• I Read DIE: RPG

    I Read Games reviews are me reading games when I have nothing better to do, like read a module or write or play a game. I don’t seriously believe that I can judge a game without playing it, usually a lot, so I don’t take these very seriously. But I can talk about its choices and whether or not it gets me excited about bringing it to the table.

    I was going to prepare for my daughter’s birthday party today, but I didn’t feel like packing party bags, so instead I read DIE: RPG. DIE:RPG is a 416 page game written by Kieron Gillen with art by Stephanie Hans and a veritable cornucopia of guest writers and industry alumni. It’s based on comic of the same name by the same creators, the premise of which is that the kids in the 80s cartoon, Dungeons and Dragons, have grown up and gone back, and it turns out it is a much darker place than they remember.

    This opens with about eight pages of introductory comic. Most people who read me regularly are aware I’m not a fan of pieces of fiction incorporated into the text of TTRPGs. It’s beautiful for sure — but opening with this, preceded by Gillen equivocating about whether or not this is the spin off or not (it is, Kieron, because you made it and released it after the comic), it’s not off to a compelling start. Then we get to our introduction: It introduces us to our paragons of which my first impressions are that they’re awfully ham-handedly and unimaginatively named: Emotion knight? Neo? Dictator? I wasn’t sure if my response to these naming conventions was unfair, so I told my wife in the car, and she laughed out loud: “They sound like my goth friend in high school wrote them”. Really, we couldn’t come up with anything better? Perhaps this is a call-back to the comic books in some way, but they don’t appear named with any clear convention in mind to me, and don’t describe most of the archetypes well. The descriptions of the paragons remain the same throughout the book, and they’re pretty good, it’s just the titling that’s as subtle as a hammer wrought of gold. Then we get to the “What is a roleplaying game” section. It comes across to me as patronising and wrong-headed, as it points readers to actual play (and hence probably Critical Role as the most prominent player) and that is both not an example of TTRPGs and not even vaguely what DIE is going for. Honestly, if you’re not going to try, don’t include the section. It came across incredibly negatively. This is the only part of the book I was familiar with prior to reading the whole thing, and it still comes across as negatively as I remember. This section literally stopped me for reading this book for months. And, in addition, this flippancy causes whiplash with the next section on tone, which describes the game as being about personal trauma and loss; if this is such a serious and important game, why aren’t you taking it more seriously in the previous paragraph? We get a brief detour (“Spoilers!” it says, suggesting that this is a book for all the players, which quickly feels like it is not the case) into the lore of the world this takes place in. The lore of DIE has been described as “goth jumanji”, and that’s pretty apt: It is trying very hard to be grimdark and horrifying in a way I find utterly uncompelling. “From your perspective, the games are all canon. From Die’s perspective, the games are all prey.” is obviously intended to be a banger line, but for me, it just doesn’t land as edgily as it feels intended to. I wonder if this is a philosophical divergence: I’m not interested, as Gillen claims to be, in exploring why people spend so much time on imagined worlds. I know why. I’m not interested in imagining my hobby as a parasite that preys on me and my insecurities. This seems like a profoundly self-hating perspective, that on the face of it has very little of value to add. But there are directions it could take that could be interesting: Explorations of the toxicities of different play cultures, for example, or an indictment of capitalism’s impact on folk art. I’ve read plenty enough of Gillen to know that for me, he usually doesn’t stick these complex thematic landings. Let’s see if he pulls this one off without my feeling like I’ve been sold nerd self-hatred as a product. Let’s put a pin on that and come back to it in conclusions.

    Ok. I’m going to set aside that fairly poor first impression now, as I enter into the rules proper, and will try to loop back around to those questions again at the end. The rules explanations are pretty good, and clear, and well laid out with diagrams. Superficially looks like there was a lot of collaboration between layout and writing, and it shows, but I’ll come back to layout when I’ve finished the book. I quite like the dice pool system it uses, which is not unique, but is simple and works, and ties intimately into the paragon (this games classes) powers. Thematically I question the choice to not just make this a damned d20 game, though, as I don’t see the additional utility of the system aside from the activation of powers on 6s, and the failure of recognising the thematic power of using a d20 when the lore sets the world on a d20 seems an obvious own goal to me. There’s a flashback mechanic drawn from Blades in the Dark with the twist that it’s always from the real world. The “extra mechanics” section is a grab bag from modern RPG design. The basic rules are…fine, I guess? Like, obviously they are not where the juice is intended to be. That’s the —

    Paragons, which come up next. The placement of three different advancement rulesets for different length games here at the front of the section is a huge WTF decision to me. Everything the advancement section speaks about is nonsense to me at this point in the book; I don’t know what any of these things are. Put it somewhere else. It barely even tells you what to do — most of it is in two other chapters, except for the third optional advancement option, which is here. Were the editors scared of the author, that they didn’t suggest, say, moving it to the end? Or to one of the two other sections on advancement? And it goes on, showing you how to advance in this clumsy but visually compelling map (I imagine the iconography means something to someone familiar with the comics? No wait, it’s an unfolded d20, I get it, you’re very clever Gillon), using the Neo’s advancement map as an example (you see the Neo’s advancement map before you see the Neo). A whole page is devoted to navigating the map. Sigh. It feels like somebody plays more videogames than TTRPGs in choosing to fight this particular design battle: Might have been smarter to just assume the audience wasn’t stupid, because this page of diagrams feel (uh oh is this becoming a theme?) a little patronising. Finally, it gets to the paragons themselves. As said earlier, these appear named by a teenager who’s just barely discovered metaphor, and the while some of the names are a little better in the context of their advancements and powers, most of them are not. Each paragon is basically a classes of Dungeons and Dragons reimagined in such a way that they are most vulnerable to their own worst impulses and implications. I don’t love the overwhelming negativity here — there is no joy in these paragons, just power and potential for harm — but it actually fits earlier stated themes of corruption and power quite well, and in play, I could see an interesting tension developing between the pettiness of the real world characters and the temptations that these paragons provide. On the other hand, while it’s been alluded to that we’ll make those real world characters, and there’s nothing so far about them, and the paragons have really taken the spotlight: I wonder when they’ll show up, as it feels like they should come first in the game loop. Anyway, in the absence of tension with the real world characters (later in I’ll be told they’re called personas), I’m left with little more than a bad taste in my mouth. There are some interesting approaches here though: each paragon feels like they’re playing they’re own minigames, which I really like in terms of a design approach, even though I am bouncing off the relentless gothiness of it all. By the end of this chapter, it appears at this point that each class is assigned a class dice, but aside from a number given for a special advance, this dice doesn’t seem to have any significant impact on running the paragon. Perhaps this is the legacy of an excised rule, or it comes up later? It’s weird that this stuff isn’t being explained 100 pages into the book. The most interesting part of the paragon section is the Master, which is the GM section. This states that it’s not adversarial, but the mechanics are obviously encouraging adversarial play. It seems there are rules somewhere else in the game to support either of these kinds of play (there’s a reference to the “Antagonist Master” in a sidebar), but not here, in the section devoted to the paragon. This is another example of the repeated messy information design: If you’re spending other chapters on the Master, don’t pretend it’s here, and don’t put half here and half there (and in this case, since in the sidebar). At this point it feels like it wants everyone at the table to read this 400 page book before playing, which like. That’s not for me. Please, this game doesn’t actually appear that complex, please present it in a way that I can play it with ease.

