Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts
Monday, May 4, 2015
Dragonslayers From Beowulf to St. George
Osprey has many lines in its military series. Osprey has expanded beyond those in their Osprey Adventurers series. One of those lines is Myths and Legends. It takes the information gathering plus art aspects crouched with resources related to the time in question, and presents it in a nice easily digestible format.
Dragonslayers is written by Joseph A McCullough. Jospeh has done other series in the Osprey Adventure line and his blog can be found here: http://therenaissancetroll.blogspot.com/
Illustrated by Peter Dennis. A Google Image search shows a vast array of his work. If you enjoy the cover, the interior has more work in a similar vein. I'm impressed with the artwork and glad to have picked up the book just for that alone. He's a talent I'll be looking more for in the future. His painting of Robin Hood for example? Top notch stuff.
The book is broken into different eras of Dragonslayers. Some of them people might be familiar with based on recent movies. Regular readers of this blog might even recognize some of them such as Beowulf who I mentioned during the A to Z Blog Challenge.
Joseph brings a lot of variety to the table. He not only talks about the actual 'slaying' itself, but what other significance it may have held. There are several bits that I found interesting just in an 'evolutionary' style.
For example, Dragons in the past were mainly known for having poisonous breath. As time passed, that changed to fire.
In terms of slaying a dragon not always being about slaying a dragon, when discussing St. Carantoc and King Arthur, Joseph brings home that the tale survives in large part thanks to the association with King Arthur. He also notes that it's another example of a religious force having greater authority over the Earth than any mortal ruler. Little bits like this are great examples not only of how history works, but how such elements can be incorporated into your own world building.
The role of Church and State is one that goes back and forth. St George himself is another religious figure and despite his 'knightly' role, he's on the side of the Church not only for his ability to kill dragons, but for his faith and ability to resist temptation and to throw off the ills that caused others to fall from the grace of Christ.
Not all such tales are so heavy though. There is a sidebar about various dragon slayers. Fans of the History Channel's Vikings show, will be pleased to see the name Ragnar Lodbrok included. It's interesting to see such bits as Joseph A. McCullough hits it from the fact that as 'unproven' or 'old' history if you will, there could be several interpretations.
There are a lot of things that I knew in here, that I'd long since forgotten. It's one of the reasons it's nice to read these semi-summary style books. For example, the tale of the Lambton Worm. It's one I was familiar with a long time ago. The tale of a young foolish man who leaves a foul worm to grow to monstrous proportions and has to come back and fight it. To claim victory he places various sharp objects about his armor. This theme of 'spiked armor' actually shows up several times around this era and it's an interesting twist to see how using your foe's own strength against him works.
The book also includes some non-Western dragonslayers including Japanese, Native Americans, and Russian. It makes for a nice break up of the standard 'Western' style fire breathing dragons. The only bad thing is that there are so many different types of dragons and so many different stories, that even at 80 pages, the book feels thin. That's just me wanting more great art and more tales of dragonslaying thought.
In addition to the art by Peter Dennis, several full page paintings, there are various images taken from historical sources ranging from wood grain carvings to photographs. It's a nice touch and adds that extra something that makes the Osprey books so entertaining. In addition to the main body of the text, due to the amount of information Joseph A. McCullough is breaking down, he includes a great bibliography for those who want more information.
For those who've been reading the other book in the Myths and Legends series, any recommendations? I'm excited by this direction Osprey has taken. This in addition to their numerous miniature table top games, like Ronin, give me more options from a brand I already trust.
Friday, April 10, 2015
Dyson's Delves
So +Lulu.com Self-Publishing is doing another sale. Something like 30% off till April 12th with the code APRIL30.
I just received some goods from the last sale they had. Thought I'd ping a review of Dyson's Delves I and II so people who were interested or sitting on the fence have an idea of what the product is.
I ordered the hardcovers from Lulu. They are very professional looking with a nice shine to them. Each book is 152 pages long. They are written under the OGL and include the license.
Dyson's books are roughly broken in two parts. The first part is a map with appropriate level information and monsters located in that map. The delves often includes entrances and exits, wandering monsters, and game mechanics.
