplicate of you as you were a few moments before you cast the spell. The duplicate shows up and is bewildered and possibly hostile, as one might be, but only for a short time. Gradually, the weird temporal paradox sucks all the realness out of you and pours it into the duplicate and you literally die and now you're the duplicate, who was really you all along, I guess, or not, in some weird abstract philosophical sense.

And I love this. Because, here's the thing, the mechanical effect of this is "the spell doesn't work." But the dramatic effect is "the spell doesn't work and we are into some seriously weird shit here," which you probably ought to have concluded earlier when you were fighting the giant imaginary baby skeleton, but let that pass.

Or take probably the most obvious monster in the dungeon: the Stertorous Recapitator. These guys are basically guardian zombie types created by a bunch of cruel blasphemy, and they will emerge to attack intruders after a certain point. What they are is headless corpses, and what they do is gang-pile on you with knives and saw your head off, after which they stick your dead blood-gushing melon on their own empty stump, where it magically fuses and now they're chasing your friends around the tomb with knives while your severed head sits there on top of them just, I don't know, shrieking with helpless existential horror, I guess. And then your friends kill them and the last light of unnatural vitality fades from your eyes and you get to go on to the next life with the hideous knowledge that it was your friends that did it and/or that you were a helpless passenger while corpse guys sawed your friends' heads off with knives.

Like, mechanically, they're pretty much just sort of zombies, but they have this bizarre and horrible twist that makes them really fun and memorable.

And there's just a lot of that kind of thing, which I really like. Strange extradimensional monsters and arcane science and a certain amount of Gygaxian-but-for-the-21st-century intentional overwriting.

But all this idiosyncratic verbosity has its downsides, as well. Claverie sometimes takes time out to give a regular old D&D monster a vein of cosmic science-fantasy horror, but sometimes he takes time out to complain about DMs rolling dice behind the screen, a subject on which I assure you any person who is spending £16 on weird hardback art-dungeons already has a firmly settled opinion. And sometimes he spends two pages in a 64-page book on an extended gag about how the ancient game the elven general plays to train himself and his officers in the art of command is, y'know, Warhammer.

While that stuff doesn't thrill me, I feel like this module is as much fun as it is because it's the Ezra Claveriest module there is, and if I have to indulge some gamer grumbling in order to get all this good, chewy psychedelic horror that feels like a small price to pay.

Prep-wise, I don't think this is a scenario that drops easily into most campaigns, although weirdly it would drop just fine into my game world, where elves are a bunch of SOBs and did in fact conquer a load of Polynesian-influenced island cultures. A lot of this is going to make more sense if the characters are grounded in the fictitious culture of the islands, which will help them interpret the tomb in context and give them a motive to mess with it other than just to stuff their cheek pouches with valuables (although that works fine as well).

In fact, with all the focus on the various artefacts in the tomb and their cultural significance (there's even fake citations), I feel like the ideal premise for this dungeon would be to have it be an archaeological expedition. Not that that couldn't also be a treasure hunt, but I do feel like you're going to lose some of the "something's not right" sense if you're describing these weird, blasphemous wall paintings and the characters are just going "yeah, yeah, whatever." You're definitely going to get the most out of this scenario if you give the characters a reason to be invested in its history, maybe by running a few preliminary games set in the area.

Naturally, I got way into that stuff to begin with, but if I didn't like that kind of thing I probably wouldn't have lasted through a couple of history and archaeology degrees.

Ultimately this raises the question of what you're buying modules for, which is not a thing I thought I'd find myself saying when I opened this book. Is the idea to buy a labour-saving tool? That is, are you looking for something that makes it easy for you to run the kind of dungeon you would probably run yourself but don't have the time to write up, a sort of worked example? Or are you looking for something that is a bit different and weird but might take quite a lot more work to integrate? I don't have a clear answer to that: both, maybe? But this is definitely the latter.