    The next section is Rituals, which tells you how to pay DIE:RPG as intended. Remember that earlier, there were rules that you can apply to Rituals to make them more like Campaigns, which is the not-intended mode of play, if you want to. Because, it turns out, most of those advancements we learnt about? They won’t be seen if you play the ideal session length without the optional rules. Sigh: This is a game that’s either confused about its identity or too beholden to either notes or playtesting feedback. Ok, finally we find out about Personas, those real life characters! This is on page 107. The first time they’re named, that I recall. I got the strong impression from the earlier sections that the Master paragon was the “GM” of this game, which now appears to perhaps not be the case: This game is not explaining itself well. I went back and re-read the earlier chapters, and it really talks about the GM a lot throughout the rules, but doesn’t talk about the Master a lot. I breezed over the use of GM in those sections, but now O realise the distinction between GM, Master and their persona needs more dedicated expansion. They’re played by the GM, but are they a character? Is it their persona? Is the GM playing the Master, the persona of the Master, and the world? An entire additional layer of meta on top of everything else? The terminology and explanation really needs to be clearer if you’re going to introduce this complexity — it’s really the only level of complexity mechanically here at all. Certainly, rituals makes it pretty clear that the desired flow of the game is: Everyone gets together at the table, creates their personas, then chooses a paragon. It’s really unclear here about whether the GM is already set here, or not. It strongly implies both that the GM is playing their traditional facilitator role, but also in contrast that they just pick their paragon along with anyone else and realise they’re the Master part way through the first session.

    I’ll take a detour here, to talk about personas: For such a core part of the game tension and theme, they feel under-utilised. Throughout the book, it seems they only have two real rulings to incorporate them: The flashback and the master’s instruction “personas always grow”. Everything else is tied into prompts associated with your paragon, specifically their powers, but also their unique “minigame” mechanics. There’s a hard limit on all of these: Powers only manifest on 6s, flashbacks once per session. This, definitely probably could be enough? You want the fun of the game to be in the actual fantasy, with the thematic weight being drawn out in the connections with the personas, right? It just feels like the intent of these mechanics may behoove a more collaborative storytelling approach: Those flashbacks being big narrative moments rather than just ways to succeed. Back to rituals.

    A huge section of Rituals is safety tools: This is well done (in retrospect, it’s written by the creators of the Safety Toolkit). But overall this procedure might be a good and necessary set up for complex gameplay but boooy does it seem like it’s a chore. Part of it is “explain the premise”! Who is sitting down at a table playing DIE without knowing the premise? Are they going to walk away at this point if they decide they aren’t interested? This just needed a solid revision or two to make the first half of this chapter more than a very very long checklist and rules introduction. Oh and here the class die and the paragons are explained for the table. I’m now confused what the earlier section was for and who was supposed to read it. Why aren’t we starting here with the paragons, where the personas are? Was that a weirdly positioned pre-appendix? Some clarity on previously confused positions happens here: Each patron gets their own special die (badoom ching); the Master is the GM. Then it morphs without warning into GM advice on how to run the short “ritual” campaign, with no headings to disengage from the earlier onboarding procedure. Honestly, I’m giddy this is so poorly organised. I have whiplash from being confounded and by surprise introductions of core concepts. Honestly, it feels like the editor didn’t feel empowered to actually suggest changes to the text, and so no developmental editing occurred. Reading these first 150 or so pages blind and without foreknowledge is an exercise in confusion. I feel like my four year old is explaining a game they’re very excited about to me. I honestly need a break or I’ll spiral into negativity in response.

    I took that break. It’s tomorrow, and I’m up to Running DIE, a chapter that is now confirmed to be for the Master paragon, who is also sometimes called the GM, and who also has rules in the paragon and rituals chapters that explain how to Run DIE. It opens with the Principles section: This is fine. It feels like the author was really, really trying not to be derivative at the expense of saying something useful. There’s a bunch on safety tools, oddly placing all of the responsibility for safety on one person who, as implied by the procedure in rituals, has no foreknowledge that they’d have that role. There are three pages each on running the game for each paragon — I hope you don’t have a full table if you hope to remember all that. No pressure. There is a section on the multiple levels of play that for me doesn’t feel helpful, but rather just an acknowledgment, of the fact that it’s a little confusing to play someone who is playing someone. I’d rather some actual advice on this universal challenge than most of the preceding advice to be honest, but we don’t get that. There’s then a bunch of ways to play the game differently, again really just acknowledging briefly them rather than actually helping you do them: “You can make any paragon the Antagonist” (wait, this is one of the first mentions of Antagonist outside the glossary, what’s that again?”). You can switch roles (and not personas? How does that work if you’re stuck in DIE??). I’m not a fan of “running the game” chapters in general— they tend to be both overwhelming and insufficient — and this one is particularly empty of meaningful advice and full of additional concepts that might improve or change your perspective on the game however aren’t adequately borne out. You don’t have to tell me that I can hack your game or what ways are permissible. It is, however, great if you tell me how to run it in different ways and actually support me to do so.

    The next section is mostly solidly useful world and session planning advice, slowly transforming into lore that I don’t really care about (why give DIE the sentient god world a stat block?) and which has already been explored. But, if I were running DIE (as the GM, the Master, or perhaps his paragon?) this is gold. Seriously good. The echoes and their monsters are great, the session plan is great if you like railroads, there’s lots on customising NPCs here (although of course not called that). I repeat, the bestiary is genuinely great and its principles really could be used in any game to interesting emotion effect. This chapter is good. The incredibly strong response I have to the chapter feels a little jarring, in retrospect on second read through, as when I went back to the acknowledgements on my second pass of this review, and I realised that this was the part not written by Gillen. Ouch. I’ll just leave it at that.

    The Campaign chapter is basically a repeat of Rituals but to set up for indefinite rather than limited sessions. As with most sections, it meanders from one topic to another like a confused old lady sitting at the bus stop in a nursing home cul-de-sac. It basically teaches you how to run a standard fantasy campaign, which has been done better elsewhere by other people, plus tries to retcon the lore so that indefinite play makes sense. I…this is fine. It seems an afterthought, a concession to the fact that to appeal to the D&D crowd you need to offer the hope of an infinite campaign, even if such a thing is exceedingly rare. I feel like doing this would really lean away from DIEs strengths and into its weaknesses, and the book itself supports this reading I think, through implication and text prioritisation (although judging by the poor consideration put into informational design here, this latter may be a mistake). This, as well as some of the other sections here in the latter half of the book, really feel like Gillen being given notes on what needs to be in a TTRPG book by someone else, and trying to meet the remit but not really understanding why or how to really make these sections sing.