The mechanics are minimal. For example, looking at Dyson's Delve Level 9, an open room is home to four giant scorpions stated out in the following manner: AC: 2, HD: 4*, hp: 20, 18, 20, 19, ATT: 1d10/1d10/1d4+poison, Mv: 150 (50), Sv: F2, M: 11). That is old school for sure!
I enjoy +Dyson Logos work. I enjoy it on his G+ page. When the opportunity came to get a good sale, I took it. For me, this is map porn. That might not be for everyone.
For those who aren't interested in the adventures but are in maps, good news. the second part of Dyson's Delves has maps with lined blank pages opposite them so that you can customize them. For an example, check out his work with a preview page over here: https://rpgcharacters.wordpress.com/zerobarrier/dysons-delves/
One of the things I love about his maps, are the names. Hard to beat Oubliette of the Laughting Knight or The Ruins of Corvel on the Mount. They tickle my brain and make me ponder where I could put them in my own setting. In an era choking on mega dungeons and adventure paths, these are a true return to form.
My only problem, is that because I love maps, the small size of the books, which come in at 6 by 9, is not appealing. I personally would love it if he took a cue from Marvel or DC comics and did something like an Omnibus or Absolute edition with larger books, perhaps oversized, and added some art and other bits like larger random tables of weird things (but then again, there's the Fourthcore Alphabet for that). That's not a strike against it, just my own personal wish list.
The maps are available from here: http://www.lulu.com/spotlight/dysonlogos
If you can afford it, the hardcovers looks slick and I recommend them.
Fourthcore Alphabet: Dark & Deadly Dungeon Design From Altars To The Zodiac
So +Lulu.com Self-Publishing is doing another sale. Something like 30% off till April 12th with the code APRIL30.
I just received some goods from the last sale they had. Thought I'd ping a review of Fourthcore Alphabet real quick so people who were interested or sitting on the fence have an idea of what the product is.
Weighing in at 66 black and white pages, Fourthcore Alphabet is an almost system free group of tables using the A to Z method to list the tables.Before it gets to those tables, it goes into a little detail about the default assumptions of a Fourthcore setting. For the players used to 4th edition and high survivability rates, well, you're screwed. The whole idea is bringing old school lethality and randomness and weirdness to 4th edition.
Written by Sersa Victory with art by d20 Monkey scribe +Brian Patterson , the book has a bit too much white space for my taste. While as I've grown older I fully appreciate a book that isn't afraid to let the reader's eyes rest, there are numerous half pages of blank text. It either needs more art, better table design, or more tables. Maybe mini-tables to go with the regular tables. For example, under O is For Overlords, on that half page, how about some random attributes of henchmen for that Overlord?
In terms of dialing it up a notch, Fourthcore takes things like the default setting in 4e, a Points of Light setting, and makes it points of light, plus oh yeah, it's really really really bad out there. There are numerous other little attitude tweaks that go a long way in establishing this isn't meant for 4th edition standard players.
In terms of the random tables, we have the following:
A is for Altars.
B is for Beasts
C is for Corpses
D is for Dungeons
E is for Echoes
F is for Fountains
G is for Gods
H is for Hellscapes
I is for Idols
J is for Jingoism
K is for Keepsakes
L is for Lairs
M is for Mysteries
N is for the Netherworld
O is for Overlords
P is for Puzzles
Q is for Quests
R is for Rewards
S is for Secrets
T is for Traps
U is for Undead
V is for Violence
W is for Weird
X Marks the Spot
Y is for YOu're Doomed
Z is for Zodiac
The tables are there to add some random fun to the game.
For example, let's take F is for Fountains.It's a d20 roll with headers of Fluids, Adornments, and Properties. You roll once on the fluids column, twice on the adornments column, and once on the properties column.
You could get a fountain flowing with liquid mithril where the fountain is etched with demonic runes that glow brightly when the crusaders draw near and a corpse lies near this fountain and those who make a blood offering to the fountain may cast a single ritual the GM determines beforehand. The crusader is considered to be trained in the ritual's key skill for the purpose of this effect. This boon functions only once.
Simple right? The tables are mostly about description and not game mechanics. This allows the book to be useful for almost any edition of the game. On the few cases when it does call for game mechanics, those are 4th edition. Again though, minimum amount of game rules here.