Now, as it happens, I think there are probably enough regular old D&D dungeons sitting on my hard drive that I could run them from now until whenever, and honestly I'm more likely to read something and carve it up than run it straight, so this is right up my alley. It's flawed in a few ways: the organisation sometimes makes the exact role of the creatures in the dungeon unclear, and I had to read it twice and kind of keep a little mental sketch map the second time to make it all make sense. I did try to read it the first time on the train back from Dragonmeet, though, so maybe that wasn't ideal. But even with those points, I'm definitely in the more of this kind of thing please camp. I like the way the weird-art-OSR wing are producing things that are clearly D&D and yet clearly also their own thing, and I like the way they don't resemble one another.

So yeah; I liked it.

Tuesday, 9 December 2014

Dragonmeet, Red and Pleasant Land

Despite having lived in the UK for over a decade on the current stretch, I had never been to a Dragonmeet until this past weekend. This year I went partly off my own bat and partly as a volunteer for Isles of Darkness, a live gaming society I'm part of. I didn't get to do any actual gaming, but I got to meet and talk to people, to see some cool new games, to sell a few things in the Bring & Buy and to buy some things I wanted, so I was happy with the experience.

My photo of our booth came out blurry, but this was the view from it. 
I believe they were reporting about 1,500 people through the door, which was more than in previous years. Certainly the trade hall seemed to be doing a lively business and the lines for tickets were long. I thought the venue was good, although for some reason it was really difficult to get into the car park.

I'm going to do this post in two parts. First, brief list of cool stuff in no particular order:


  • It was nice to briefly meet Dave Chapman, whose "RPG a Day" blog series helped energise me to think about gaming in general again. 
  • I got to see some friends I rarely see. 
  • Live recording of Ken and Robin Talk About Stuff was lots of fun, and featured a complete campaign idea generated within a few minutes. I wonder if the hosts' lists of un-run campaigns are as long and frustrating as mine. 
  • Response to IoD booth was very positive. I hope that this is a trend for us, both in improving our outreach and in making our games more accessible to new players. 
  • I got a cute little notebook from Squarehex; the sheets have graph paper on one side and lined paper on the other, so when you open it you've got a map on the left side and the key on the right. It's A6, so it's more going to be groups of dungeon rooms than whole dungeons, but that's OK by me. Also they are currently Kickstarting an A5 version, which has just hit its goal. If I hadn't got one for myself, that A6 would have made a great stocking stuffer for me. 
  • I picked up a copy of Maelstrom: Domesday, a variant of Maelstrom set in the 11th century -- which is to say a game that might as well have had "play this, James Holloway" written on the cover. Expect a full review once I've finished reading it. Both the original and the new version are available on DriveThru (and currently on sale!) from Arion Games. I am pretty excited about this; from what I saw of it, it looks like exactly my thing, and it's clear the creator likes a lot of the same things I like (game designers come from the oddest backgrounds; this guy's an immunologist). Will it live up to the excitement? Come back next time to find out!
  • I also got a copy of Witch: the Road to Lindisfarne, a little story game about, well, witch burnings. I'm not sure it's medieval history per se, but again, grubby middle ages seemed to be a thing for me this year. Again, I'll review that when I get the chance. 
But the big purchase for me was Red and Pleasant Land, Zak S's latest offering for the Lamentations of the Flame Princess RPG (although effectively for D&D in any of its many incarnations). This thing is ... man. It is pretty good. And it's pretty. It's hardbound, but with -- is it called a cloth binding? That sort of textured cloth cover rather than the usual glossy binding you get in RPGs. It's got a bound-in red bookmark. More than anything else, it looks like a book of fairy tales. I mean, exactly, to the point where I wonder if this is a coincidence. 

Hans Christian Andersen for visual comparison, little Skaven for size comparison. 
And it looks gorgeous inside as well; lovely soft heavy paper, intelligent and tasteful use of colour. It makes most full-colour rulebooks look like some old bullshit.  

Initially, this made me want to tear up all my dungeon maps, but now it just makes me want to make some new ones. 

Continuing the Vornheim trend of printing right inside the cover. 