    We finish up with two additions, both that feel like appendices but only one of which is labelled as such: Scenarios, that I imagine are the kickstarter stretch goals that the guest authors wrote. I read most of DIE on my phone, but I went back on my PC when it came to writing my conclusions on my second pass to double check if these scenarios had any authors attached to them: They don’t, but looking at the credits perhaps it’s all Gillen. Certainly, though, in retrospect looking at the credits, retrospectively a bunch of sections are uncredited and implied to be Gillen’s work, that feels like it’s the product leaning into his fame and auteur status: To be clear the majority of the excellent monster writing as well as the rituals safety content was written by hired labour. That makes me feel a little uncomfortable, although I assume the co-writers here agreed on the vague crediting. And finally what appears to be an actual complete Master’s character sheet, a veritable tome in an appendix, but decidedly necessary and if I were to run this I’d be grateful for it.

    I said I’d come back to layout now, at the end. While my first impression is of a clean, well-organised book, I was wrong: This book is not sufficiently broken up. It needs more subheadings. Things just blur into each other, and are impossible to find. It’s pretty, but white space here is often a liability, breaking even simple concepts up over many pages. The art is beautiful, but honestly don’t give me anything additional from the writing. It doesn’t complement the writing, and I wouldn’t ever flip the book over to show anyone any of it. A 400 page book is such a challenge to lay out well, I know — even a much shorter one — but gosh this one is a hash of ideas that desperately needs organising; I spent half the book actively confused, and I was searching for terms in the digital edition to help with my understanding. This is definitely not all the layout designer’s fault, but it likely speaks to less communication between editor, writer and layout designer than is ideal in a book of this size, communicating ideas of this complexity.

    That is what is in DIE:RPG. I have so many thoughts, where even to start?

    DIE:RPG feels like it was written by someone who has long since been disenfranchised from the traditional roleplaying scene and glances at it with disdain, writing an artistic response to that in good faith (DIE: The Comic Book), and translating that art back into the medium that inspired it, also out of excitement and good faith, but not actually having the design chops to pull it off. Potentially Gillen recognised this: He pulled a team around him to pull it off, including some of the best in the business. But at some point the design and writing chops being recruited were not brought to bear on the game, whether it was by fear of Gillen’s fame, or something else (time pressure, perhaps? An unexpected Kickstarter success has compromised many a game). There is a good game in this mess of a book, but the book is a dog’s breakfast.

    A dog’s breakfast, you ask? Well, honestly read the review again if you skipped it. But the big jarring things are the terrible misordering of information, the legacy terms that cause confusion, the poor text prioritisation causing text to flow into each other. It reads like an unedited draft, to be entirely honest. There were a few typos in my version as well, which lends credence to there being not enough time spent on all levels of editing, early or late stage, and this might be evidence of a rushed production. Irregardless of cause, I found this an incredibly difficult book to read and make sense of, even though the rules themselves were for the most part straightforward.

    There is a strong impression I get of in this book, which is that Kieron Gillon doesn’t like D&D. Huge “was teased for being a nerd in high school and has a huge amount of loathing for the elf game as a concept as a result” vibes going on here. The grimdarkness of this topic seems a response to a dislike of the place D&D has in his psyche in the same way that I, as a young woman, stopped playing D&D because it’s kid stuff and got back into TTRPGs through adult stuff like Apocalypse World and Sorcerer with sex in it and violence and aggressive writing. I was wrong in retrospect, and now I feel my response was immature, and the hence to me, the apparent self-loathing here strikes me as distasteful. It feels like a game written about D&D by someone who doesn’t like D&D, or at least doesn’t understand it, rather than a game written about D&D by someone who understands the appeal. As someone who likes playing games about elves and wizards, and thinks it’s a perfectly appropriate hobby for grown adults, it seems like a huge attempt to Make For Grown Ups something that can be made for grownups without the weird disdain it seems to have for the subject matter. Case in point: Die itself, the amoral god at the heart of the lore. If Gillen didn’t mean for this to say that Dungeons and Dragons is a destructive, life-destroying parasite that should be avoided at all costs, then he’s absolutely blind to what he’s writing. Maybe he didn’t: Maybe he just thought that it was a cool, incredibly creepy concept. But to not think further than that would be…gosh I can’t imagine being a creator of Gillen’s apparent calibre and not realise the implications he’s making there. And I spoke earlier, there are other potential takes on Die inherent in the concept itself that could have been leant into to avoid this interpretation, had he been conscious enough of the implications of it; these aren’t apparent in the RPG. Coming back to the question raised earlier, in the second or third paragraph: No, I don’t think Gillen sticks the thematic landing on this.

    In addition, there are so many small things that feel like either missed design opportunities or failures of design imagination. Given Gillen’s inexperience with TTRPG design I suspect it’s the latter, but surely that’s what a strong team is for? Procedures like the ones in Rituals and in Campaigns are endless drudgery, where games like Errant and Knave 2e treat procedures with a relative lightness and elegance that is elusive to DIE: RPG. The principles are clunky, where this was a solved problem in 2010 with Apocalypse World. I mentioned early on, the reliance on d6s for a core mechanic could have had tremendous thematic meaning, but the Fool uses a d6 for their class die, rendering that potential toothless in the name of what perhaps was a visual metaphor in the comics. Using a d20 for the core mechanic would have made so much more thematic sense for a game set on a giant d20, ruled by a god that is a twisted metaphor for (another option?) the satanic panic, matching up for example with the unfolded d20 used for the class advancement maps, however they chose instead a fairly unremarkable dice pool mechanic. There is a lack of follow-through that fails to harness the potential symbolic resonance in the games concepts and themes, that really feels a little thrown together at times. And this sense of thrown togetherness is probably not helped by the slapdash nature of the (dis)organisation.

    The lack of a clear assumption about who the audience for this book is super jarring, and it feels tied into what feels like a lack of familiarity with much more than the canon texts of the TTRPG landscape: It’s arranged like a D&D, but it shouldn’t have been. I, as a reader of the book from cover to cover, was absolutely confounded as to who it was for. The rules would dictate that the role of the Master be chosen early in the first session, but the book is written as if the Master is the one that read the book and will explain the rules, as well as will do all the prep. The structure that places the Master as just another one of the players feels inspired by No Dice No Masters, but in practice feels like either a meaningless nod to those games (or the concept that the “GM is a player too”), or a genuine design mistake. I could see a version of this game that had a truly GMless structure (or GMfull, whatever boats float), and that version I think, leaning away from the structural reliance that this has on D&D, would be much better in my opinion. In general, and as someone who really likes refereed elf games, I think this would’ve been better leaning into more popular indie TTRPG trends than the system it does use. If not No Dice No Masters, the crew books of Blades in the Dark as personas, or even as parties of paragons rather than individuals? Blades in the Dark is already clearly a significant influence, as is Apocalypse World (or at least Dungeon World); leaning into those influences I feel would be a strength and not a weakness here, as much as I prefer non-derivative works that really reflect their themes.