There's also the 'Chaos Deck', which requires you to have a Deck of Many Things. It notes that there were two, one from Dungeon 177 and another from Madness at Gardmore Abbey. At the end of each extended rest, you pull a card. This helps motivate players to maybe not make too much camping.
So over there, Fourthcore Alphabet in PDF is 99 cents. What's the one guy always saying? "Come on." Seriously guys, for 99 cents you cannot go wrong.
In print, with the discount I'd say it's worth it. It's nice to have a physical copy. The layout and design strikes a nerve with me because of all the white space and I'm sure this is actually like a 48 page product, but it's not a bad product. It's just laid out bad. (Cue Jessica Rabbit)
Wednesday, April 1, 2015
Review: Reaper Miniatures Skeleton Guardian W 2 H Sword
My back issues continue to prove problematic. Thankfully I can still paint in some degree using a breakfast tray and laying down. I say thankfully because when you're out of commission, a hobby like painting can help pass the time.
Another three pack of skeletons I picked up at #Adepticon2015, was this figure, Skeleton Guardian w 2H Sword. Note, at this time, the figures does not appear to be on sale.
The figures are lanky, which makes sense considering the subject matter.
The Bones, the plastic these figures rom Reaper are made of, are not necessarily the greatest for some things. In this in-house studio image for example, you can see the warping at the tip of the sword.
The figures may also need heating and cooling as they may be warped. My least favorite part of a figure being warped isn't the weapons. Those are small and worst comes to worse, I can snip off the weapon and put a new one there.
It's the base itself. When the base is warped you have to make sure that you've got it straightened out correctly. What's worse than that is sometimes the warping will return.
Bones also has potential problems with mold lines. While the material is easy to cut, it's not easy to scrape. I'm always worried about applying too much force and doing damage to the figure.
This figure in terms of sculpting, is fairly good save for a few minor issues. The left arm is just all sorts of out of whack. I don't know if it's the angle, that I'm in need of glasses or what.
You'll notice on these, I did not glue them to a seperate base. The bases are stable enough to stand.
I went through my usual stages here. The primary difference was that I used Army Painter Black Matt to prime them.
Then it was a shade and a few layers of highlights. Because of my lighting conditions and brush use, I did more of an 'overbrush' than anything on those layers. These are meant for the tabletop after all.
Here you might be able to see the bendy parts at the ends of the swords a little more.
And done.
If I was trying to be more accurate, I would have done another wash to dirty things up on the weapons and bones while at the same time went lighter on the clothes and leather to show advanced aging.
In terms of use, outside of the numerous role playing games and table top games that use Undead, I think that these skeletons are great to introduction someone new to painting.
They have no assembly. The bases are integrated and they stand well.
They have a minimum of items. I could have not used the gold at all and just went with steel/silver but I wanted to try and break up the monotony a little.
They are durable. While they are easy to cut and physically destroy, they will NOT be harmed by dropping them and they will not be harmed by game play.
They are inexpensive. Starting a new hobby can be very costly. A good brush can costs over $10. Hobby paints vary and can be $4-$7 a bottle. Having figures that you can practice on and not worry about dropping them? Unlike say Gale Force 9 whose miniatures are FAR superior to these in terms of detail, depth, items, complexity, flash, and cleaning, these figures will not break the bank and unlike Gale Force 9 thin joins on its resin, you will have to work really hard to break them.
Anyone else working their their Kickstarter pledges? I suspect for the next week until my second follow up to the doctor, that I'll be pecking away at it here and there.
Thursday, January 22, 2015
Dungeon Master's Screen Review
Looking over the Dungeon Master's Screen for 5th edition.
The outside art is top notch. One of the best fantasy pieces I've seen in a long time. Over at the blog Shadowcore, you can see the artist other work: http://shadowcoreillustration.blogspot.com/
Bad news? It's kinda m'eh. It's why I put a picture of the Savage Worlds screen below it with some inserts. If you need more game information than you do pictures and graphic design, the Dungeon Master's Screen is going to leave you cold.
The good news?
It's pretty cheap at Amazon. The blank Savage Worlds screen from Amazon is $22.25. The Dungeon Master's Screen is $9.22
I'm a little disappointed that with so many editions to review and gather examples from, even from other game systems, that the designers decided pretty was more important than useful but hey, maybe other people LOVE the art and design and would rather have MORE items like this?