Lots of new monsters. 
OK, so it looks terrific. What's it about? RPL is basically a setting guide to a place called Voivodja, otherwise The Place of Unreason, a land where the rules of conventional reality are treated with a certain levity. The land was once entirely covered by the palace of a mad king, but now his gardens grow wild over it and the ruins of the palace form a substrate of "interiors" (ie dungeons) under it. Rival armies of vampires, each one of them with its own goofy-yet-creepy character, strive for mastery, so you've got plenty of plots, alliances, battles, intrigues, covert missions, hidden agendas, all that kind of thing. As I'd come to expect from Zak S's previous book, Vornheim, you not only get examples of these but lots of good ways to generate them on the fly. I am a big fan of the randomly-generated Intercepted Communique Table. 

Voivodja is basically a mashup of Alice in Wonderland and vampires, which doesn't sound like a combination that would work but does. I think this is because vampires, at least in many vampire stories, are sort of petty and obsessive in the same way that the characters in the Alice stories are. I mean, a mad monarch who lives in the ruined splendour of a crumbling palace, pursuing ever more cruel and recondite pleasures while everything falls to chaos around her ... that's either a vampire or an Alice character, depending on which angle you look at it from, right? And RPL succeeds in looking at the thing from both angles simultaneously, not 100% perfectly -- there were one or two moments where a piece of either straight whimsy or straight horror felt a little out-of-place to me -- but pretty close. 

I mentioned Vornheim, which I'm a big fan of, and this is definitely similar in some ways, but it's much more worked-out and detailed -- Vornheim was packed with usable stuff, but this is just so much larger. Let's look at what's in here: 

  • A guide to the setting, including not just places but customs, including weddings, a duelling code and how to act like a weird homicidal Alice character. 
  • A whole new character class, the Alice or Fool, with a random level-up table and a new ability, Exasperation. 
  • 47 monsters, including a shit-hot random demon (or "Guest" as they're known in Voivodja) generation table that reminds one strongly of Realms of Chaos
  • Two good-sized dungeons, being the headquarters of the two main antagonists. Making two whimsical-vampire-monarch's-castle dungeons different from each other is no mean feat!
  • Some maps of sample locations, showing each of the setting's three main terrain types. 
  • Systems for running duels, large battles and characters with social rank. 
  • A shedload of random tables, including location generators, adventure hooks, an "I Search the Body" table and a way of determining where characters who missed a session have been. 
  • Player handouts, including a fragmentary map for one of the dungeons. 

So I was reading this at the con and lamenting that although it's great, my own D&D game is more of a mud-'n'-blood, scoundrels-on-the-run sort of a thing and I'd find it hard to put something as out there as this book into it without it seeming like a jarring transition. The person I was talking to pointed out that what this setting sounded like, with its mad monarchs and weird creatures and gardens run amok, was the Hedge from Changeling: the Lost. And it is. In fact, I think it would contain a heck of a lot of good material, not just to lift whole but as an inspiration for constructing a local Hedge guide. 

I'm going to get some use out of this -- I can already see the bits I'm going to swipe -- but mainly it's just inspiring me to try to do something as good within the idiom of my game as this is good within its own. 

Wednesday, 27 August 2014

RPG a Day, Day 28: Putting the frighteners on them

Today we talk about scary games. I think I've run one or two in my time, but fear is a tough emotion to generate at the table, or even live: much tougher than excitement or laughter.



Notes:

Qelong is really dingdang good, like a horrible fantasy Heart of Darkness set in horrible fantasy Cambodia, and the PDF is less than £5.

Cthulhu Live has its hits and misses, but it opened my eyes to a completely different way of conceptualising live gaming, one which I still make a lot of use of even in parlour-style games. The third edition probably has more stuff, but the first edition has a nice wide page format and cute illustrations by Steve Gallacci.


Wednesday, 13 August 2014

RPG a Day, Day 14: Vast is the grey maze ...

A book I like.

I don't go to a lot of cons, but I sort of feel like I want to get back into the habit again. Today I talk about a book I really like, and try to fend off talking about a thing I can't ignore but don't want to get dragged into.

I have used both the "I search the body" table and the NPC generator a lot in my game, the floorplan thing once or twice, and a couple of the monsters to memorable effect.



Notes:

You can still get Vornheim in PDF. A second print version may be in the works in future.