    Now, I have little to zero interest in exploring the psychological depths of the human soul through the medium of roleplay, but I know that there are plenty of people who are: This game is for them, and not for me. DIE:RPG definitely has some interesting things to say about how power corrupts, about how petty relationships between normal people can twist and become stale and cruel. Is it something I’d want to explore for 10 to 16 sessions, or indefinitely? Nope, definitely not. They should’ve spent more time on DIE:RPG one-shots and less on campaign play if they wanted me to give this a go. I am not a believer that art for adults has to be bleak drudgery, my life has enough psychological complexity that I don’t need Kieron Gillon or a comic book fan friend to be my therapist. And I’m a little disappointed, because I feel like the lore of DIE:RPG wants to say more than just an exploration of the pettiness of humanity when provided power: I feel like it wants to speak to the toxicity of subcultures in a way that could be really resonant in an internet-centric social-media centric always on world. It’s disappointing it doesn’t go straight there. I feel Die, the amoral god itself should be a metaphor for Dungeons and Dragons and the challenging and complex shadow it casts over the rest of the hobby. Gestures to the former are made in the final pages of Scenarios, although not the latter, and it feels overall that in a book of this size, the chance to really double down on clear potential for thematic coherency is a significant failure. I’m confident that future additions to this will do some of this work, though, at least in terms of some additional scenario work that is coming. It just seems like a huge missed opportunity.

    It also falls down in some areas because it doesn’t want to assume that its players know about TTRPGs: Maybe they like the comic book and wonder what are these roleplaying games all about, I’ll check that out! Or whatever, it probably was on the front page of Kickstarter and got random fans that way. So, it opens with a glossary of terms that defines a bunch of stuff that is either nonsense at the time or that is incredibly obvious. Gillen patronises the “what’s an RPG section” embarrassingly because clearly he doesn’t believe it’s worthwhile, but then walks through the game like a child showing you her new toys, with no apparent forethought or reason. This is a game I can’t imagine has a significant audience of the Brand New to RPGS (although sure, it’s possible), but is both bending over to accommodate them and failing to explain anything within it satisfactorily to them. In doing so it both alienates the experienced and the inexperienced; quite an achievement.

    And hence, it’s an achievement to me that it has such a following despite all of these flaws. A game is not its text: A game is its play, at your table. And the reports I’ve gotten from DIE:RPG are of emotionally resonant, deep, and memorable play. My response to the tension between my criticisms of the book and those play reports is that a good table can truly make any game sing, and also that play truly sings in the unexpected interactions between the players and the rules, not in the expected ones. It’s one reason I have that disclaimer at the top of these reviews. The fact that I got through the read-through of this book and have written (checks notes) ten additional paragraphs of analysis, tells me that at the very least it’s clearly a whole-hearted attempt to create a piece of art with high production values in the medium of TTRPGs. I think that if the themes that this game actually manifests appeal to you and your friends, you’ll probably have similar experiences to the reports I’ve heard. Art elicits a response in us humans: This, as much as it’s deeply flawed, is a piece of art.

    But, because of those flaws, it’s also a deeply inaccessible piece of art in my opinion: Hard to understand where it should be easy, and poorly explained where it is complex, an exercise in parsing similar but different terminologies: A thoroughly unusable text full of heart and passion. While it’s not a piece of art that lights me up with excitement, I can fully recognise why it might for some. And for that reason, it’s probably worth checking out? I guess, your mileage may vary. If you want to delve into the psyche of your friends, there are games I’d personally prefer to do that in, but there’s nothing else that does this specifically for the nerd subculture, so exploring that might be more appealing here than in something like Bluebeard’s Bride for example. And that bestiary… well, it’s fire. It’ll honestly be a resource for most fantasy games. So, yeah, again, your mileage may vary. But while deeply flawed, DIE:RPG is never uninteresting.

    Idle Cartulary


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  • Red Button Monsters

    In a recent Dungeon Regular episode, the Kappa of Pachee Bridge, I drew a connection between a particular monster in that module, and the boss battles in Captain Toad: Treasure Tracker and The Legend of Zelda: Not The Most Recent Two. It reminds me of a 16 HP Dragon, in some senses, but leaning more into making monsters puzzle challenges rather than attrition or resource challenges.

    In certain Nintendo games (and yes, other games, obviously), we have boss monsters with big, obvious traits that are obviously unique and obviously tie into a recently-learnt skill or environmental feature. Making monsters dangerous and nigh-unkillable without recognising and solving the puzzle, is what makes these boss battles unique and memorable.

    There’s a simple recipe for developing Red Button Monster like this:

    1. Take The Cake: Take an iconic monster with a number of iconic features.
    2. Add the Toppings: At least one topping, each a twist or addition to the original iconic monster or features.
    3. Add the Garnish: At least one signal for each twist you’ve added.
    4. Provide Spoons: At least one clear method to take advantage of each twist.
    5. Eat: Let the players figure it out.

    I don’t know why I chose a dessert metaphor, it’s probably reflective of my state of mind today. Ok, here are some complex examples.

    The Kappa

    1. A shark-toothed turtle-spirit with a pool of water in its head.
    2. Intangible and immune to non-magical weapons. Feeds on flesh.
    3. Its eyes glow when it is about to pounce and take a bite out of you, healing itself. Its water-bowl glows when it controls water to drag you to drowning.
    4. You can trick it into emptying its head of water (by bowing to you, for example) in order to remove its intangibility and immunity to non-magical weapons.

    Witch-owl Cebreus

    1. A giant owl, with sharp talons, gusting wings, and big eyes.
    2. It wears a witch’s hat, has skeletal wings, shoots rays out of its eyes.
    3. When the hat glows, either the wings sprout ectoplasmic wings allowing it to fly and divebomb, or the eyes charge up allowing it to shoot rays out of its eyes.
    4. You can remove the hat to take away its flying or eye rays; you can break its wings to take away its flying; you can attack its eyes to prevent the eye rays from working.

    Spinning-top Golem

    1. A golem; it is immune to normal weapons and it is extremely strong.
    2. It has spinning top for legs, a single red eye on its brass head and six arms.
    3. The spinning top means that each turn its two attacks are randomised 1. Fire gout; 2. Spinning blade; 3. Lance; 4. Chain lightning; 5. Shield; 6 Recharge.
    4. Removing a limb will remove an attack. Damaging the eye will disable it from attacking for 1 round.

    Anyway, those are my thoughts on red button monsters.

    Addit: More recently, Joseph wrote this, which is an alternate but interesting and slightly easier approach!

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  • Bathtub Review: Electric Mangrove

    Bathtub Reviews are an excuse for me to read modules a little more closely. I’m doing them to critique a wide range of modules from the perspective of my own table and to learn for my own module design. They’re stream of consciousness and unedited critiques. I’m writing them on my phone in the bath.