It has given me a better appreciation for the custom screen that Gale Force 9 did for the campaign Tyranny of Dragons though. That had some very specific information that made it easier to run. Bad news is that one is twice as expensive as the generic one.
Can't win!
Let me know what you think of the new screen and how you'll be using it.
The outside art is top notch. One of the best fantasy pieces I've seen in a long time. Over at the blog Shadowcore, you can see the artist other work: http://shadowcoreillustration.blogspot.com/
Bad news? It's kinda m'eh. It's why I put a picture of the Savage Worlds screen below it with some inserts. If you need more game information than you do pictures and graphic design, the Dungeon Master's Screen is going to leave you cold.
The good news?
It's pretty cheap at Amazon. The blank Savage Worlds screen from Amazon is $22.25. The Dungeon Master's Screen is $9.22
I'm a little disappointed that with so many editions to review and gather examples from, even from other game systems, that the designers decided pretty was more important than useful but hey, maybe other people LOVE the art and design and would rather have MORE items like this?
It has given me a better appreciation for the custom screen that Gale Force 9 did for the campaign Tyranny of Dragons though. That had some very specific information that made it easier to run. Bad news is that one is twice as expensive as the generic one.
Can't win!
Let me know what you think of the new screen and how you'll be using it.
Sunday, June 29, 2014
Scourge of the Sword Coast: Some rambling thoughts
Properly titled, "Dreams of the Red Wizards: Scourge of the Sword Coast", is an adventure for 'Dungeons and Dragons next or 5th edition. This is a second level adventure set in the Forgotten Realms in it's current timeline, which is prone to change with the next edition of the Forgotten Realms. The adventure is very much a sandbox that has a lot of potential but does some things that hit my personal annoyance buttons.
First off, the price. This is an electronic product for $17.99. Ouch. This includes several files and the current existing rules for Dungeons and Dragons in many other separate files.
The 'core' book of the adventure is in total 85 pages but that doesn't count cover or credits page. On the other hand, I'm honestly surprised that there is no 'rear' cover as is so common for books that went from print to PDF. The file does have several bookmarks hitting the major breaks in the adventure to make navigation easier, and those major breaks often have further bookmarks to allow you quick access to those desired spots.
What's worse? It's not designed to be an electronic product. The pages and everything in it, are full color. I can see doing that for the cover maybe because covers sell. But the pages are full color themselves. I mean that they have full bleed backgrounds of 'scroll' like dark yellow parchment color. In addition, the page numbers are surrounded with big red and gold stars.
You will not be printing this puppy. There's also a minimal amount of art in something that has a premium price. There are, I think three, maybe four illustrations in the book. The art is solid mind you, but again, at this price point I'm expecting something of top shelf level illustrations with at least every NPC illustration if for nothing else, to hold up a tablet in game play and go, "This is what you see."
The maps are by +Mike Schley and he does a fantastic job with them. We have a map of Daggerford with a small overview of the region on the same map. The map comes with like 40 noted locations. There's also overview map of the Sword Coast region including Waterdeep, the Ardeep Forest and other locals. It's a fantastic full cramped map that will serve well outside of the adventure itself.
But again, it's in full color. If you have a laser printer, you're like, "Sucks to be you Joe." Yup.
Note there is a separate file with the maps included with them. I imagine that these would have been physical hand outs or elements outside the main book in a printed product.
The adventure is set up so that the players are assumed to be answering a call for 'heroes' or 'adventurers' if you will, by Sir Isteval. The town of Daggerford is well detailed with a lot of characters and locations to explore with a lot of plots for the GM to throw out for the characters to follow up. These NPCs may have a variety of reactions to the players depending on how the players act in initial and later encounters.
In many ways, Daggerford is the 'home' of the players for the follow up in their journeys here with Sir Isteval acting as a patron for the group and potential allies around the corner from other venues. This allows the players to have a 'stand by' place to recover and spend gold without having to worry about being eaten in the wilds.
The adventure has a very 'sandbox' feel which is good. In the adventure itself, it notes what level the players should be as they go through different aspects of the adventure. For an example of how many sessions you could get out of the game, consider the following:
The adventure in Julkoun should get the players to third level.
Firehammer Hold should get the characters to fourth level.
At the end of the adventure proper, they should be fifth.
I'm seeing an easy six sessions here.