Tuesday, 12 August 2014

RPG a Day, Day 13: A Mound of My Slain

I seldom play characters, and they seldom die. So today I'm going to talk about the most memorable character death in a game I ran. In addition to this one, it's also worth noting that in my Unknown Armies game, "Rose Crescent," which you can read more about on the blog of one of the people who played in it, I sort-of kind-of killed the whole party, but only in a kind of abstract sense.


Notes:

You can buy Vornheim here.

I didn't put in the link like I said I was going to, so here it is: Day 14 is "favourite convention game." Come back tomorrow!

Monday, 4 August 2014

RPG a Day, Day 4: Recent purchases

Today I've made a short video talking about my most recent gaming acquisitions.


Notes: 

You can buy Skull and Bones in PDF at DrivethruRPG. Or you can buy it in print.

Similarly, Forgive Us is like a fiver in PDF. I wrote a longer review of it a while back..

Tin Man Games do Fighting Fantasy apps for mobile devices.

I forgot Ian Sturrock when mentioning the people who did Skull and Bones!

Also, it occurs to me that Skull and Bones would combine very well with Call of Cthulhu d20.

Here is the post about Maelstrom I mentioned. Also, turns out the game is, you guessed it, on DTRPG for $10 US (about £6).


Monday, 2 June 2014

Review: Forgive Us

So another thing I picked up while at UK Games Expo was Forgive Us by Kelvin Green, a supplement for the Lamentations of the Flame Princess RPG -- although like pretty much everything for LotFP, it should work super-easily with anything based on old D&D, and pretty easily with more or less any similar RPG system. There's not a whole lot of mechanics.


It is both written and illustrated by Green, and it looks superb. It's in a little A5 paperback, and the layout is just so clean and smooth. Observe: 


The really clever thing is that the main scenario (there are three in total, one big one and two little ones) has its "dungeon" in the form of a complex of connected buildings -- so it's effectively broken up into modular chunks, each of which has just enough map and text to fit a two-page spread. It's really readable. Check out the little indented sections on the right-hand page up there: the top one is the stat block of a character encountered in the building, and the bottom two are specific descriptions of the numbered locations on the map. So easy to look up! 

OK, so the book looks terrific. What about the scenarios themselves? I'm not going to go into too much detail, because I intend to use these in my game and I expect that at least one of my players periodically reads my blog. I will say that it's nominally set in Norwich(!) in 1625, and that it deals with scoundrels, theft, secretive cults and grotesquerie. 

Yes, Norwich. Why not?
"Hmmm," you say. "Scoundrels, thefts and grotesquerie in a 30 Years' War setting? I wonder where I've heard that before." And it's true -- this scenario is very WHFRP-ish. In fact, you could run it in WHFRP with about 15 minutes' prep (figuring out spell lists for spell-casting NPCs would be about it). Green even says in his intro that he was inspired by White Dwarf scenarios from the golden age, and the influence is very clear. Which is a good thing. 

My own campaign is scumbag-heavy and magic-light, so Forgive Us is perfect for me. I think I will probably invest about half an hour in changing the scenario to be more consistent with my own game (oh, and I will probably half to come up with some D20 stats for the monsters, so maybe make it 45 minutes). Even if your campaign doesn't dovetail so well with the way this one is presented, there's a lot of good material in here that you'll be able to use. 

I paid £10 for this book, which seems like a lot (by my standards anyway) for such a small book, but when I consider that I'll probably get 3 sessions out of the main scenario and one each out of the remaining two, that's pretty good value for money. You can also (if you like) buy the PDF on RPGnow for under £5. As a side note, the A5 format of this book would probably display really well on a typical computer monitor with two pages side-by-side, considering that most game book PDFs are a pain to read on a laptop. And a single page should display cleanly on a tablet, although you'll lose the cool side-by-side presentation, I should think.

So, yeah, it is good quality. 

Honestly, the only thing I didn't like about it was when he talked about the White Dwarfs of that era and that made me feel a stab of regret at selling off all of mine at a flea market about 11 years ago. I did really need the money, though. I bet the good scenarios are all on the internet somewhere, though.