    Electric Mangrove is an 8-page module slash art installation by Andre Novoa, Diarmuid Ó Cáthain, Guilherme Gontijo and the Dead Robotz. I gave the artist, layout designer and “musical collective”(I’m not sure if there are other contributors, or if Dead Robotz is these three performing) equal billing here because this is as much their product as it is the writer’s. In it, wizard-summoned robots replicate infinitely in a mangrove swamp, and only you can stop them!

    Elephant in the room: This is a product designed clearly to be printed and listened to. I’m reading it in digital, on my phone. I’m not getting the intended experience, so take my opinions with a grain of salt. It’s a limited edition LP, with music by the Dead Robotz (that you can listen to here). The module itself is an insert for the LP. The shape of the page doesn’t neatly fit the screen of either my phone or my computer, but it would be pleasant in the hand. It feels more like a poster you would have gotten in a video game box in the 90s than a CD insert to be honest.

    The music is a kind of jazz-hop fusion with funk vibes, it’s pretty good. I’m not a music critic, but I’d listen to this by itself. It sets a cool atmosphere for a module like this. But there are only 5 tracks that are connected by name to things inside the module itself, though (and that wasn’t clear, I had to close read the module to increase the number from 3). And I can’t say the track “Swimming in the Cockatoo Lagoon” gives me anything to help me run it; in fact the track feels a bit resort-like, and that’s not what the description states.

    In the insert, we have three locations and their maps, and four pages of description, along with a cover. The words are brief and the art is beautiful, but honestly I’d appreciate the art being denser, as right now it doesn’t double as usable, playable information. Give the terseness and the limited information, I really want a product like this to lean into using the art as a replacement for the key, rather than just displaying what’s already written. It doesn’t do that, which means it’s really not taking advantage of its format. And realistically, the music should provide a triple threat here.

    The pages aren’t really used consistently: Only four of the eight pages are packed with information (be it visual or text) and the other four are sparse or don’t communicate anything. The Incubator location feels half-baked because of this, compared to the other two locations; the Meteorite really could have been part of another place. The Mutations didn’t need a whole page. It’s beautiful and striking, but really confounding informational design in a product that on its face appears to be innovative in this regard.

    What writing is here, though, and is evocative and compelling. It’s a gonzo fantasy, so that needs to be your jam, but if it is the vibes are impeccable. If you’re looking for a vibe-laiden pamphlet or poster to riff off as you improvise your way through a bizarro-mangrove, this has it in spades.

    Overall, though, I found it disappointing. It has good writing, great art and layout, and I don’t know why I’m surprised, but great music too. Despite that it doesn’t feel well designed as a cohesive whole, or as a module. It feels like a tour through the creator’s weirdest imaginings rather than something into which forethought has been put into how it might generate fun for your table, or how things in it relate to each other.

    Could you bring Electric Mangrove to your table and have fun? Yes, if the vibe suited your campaign, or you wanted to run a one-shot. It’s fun, and it’s pretty, and maybe that’s enough, especially if you collect LPs. It’s begging to be given a night to be to listen to the LP and play FKR, under the influence of something mellow and mildly hallucinogenic. But I feel like with a unified vision and collaboration between skilled creatives such as this, it could have been much much more.

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  • Appendix Nova: A Master of Djinn

    Appendix Nova is me, reviewing stuff that isn’t games. I just thought it might be fun. But, I as with everything I do, I always use these things to give me game ideas, and so I’ll loop it back around to that eventually. So honestly, this is a little bit just me taking notes, so they’ll be brief. Oh, and there’ll be spoilers. I’ll talk about what I want, but I’ll try to be vague.

    Master of Djinn is a fantasy novel by P Djeli Clarke. It’s a police procedural, about two women detectives in alternate history 1920’s Cairo, where djinn and other magical creatures have in recent memory assimilated into twentieth century society.

    A Master of Djinn features a masc gay woman protagonist, who wears the most spectacular suits (very well described), and I vibe it very, very hard.

    While I saw the “identity of the villain” twist three quarters of the book off, I really enjoyed the idea that the source of the villains powers were unclear and as much of the story was spent figuring out how the villain could be doing the things they were doing, as spent actually confounding the villain. I could see the translating into a grand campaign. A version of Dragonlance where the question wasn’t where are the good dragons but rather how are our foes controlling dragons seems far more compelling to me.

    This is doubled down with the interesting minions: Firstly, the fact that the villain controls at times the main characters allies, leading to a neat mole situation, and secondly because the two main minions are nigh unstoppable. The fact that the minions are unstoppable makes for a really compelling villain.

    I also, personally, really love villains that are petty with petty goals, because most people in real life are petty with petty goals. So the fact that the villain here — despite being driven and capable of world-shattering — is petty with petty goals makes me really happy. I can relate to a villain who is really just frustrated that they were overlooked for that promotion for a mediocre white man.

    The big thought I came out of this with was “gosh, I could picture a fascinating roleplaying game setting out of this”. I listened to it on the back of talking about working with the AFD discord community on a setting zine with a bunch of little knock-offs of classic 2nd edition lines. Al-qadim obviously came up, and was also pretty clearly too racist to adapt. But it was still a childhood favourite of a lot of people. And A Master of Djinn is a book about queer women in the middle east, but a queer woman…wait no. P Djeli Clark is a Caribbean-American man who grew up in New York. Honestly, I was shocked, but also it doesn’t feel as western a fantasy to me as, say, City of Brass does. City of Brass, which I enjoyed, feels like fan fiction. This does not. Honestly I’d be really interested in an middle easterner’s perspective on this seeming current popularity in middle eastern fantasy written or created by western folk (that jinn movie by George Miller comes to mind as well). Anyway, I would be all on board an egyptian clockwork robots and Djinn with gunpowder setting as a replacement for the tired and orientalist 1001 nights lite that was Al Qadim.

    Anyway, those’re my thoughts on A Master of Djinn. It’s a good book, especially if you enjoy queer romance, perplexing magic and historical settings.

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  • Boring swords and interesting swords

    Dan Phipps was talking about interesting swords on some discord or other, and I was talking about it in the AFD discord, and I thought the boring and interesting swords problem is worth posting about.

    Trick choices

    If you give me a choice is between a cheap, weak sword, and an expensive, good sword, in a game where money goes up I don’t actually have a choice. You’ve given me a ladder, and if I don’t climb it, I’m not playing the game.

    Meaningful choices

    If you give me a choice between a bone sword, that is weaker but is super light, aor a glass sword that is more harmful but might break, or a magical sword, that is super harmful but it invites being hunted by the local constabulary, I actually have a choice. You’re giving me three different paths, that take me to three different situations.

    All things in your game

    This can apply to everything in your game. It shouldn’t apply to everything, but if you’re adding something to make the game more interesting, it’s better to make it an interesting choice.

    Fewer ladders, more paths. Fewer trick choices, more meaningful choices. No boring swords.

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  • Bathtub Review: Beyond the Pale

    Bathtub Reviews are an excuse for me to read modules a little more closely. I’m doing them to critique a wide range of modules from the perspective of my own table and to learn for my own module design. They’re stream of consciousness and unedited critiques. I’m writing them on my phone in the bath.