Now in terms of utility, Wizards of the Coast could easily have made this more firendly.
How so Joe?
Well, for this PDF only premium price, consider the following:
1. Monsters in black and white. Yeah, with all of the things that are included in the rules as its own file in black and white, the monsters are in the adventure proper. In an electronic file, referencing monsters while you're on a separate part of the book isn't necessarily the easiest thing. Mind you, Wizards of the Coast could have made it easier with hyperlinks to the monster stats under their "Creature" section under each encounter, but HEY, that might require you to do some work. It's easier just to print them out. But HEY, again, full color so murder that printer will pages that aren't even white but scroll colored.
2. Maps: There are a lot of nice encounter maps here. How hard would it have been to include black and white versions to print out in full scale with miniature use? Again, I know that Dungeons and Dragons in its new edition has made some noise about "it's not a board game" but some of us like miniatures. Really, we do.
3. Tokens: There are a ton of pregenerated characters in this sucker. This is fantastic. There are numerous monsters in the adventure. Again, great stuff. One of the problems that previous editions have had is that you need specific miniatures for various encounters. If you're making an electronic only file, you might want to consider putting some tokens in that represent the pregenerated characters and the monsters to go with those maps. But again, that's just me talking like someone is actually using an electronic file in its most efficient manner as opposed to you know, making it for print and then not printing it.
Now in addition to the adventure itself, the download comes with the Dungeons and Dragons rules. Mind you, these aren't the final rules and are subject to change, but they have a lot of interesting bits to them. If you really wanted to see what the future edition is going to look like or is heavily influenced by, this is the way to go. Not getting into the details of it here as the download, which is huge and broken up into different sections but hey, at least it's in black and white so you won't murder your printer with it.
I know it sounds like I'm bagging on the product, and to a certain extent, I am. If you're the biggest publisher in the gaming community and you can't be bothered to print the product for people to run YOUR game, because this is one of those adventures that was supposed to be run at stores, and then you can't be bothered to make it easy to use, what does that say about you as a company? Nothing good.
The adventure though? I think it has a lot of potential. If nothing else, Daggerford can easily be reused outside of this adventure with minimum tweaks. The maps and encounters can easily be snagged and moved around for any adventure for the appropriate level characters. It's one of the things I used to love about Dungeon back in the day. "While I have no intention of running this as written, I shall surely steal this encounter for Y and this for Z."
Some may be saying, "Well Joe, why did you get this?" Honestly, I was going to run it for my group, but if you've been reading the blog for a while, you'll notice for the past say three months, I've been playing in a Warhammer FRPG and it doesn't look like it's going to end anytime soon so while I'd have loved to have written a actual play review, this grousing will have to do. If anyone has run it, please leave some links to actual play in the comments section. I'm sure people want to see how it runs as opposed to what one fat man says.
If you have a burning desire to see how the rules for Dungeons and Dragons are coming along before the big reveal in the next few months, this can provide a good look at it. If you want the adventure... well, money is relative. To me, it's overpriced for what it is and isn't anywhere near as electronic friendly as it needs to be to justify that price.
First off, the price. This is an electronic product for $17.99. Ouch. This includes several files and the current existing rules for Dungeons and Dragons in many other separate files.
The 'core' book of the adventure is in total 85 pages but that doesn't count cover or credits page. On the other hand, I'm honestly surprised that there is no 'rear' cover as is so common for books that went from print to PDF. The file does have several bookmarks hitting the major breaks in the adventure to make navigation easier, and those major breaks often have further bookmarks to allow you quick access to those desired spots.
What's worse? It's not designed to be an electronic product. The pages and everything in it, are full color. I can see doing that for the cover maybe because covers sell. But the pages are full color themselves. I mean that they have full bleed backgrounds of 'scroll' like dark yellow parchment color. In addition, the page numbers are surrounded with big red and gold stars.
You will not be printing this puppy. There's also a minimal amount of art in something that has a premium price. There are, I think three, maybe four illustrations in the book. The art is solid mind you, but again, at this price point I'm expecting something of top shelf level illustrations with at least every NPC illustration if for nothing else, to hold up a tablet in game play and go, "This is what you see."