    Beyond the Pale is an 89 page overland adventure for Cairn by Cairn’s creator, Yochai Gal. For fairness sake, I’m friends with a few people who got acknowledgments on this book, but when has that ever affected my opinion on a book? I’m excited to see what the team of Between Two Cairns (Brad Kerr is on developmental editing duties here along with my friend Amanda P) can do with a project like this. It’s a very culturally specific project — it’s inspired by Jewish mysticism and real events that occurred in the western Russian Empire.

    Up front, this doesn’t go easy on terminology. I have a cold as I’m reading this, so maybe I’m a bit impaired with my memory right now, but despite using the sidebar to define all uncommon terms (by the third page of text we have Dybbuk, Venne Velte, Parnas, Estrie and Mazzikim), I initially struggled with wrapping my head around these unique — I assume rooted in Jewish culture and folklore — terms. If you aren’t familiar with the terminology, you’re going to have to put in some work. On the other hand, this declares itself loudly and early for what it is, and I really adore that in any module. The first three pages feel self-indulgent and unashamed, and if we want to talk about making modules as an art, unashamed incorporation of the soul and spark of the author are key elements to me; this screams it from the rooftops.

    The information design in entries is clearly based on Anne’s Landmark, Hidden, Secret framework, which any listener of Between Two Cairns will know that Yochai is a big fan of. It uses special bullets, which is a neat approach but not quite as clear or flexible as the approach taken in Nightwick Abbey. There are fourteen named NPCs, each with about half a page of text devoted to them, but to be honest that overstates the wordiness: It’s a one line description plus a few dot points of information on them or secrets they know; all presented as the kind of stuff people gossip over at the Tavern House. These NPCs are easy to handle and are largely people I’d enjoy embodying.

    There are two major “mayses or folktales”; these are basically major plots that run across the whole module, that take the form of mysteries. I like these, but they don’t fit my own understanding of folktales so the titling didn’t sit right with me: In my opinion, better to stick with “mayses” and lean into the theme as it does elsewhere, else add in a clearer description like “plots” or “mysteries”.

    It’s not clearly stated but it’s implied in the Shtetl description and in the timeline that the action is supposed to take place over about a week, with advancing time clearly marked by progression of a particular holiday over the week. The location descriptions are not tightly bound to a structure and hence are really useful: The market varies by time, for example, but the tavern has a menu and gossip. I enjoy bespoke entries with familiar core structure. The descriptions however are neither numbered or alphabetical, and I can’t figure out what order they’re in — it’s not following streets either on the map. This makes it hard to reference, despite the well signalled headings. I’m sure there is a structure here, but might have been best outright stated.

    The structure loses its cohesiveness as a result of this, combined with the unclear differentiation between town, out of town, the Blue Forest and the wider area. An extra layer of headings, some illustrations or spatial usage, could have clarified this. I’m on my phone and this would be easier in print, but I’d still have to be flipping to and fro to figure where I am. In a later section, a mini map is used for a very small nine-room dungeon; this also could have been used to good effect to clarify here, in my opinion.

    That nine-room dungeon — the Tree of Life — is a fascinating design, though. I’m not sure if this would translate to the players, but as a referee it feels mystical in a way few magical spaces in modules achieve. Part of this is its design around a familiar real-world mystical shape — the sefirot — and it appears a lot of thought has been put into conceptualising the spaces as both lair of a big bad and as ceremonial space used to summon magic. Very, very cool stuff, and I was a little incredulous when the idea was first presented to me.

    In terms of the writing itself: Workman-like but clear and easy to use. It never reaches the heights of Siew, Gearing or Yaksha in terms of pure oozing personality, but it works to achieve some real strength, which just happens to be one of the most important aspects of module design for me: These places and characters are full of interrelationships, that pull you in multiple directions until as players the hardest part isn’t knowing what they could do next but choosing what not to do. It’s a sandbox in the truest sense: There is no lack of things to do and no doubt as to how to pursue them. It presents the facade of being a real place so well that in play you’d choose to just go to the tavern and chill with the locals. I cannot understate how strong this positive is: There are only a few writers working in this space, and I’m excited to see more work done here.

    We have three people on layout here, which I’d assume is too many cooks for one broth, but honestly most of this book is pleasing to the eye and extremely usable; I’m just surprised the larger navigational issues were missed. This feels reflective of a breakdown between the information design and the layout, which resulted in the incoherent sectioning I mentioned above earlier. This is as simple as changing approaches to headings or adding a section footer or header to help with navigation! It’s fully illustrated and laid out in a 2:1 column layout not dissimilar to the Explorer’s Template. The art is cartoonish, clean line work that really suits the otherwise clean lines. I really, really adore the cartography by Ezra Rose as well, which treads a line between the cartoonishness of the artwork and usability. The main negative of this cohesive aesthetic approach is that none of this art screams “turn the book around and show the players this image”; but y’know, I think I can live with that.

    Overall, I have some conflicting opinions here: The cohesiveness of the module isn’t great from an information design standpoint point; I definitely couldn’t run this off a digital file, and I think if I printed it I’d have to label or colour code different sections to help with navigation, especially with the unorthodox location ordering. For this reason I think it’s a mistake to make the print as beautiful as it’s promised to be; it’s too pretty to be amenable to making up. But Beyond the Pale good enough at the nuts and bolts that I’m trying to figure out how I can bring it to the table. The setting is unique enough and successful at communicating why this tale could only be told through this cultural lens that I’d be excited to play through it, as well, which is saying something: It’s rare that vibes give me a strong urge to bring something to the table, but this really feels like something special.

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  • Sphereclipping Brainstorm

    I decided to read through all of the supplements and write down the compelling stuff that I’ll riff on for the zine:

    Random thoughts

    • From the Complete Spacefarer’s Handbook:
      • Groundling is a great name for non-aether-farers
      • Krynn has a spacefaring population: Draconians and Krynn minotaurs.
      • Gnomes make clockwork ships 10/10
      • An Egyptian god, Ptah, has gotten loose in space and has a fanatical monotheistic cult now. 10/10.
      • Smith’s Coster is a trading company; Gaspar Reclamations is a magical artefact locating company
    • Practical Planetology is a bust, except:
      • Planets are split into elements, which means there’s an interesting thing there where I could use pseudoelements and have them substitute for the elemental planes too, just like phlogiston is substiuting for ethereal plane now. It’s a neat way to excise the planar structure at make room for Spelljammer, while leaving space for Planescape setting supplements later than centre around heavens and hells and sigil in particular.
    • Legend of Spelljammer is a bust, too, although this big Spelljammer is a cool location that might be a fun module
      • The acknowledgements all get nicknames Steve “Old Man” Winter etc. I should do this for AFD.
    • Setting-specific Supplements (I’ll do all three of these at once)
      • It’s weird to imagine that every setting has a solar system with active politics to me. Not a good idea.
      • Literally nothing interesting in Greyspace for me
      • Love that Elminster has a space hideout
      • Love that there are inhabitants of the sun in Krynnspace, efreet and “helians”. Krynnspace really doubles down on the elementals in space theme.
      • The fact the planets in Krynn are gods on Krynn seems like a massive missed opportunity to include starbeasts or something weirder like living planets
      • Asteroids connected by magical glowing ribbons of light you can walk on is also an exceptional idea
      • So are black clouds, the essence of evil people who died in wildspace. Cool weather idea.
      • Honestly why is Krynnspace so much better than the other two hahaha

    System generation

    Spelljammer really wants to be Traveller, or at least lacks the imagination to be something else; it’s super concerned with creating a realistic solar system, but does this less elegantly than Traveller did a decade earlier. More interesting than adapting that is probably to actually map out a solar system with all our faux 2nd edition settings assigned to planets, come up with a random encounter table that with perhaps a unique entry depending on the planet you’re closest to, and stick a bunch of these cool spacey locations in it.