The maps are by +Mike Schley and he does a fantastic job with them. We have a map of Daggerford with a small overview of the region on the same map. The map comes with like 40 noted locations. There's also overview map of the Sword Coast region including Waterdeep, the Ardeep Forest and other locals. It's a fantastic full cramped map that will serve well outside of the adventure itself.
But again, it's in full color. If you have a laser printer, you're like, "Sucks to be you Joe." Yup.
Note there is a separate file with the maps included with them. I imagine that these would have been physical hand outs or elements outside the main book in a printed product.
The adventure is set up so that the players are assumed to be answering a call for 'heroes' or 'adventurers' if you will, by Sir Isteval. The town of Daggerford is well detailed with a lot of characters and locations to explore with a lot of plots for the GM to throw out for the characters to follow up. These NPCs may have a variety of reactions to the players depending on how the players act in initial and later encounters.
In many ways, Daggerford is the 'home' of the players for the follow up in their journeys here with Sir Isteval acting as a patron for the group and potential allies around the corner from other venues. This allows the players to have a 'stand by' place to recover and spend gold without having to worry about being eaten in the wilds.
The adventure has a very 'sandbox' feel which is good. In the adventure itself, it notes what level the players should be as they go through different aspects of the adventure. For an example of how many sessions you could get out of the game, consider the following:
The adventure in Julkoun should get the players to third level.
Firehammer Hold should get the characters to fourth level.
At the end of the adventure proper, they should be fifth.
I'm seeing an easy six sessions here.
Now in terms of utility, Wizards of the Coast could easily have made this more firendly.
How so Joe?
Well, for this PDF only premium price, consider the following:
1. Monsters in black and white. Yeah, with all of the things that are included in the rules as its own file in black and white, the monsters are in the adventure proper. In an electronic file, referencing monsters while you're on a separate part of the book isn't necessarily the easiest thing. Mind you, Wizards of the Coast could have made it easier with hyperlinks to the monster stats under their "Creature" section under each encounter, but HEY, that might require you to do some work. It's easier just to print them out. But HEY, again, full color so murder that printer will pages that aren't even white but scroll colored.
2. Maps: There are a lot of nice encounter maps here. How hard would it have been to include black and white versions to print out in full scale with miniature use? Again, I know that Dungeons and Dragons in its new edition has made some noise about "it's not a board game" but some of us like miniatures. Really, we do.
3. Tokens: There are a ton of pregenerated characters in this sucker. This is fantastic. There are numerous monsters in the adventure. Again, great stuff. One of the problems that previous editions have had is that you need specific miniatures for various encounters. If you're making an electronic only file, you might want to consider putting some tokens in that represent the pregenerated characters and the monsters to go with those maps. But again, that's just me talking like someone is actually using an electronic file in its most efficient manner as opposed to you know, making it for print and then not printing it.
Now in addition to the adventure itself, the download comes with the Dungeons and Dragons rules. Mind you, these aren't the final rules and are subject to change, but they have a lot of interesting bits to them. If you really wanted to see what the future edition is going to look like or is heavily influenced by, this is the way to go. Not getting into the details of it here as the download, which is huge and broken up into different sections but hey, at least it's in black and white so you won't murder your printer with it.
I know it sounds like I'm bagging on the product, and to a certain extent, I am. If you're the biggest publisher in the gaming community and you can't be bothered to print the product for people to run YOUR game, because this is one of those adventures that was supposed to be run at stores, and then you can't be bothered to make it easy to use, what does that say about you as a company? Nothing good.
The adventure though? I think it has a lot of potential. If nothing else, Daggerford can easily be reused outside of this adventure with minimum tweaks. The maps and encounters can easily be snagged and moved around for any adventure for the appropriate level characters. It's one of the things I used to love about Dungeon back in the day. "While I have no intention of running this as written, I shall surely steal this encounter for Y and this for Z."
Some may be saying, "Well Joe, why did you get this?" Honestly, I was going to run it for my group, but if you've been reading the blog for a while, you'll notice for the past say three months, I've been playing in a Warhammer FRPG and it doesn't look like it's going to end anytime soon so while I'd have loved to have written a actual play review, this grousing will have to do. If anyone has run it, please leave some links to actual play in the comments section. I'm sure people want to see how it runs as opposed to what one fat man says.
If you have a burning desire to see how the rules for Dungeons and Dragons are coming along before the big reveal in the next few months, this can provide a good look at it. If you want the adventure... well, money is relative. To me, it's overpriced for what it is and isn't anywhere near as electronic friendly as it needs to be to justify that price.
Monday, March 24, 2014
Parsantium city at the crossroads Richard Green
Parsantium: city at the crossroads is written by +Richard Green for the Pathfinder system. The PDF runs $11.99, the print book, in black and white, runs $19.99, and the combo pack of PDF and print runs for $22.99 The book weighs in at a meaty 178 pages in PDF terms.
The cover boasts an excellent look at the city in the background while in the foreground various inhabitants from different parts of the world look out on the dock ward. In terms of book break down, we then get a blank page, followed by a title page, followed by a credits page, which even lists what is product id and what is closed content.
Much of the book is devoted to the city and its background. All of the art and proper names are closed off and in terms of game mechanics, the book comes up a short which can be a good thing or a bad thing depending on how you look at it.
After the credits, we get a single page table of contents that does an excellent job of breaking down the book into broad chapters. Of more use to those who want pinpoint accuracy on where anything is, after the meat of the book, is an eight page index. It's a fantastic resource if you have the physical copy and does a better job of pointing out where things are then the electronic bookmarks.
The two page introduction does a nice job of bringing the reasons how Parsantium came to be from a homegrown city in a campaign of the author to a full rpg product. It's a nice break down and more information can be found on the Parsantium blog.
The full color map of the city by Johnathan Roberts, maps featured several times on +Fantastic Maps, is two pages of awesome. I would love to have a larger fold out of the map. Something along the lines of one of the old Waterdeep maps from back in the day. The colors are nice and crisp and show a city divided by it's waterway and an island in the middle of said river. Bad thing? The map is cut in half of course, and part of that is the text and the island in the middle. It's not a huge problem or anything but it is another reason I'd like a separate big ass map.
The city is designed to allow a variety of cultures by having a feel similar to say, Byzantium. It's also an old fantasy city so it has a wide range of races that fit into its borders, outside of the different human ethnicities. We have the following major ethnicities:
Bathuran: Roman/Greek influence.
Sampurans: Heavily influenced by India.
Aqhrani: Heavily influenced by the Middle East and bravely goes with a pantheon of one god.
Tiangaons: Heavily influenced by China including it's own 'Silk Road'
In terms of other cities like it in fantasy games? Maybe the old GURPS book Tredroy, which is available for a laughable $2.99 from Steve Jackson Games Warehouse 23 website. The only bad thing is it's been decades since I've run Tredroy, the City of Three Laws, so there will be no comparison outside of this mention.
Despite its length, the book has some weaknesses. The biggest of these would be lack of art. There are so many different cultures and characters referenced in this weighty text, that illustrations of the various characters, sigils, symbols, and say, house icons, would only benefit the material.
The good news is that the two column layout doesn't suffer from that lack of break up because the author doesn't ram every inch of space with text. There are also no annoying back ground images behind the text. Things that look awesome and premium in print products like some of the Forgotten Realms products look horrific in electronic medium. The author avoids that problem here by keeping it clean and simple with a nice border on the top of the page and chapter identification and page number at the bottom.
The other potential problem is game mechanics. An order of wizards, the Esoteric Order of the Blue Lotus, is noted as being founded so that the magics of all these different cultures can be studied and collated so that knowledge isn't lost. Having so many different opportunities to bring unique magics to the Pathfinder system, which easily supports numerous alternative classes, should have allowed many bits of crunch to shine through.
Nope. Not happening. Most of the 'game' mechanics fall into noting the class and level of the NPCs. For example, among the members of the evil Brotherhood of Spite, Posy is described in game mechanic terms thusly: (CE female gnome rogue 5/assassin 2).
So in a city of multiple cultures with some places designed specifically to catalog those, we get nothing. No prestige classes, no magic items, no spells, no monsters, no templates or other crunchy bits. Heck, I think the deepest crunch we get are the various character backgrounds, which are extremely light on crunch, being more like Kits from Advanced Dungeons and Dragons 2nd edition, where there's a small bonus, often to a specific set of skills, and role playing and background information.