    Other supplements for Spelljamner

    I don’t really want to read the modules, and aside from them I’ve read everything now. I’m writing a zine, not a line. There are some things in Spelljammer I’m going to steer clear of, mainly because they’re boring:

    • Common heritages that occur on major planets (elves and stuff)
    • Star trek analogues in space. I can’t imagine making the space viewer work for example, without making it the center of gameplay in a way I’m not really interested in.

    And things I’m going to lean into:

    • Swashbuckling
    • Pirates
    • Evil British
    • Popular science fiction analogues like Alien, Predator
    • Cool space scenery
    • Using space as a way to incorporate some of the harder to conceptualise planar lore, like elemental planes and ethereal planes, leaving astral planes and the heavens and hells for the planescape zine
    • If there’s not evil space-monks with light swords I’ve failed Spelljammer, really, haven’t I?

    Ok, so my to do list is:

    • Example ship list with cool captains
    • Solar system
    • Bestiary
    • Heritages
    • Playtest the combat rules

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  • Rules Sketch: Sphereclipping

    So, the Advanced Fantasy Dungeons community is booming in the aftermath of its release, and a lot of the people there are excited to adapt some of their favourite 2nd edition settings to AFD! It’s been suggested we use space as a connective tissue, so I’ve taken the mantle of writing some rules to cover it.

    The Spelljammer rules are a mess. Let’s reimagine them as an analogue to the current rulesets, and pare them back to as little as we can to keep up the flavour. The biggest gap, for me, is that there is no weather tables for the phlogiston! I’m renaming that aether, just because phlogiston bothers me deeply, but if there are objections, I can flick it back to phlogiston. I’ve mainly drawn from Adventures in Space and Astromundi Cluster here, because the other supplements were setting specific.

    The Aether

    Every planet is unique. You travel between them using a Sphereclipper, a magical ship that can travel through the aether. A sphereclipper needs enough power to break through the membrane — known as a sphere — that stops the aether from drowning everyone on a planet, and it needs something to power its flight through the aether, which has a consistency slightly thicker than water. In the absence of any other power source, ships can travel on the unpredictable aetherial currents, which draw you inexorably towards the nearest sphere, unless you’re in a void, a place between the currents. Voids are usually filled with planetoids or asteroid belts that are often inhabited by aether-faring creatures.

    Each ship is assigned a captain, who takes the helm, and a crew. For each member of the crew, a single attack can be made, up to the number of weapons that are facing the target. A ship without a captain cannot move.

    Battle

    Each ship needs a token, with a fore and aft. If two or more ships are in battle against each other, place a six-sided dice between their tokens on the table. This is their distance.

    All movement is relative. If there are two or more ships, you must choose which ships your movement applies to; as you are moving in three dimensions, you can move a distance relative to three ships but not a fourth, for example, however, remember that ship movement is an abstract approximation.

    Each turn, all ships roll their speed die, either a d4 for slow, a d6 for average, or a d8 for fast. The highest roll has moves up to the difference between their die and the second highest; the second highest roll has moves up to the difference between their high and the third highest, etc. For each move, you can either close the distance, increase the distance, or you can tack to turn 90 degrees to aim your cannons.

    If the distance is reduced to 1 between any two ships, they are at boarding distance. If the distance is increased to 6 between a ship and all other ships in the battle, they are at escape distance and can exit the battle without hope of being caught.

    If you are moving away from a ship with your aft facing them, you can use charges or mines to reduce their speed or damage their ship. If you are facing a ship within range, you can use your sternchaser to damage their ship or injure their crew. If you are tacked relative to a ship, you can use your cannons to damage their ship. To attack, the marshal

    If a ship is tacked relative to your attacker, they are more likely to be hit, and their attacker rolls with advantage.

    Ship weapons are described as normal weapons, except that they cause siege damage. 1 point of siege damage is worth 10 points of standard damage. Ships are only affected by siege damage. They have a range between 1 and 5. Their position on the ship determines their effect. The ship description determines the number of guns available.

    Fore attacks can be aimed at crew members. A crew member hit will be reduced to 0 HP, however a crew member is unlikely to be hit: Number each crew member and roll 1d20. The crew member rolled is hit.

    • Rams (1d8, siege, range 1, charge, fore)
    • Harpoons (1d4, siege, range 1, grapple)
    • Mines or greek fire (1d8, siege, range 2, aft)
    • Charges (reduce speed by 1, range 2, aft)
    • Short guns (1d6, siege, range 3)
    • Cannon or ballista (1d8, siege, range 4)
    • Long gun or catapault (1d4, siege, range 5)

    Rams require the player to charge, that is to move 1 prior to making the attack. Harpoons cause a grapple effect; until action is taken to remove the bindings, the two ships are bound together.

    Ships

    • Name
    • Description Indicate power source in here
    • HP (Armour)
    • Travel speed (H, C or D) Indicating half, cruise or double.
    • Attack speed (d4, d6, d8)
    • Fore (#) / Aft (#) / Side (#) Indicating number of guns
    • Cargo (#) Indicating amount of cargo

    When designing a ship, your speed determines your weight: Double speed ships are lightest: 1 weight for d8, 2 for d6 and 3 for d4, followed by cruise speed ships: 4 for d8, 5 for d6 and 6 for d4, then by half speed ships: 7 for d8, 8 for d6 and 9 for d4. Your weight determines the amount of guns and cargo you can carry, up to that number. A half speed ship with an attack speed of d4, can carry up to 6 guns (a fore, aft, and 2 on each side!), or cargo instead (a fore, aft, 1 cannon on each side and 2 cargo). A ship can mount half a set of guns on a single side, causing half damage. A ships HP is equal to its weight, x 5, and a ship can board crew up to its weight. Ships can expend a cargo for a special ability.

    Travel

    In your cargo, you need rations for your crew. 1 cargo holds 10 inventory slots, so 1 cargo of rations will last a crew of 10, 2 weeks.

    A half speed ship travels at half speed, a cruise ship travels at normal speed, and a double speed ship travels at double speed. Unpowered ships drift at quarter speed towards the nearest planet.