On one hand, that's great for people who have a heavily customized mod of the Pathfinder or d20 system going and want to create their own game mechanics. It's also great for people who don't actually play Pathfinder and instead play say, Advanced Dungeons and Dragons 2nd edition or some other variant or OSR game. While the multi-class bit isn't going to transfer over seamlessly, the lack of game mechanics means more information on the city and its inhabitants is in the material.
The naming conventions are a little off to me. For example, in honor of the old Byzantium history, we have the 'Axe Bearing Guard', a group of elite warriors who protect the emperor. If these guys aren't based directly on the Varangian Guard I'd be shocked. So why not just call them that? Is Varangian so entwined with gaming that people who instantly know them? But not too far after them we have Janissaries, who were another historical fighting force and they're called, yeah, Janissaries. Either fake names for everyone or no one! Nah, it's not that serious, just struck me as odd to go all generic with one and kept that very specific name for the other.
The eleven wards of the city cover a lot of ground. We have not only the standards of the dock ward and poor ward, but also a 'floating' ward and a 'hidden ward' that allow for a bit of variety that can be missing from some cities. The variety of wards allow for clustering of different cultures and ethnicities so you can find things like gnolls and half orcs with no difficult in the city.
In terms of playability, for Game Master's willing to roll up their sleeves, the book has you covered. There are numerous factions in the modern city. The history of the city lends itself to numerous adventurers in and of itself. For example, the city was only recently controlled by hobgoblins. There are ideas for routing growing bands of various humanoids or for retrieving treasures taken from the city during those looting days. This doesn't count the gnolls of centaurs that are raiders either.
The city is built atop numerous old ruins which are built atop numerous old caverns. The ruins are perfect for those who want the standard dungeon crawl.
There are hidden cults and evil gods with deceptions within deceptions. This includes nods to the old favorite, the serpent people if you want to get some of that 'Mythos' flavor up in there.
In terms of the past, many who are exiled are maimed when they are forced out, such as by being blinded. Those who survive and thrive in exile? They might wait a long time before coming to take revenge on the city and do so with some magical peepers after all that time.
Now note, I said Game Master's willing to roll up their sleeves right? While there are all sorts of adventure seeds and ideas strewn about the book, actual gaming material is again, scarce. Some of the material might have been better off being cut to provide a brief adventure or something along those lines to get players immediately into the game. Being that it's a Pathfinder book though, any adventure with maps and game mechanics would eat up a lot of room due to the difference in size between an OSR and a 3.5 stat block.
Having said that, there are numerous random encounters tables and some locations, that would be better with maps, that easily lend themselves out to adventure with a minimum of effort. For example, there are teams of gladiators that fight in a large arena. There are were rats in the sewers. There is a fallen guild of paladins that did not thrive in the city and so raid and attack boats. The adventure seeds are then but will require the Game Master to fully stat out everything if he's using the numerous NPCs from the book.
Those going a 'softer' route and wanting to just grab their Monster Manual still have a lot of options. In terms of low level foes we have the standard goblins, hobgoblins and those can be worked up to gnolls, centaurs and minotaurs. At different spectrums, due to the different grave sites, there are undead and possibly wild summoned creatures from the various spellcasters about. There is also a large body of water that the city utilizes so all manner of creatures can be found within those murky depths.
Parsantium needs some polish. While it has massive potential, the dearth of art and game mechanics make it more of a fixed upper than run straight out of the box. If we ever see a 'deluxe' edition I'd love to see more art, maps and closer illustrations of the city with the locations called out in the various ward descriptions.
For those already running it, what resources are you using for game mechanics? Have you busted out some standards in Pathfinder or switched over to a favorite OSR book? Due to the wealth of political opportunities here, I can easily see this being a solid fit for the Adventurer Conqueror King System but given how many game stats I have for things like gnolls via 4th edition and it's many monster entries for the same monster, I can see myself using that and it's 'quest' awards for XP to make characters rise in level fairly standard while exploring ruins, guarding caravans, and fighting epic rakashas.
For those reading this review, I haven't hit a 'regular' game review in a while. Are there some things you'd like me to hit more in the future if I do more? Hit less? Provide more examples of material from the book? More links to outside material like the Varangian for example?
If you think anyone else would want to read, please +1 and share along the old circles.
Labels:
City Adventures,
Parsantium,
Pathfinder,
Review,
Richard Green
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