    Most actions taken while sailing through the aether take one day. A day proceeds as follows:

    1. Expend a power, or drift.
    2. The referee rolls the exploration die.
    3. Expend a ration, or spend 1d6 HP.

    The exploration die is a 1d6, +1 per day with no result, interpreted as follows:

    1-4 Nothing happens
    5-6 Aether encounter
    7-8 The weather changes
    9 Spells expire
    10+ Shore leave required

    Follow the basic procedure until each PC resolves their action, transitioning to other procedures as appropriate.

    Repeat the cycle as long as the PCs are sailing in the aether.

    Aetherial Weather

    The lack of support for aetherial weather is a travesty, but I really can’t find anything interesting in terms of weather. I’ll pad this out later, I think, because it’s getting late.

    Aetherial Encounters

    There’s some weird stuff in the Clusterspace supplement that I think I’ll note: Dead rocks are asteroids of undead bound together. Gasteroids are asteroids made from flammable or fast-growth-causing gas. Iceteroids are made of ice; living asteroids are groups of psioncisists that meditated for so long that rock and ice formed around them; infinity vines are black vines that recoil from shadowstone and entangle ships; sargassos are areas where no magic functions; they usually have a visible boundary or a central beacon that they emanate from; temporal fugues distort time forward or backward; wrinkles are portals that link two places and are hard to detect; vents are one-way wrinkles. Starbeasts are iconic, and carry damned planets, they’re an excuse to include Discworld and things of that ilk in Spelljammer and we should lean into it.

    Aether-faring Folk

    Fascinatingly, Tanari’i first appear in a Spelljammer supplement, it seems. The idea of demonic pirates that sail the aether is compelling as hell to me. I’ve previously thought that Thri-Kreen feel out of place in Dark Sun, and AFD already has Manscorpions, so harkening Thri-Kreen back to their Green Martian origins and making them aether-faring also seems compelling to me; I’d scrap Neogi for this reason I think. Dowhar are space-faring bird-people, and if ever a bird-people belonged in AFD it’s in space, in my opinion. A great foil for the giff, which are iconic and need to be incorporated (interestingly, they only appear in realmspace); honestly I like Giff, but it’s silly considering them all warriors, they should just be space British, right? The Arcane are boring illithid-likes, and should be scrapped or should replace illithids. Illithids as an aether-faring race has always fallen flat to me, mainly because I don’t feel like they should be hanging out together, they feel like a solitary evil. I’ll have to reconsider illithids if I want to include them. Actually, more interestingly: What if Illithids and the Arcane are the same, but when Illithids aren’t exposed to aether, they become evil and in need of rescuing. That’s a hot take. That, let’s do that. Dragon-centaurs are not as cool as Draconians and are still more cool than Dragonborn, so let’s put Krynn’s draconians and put them in space. Celestial dragons are 10/10, definitely should hang out in space. Same as space whales. Maybe they can be smushed together. Krajen are tentacle-creatures that live in space, basically that thing in the Force Awakens, and yes, we obviously need a xenomorph to put in space, just like we need a predator, although I’ll have to look further afield I think to find who a predator will be.

    Ok, that’s today’s thoughts on Sphereclipping. I’ll try to playtest this little board game to make sure it works well enough to throw out there, and then I’ll start work on the worldbuilding. I’m actually excited to do some worldbuilding in AFD. Thanks AFD discord for getting me excited about bonus AFD content!

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  • Advanced! Fantasy! Dungeons!

    Hey everyone, with greatest of thanks to the volunteer labour of Hodag and J Tucker White, Advanced Fantasy Dungeons is now available and in the wild!

    Click here to pick it up for free (or donate! I always need a few dollars!).

    It’ll be available in print, soon, but remember: It’s a playtest! It’s really quite bizarre finally putting this out in a presentable form to ya’ll, as it’s a project that started almost exactly 2 years ago, here, on Playful Void, when I decided to closely read AD&D 2e, and found surprises there. Probably the longest turnaround on a project I’ve ever had!

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • Bathtub Review: Lorn Song of the Bachelor

    Bathtub Reviews are an excuse for me to read modules a little more closely. I’m doing them to critique a wide range of modules from the perspective of my own table and to learn for my own module design. They’re stream of consciousness and unedited critiques. I’m writing them on my phone in the bath.

    Lorn Song of the Bachelor is a 48 page module, with simplified stats that cover a range of retroclones, by Zedeck Siew, with art by Nadhir Nor. It’s a bit challenging to categorise: On a background of conflict between a colonising company and the local culture, the Gleaming Fins, a monstrous crocodile wreaks havoc, and the key to resolving this three way conflict lies in an ancient recreational center that has been warped by the psychic power of the crocodile. It’s a dungeon-crawl, to be sure, but there’s a lot more to it than that, and the lead-in to the dungeon itself is some of my favourite writing in a module. A bit of context here: I was actually doing a close read of Lorn Song of the Bachelor for a guest spot I did on Dice Exploder last week, and I realised that I’d never reviewed it and now, while I was immersed in it, was probably the best time to do so. So I wrote this in the days following that recording, and I’ve put off publishing this until after the episode comes out, as there is some overlap, and I wouldn’t want to steal any of Sam’s thunder.

    Lorn Song of the Bachelor is a beautiful 48 pages. Published as a book, it’s zine length, and between its generous white space, Nadhir Nor’s artwork that often feels sparse despite being abdundant with detail , and the bold headings I suspect that by word count it could have fitted in half as many pages. Some people would rail against a module being ‘padded out’, but not I. I think because of the layout by Dai Shugars, it absolutely sings. A module that would be hard to read in shorter format due to its density, is a pleasurable narrative read, as well as being useful to play by virtue of clear headings and consistent patterns with regards to locations and descriptions.

    Zedeck’s word choices are subtle and intriguing, drawing you inexorably towards the final room of the dungeon, creating a symmetry between world, dungeon and monster that is beautiful, makes the world easier to understand, and enables an interactivity with the way the players interact with the world that is without peer here. The only negative here, is that the best way to read this book is not at the table — which is my preference — but rather to read it cover to cover more than once before you bring it to the table. But it’s readable from cover to cover given its brevity and the compelling writing, in a way that modules rarely are.

    The reason Lorn Song begs to be re-read is because its dedication to terseness and to interconnectedness is difficult to appreciate a first read. It is possible, if you played this directly from the book, that you’d experience some of this interconnectedness emergently, as it’s very intelligently ordered to facilitate a sense of narrative throughout a read, and so you’re likely to encounter certain facts in a certain order. But I suspect multiple read throughs, and having the referee truly immerse themselves in world that is created in Lorn Song, would result in a more integrated and compelling experience.

    Normally, I’d quote the words of the module here, to prove that indeed the writing is beautiful, but a great deal of the beauty in Lorn Song is hidden under the surface, with certain aspects of the writing being deceptive in their apparent simplicity, but revealing layers in the context of the whole. It is rare the sentence or clause that doesn’t feel chosen very particularly. A few lines will often up-end the entire work, but similarly, if you miss those few words, your experience will be unique. and perhaps not as intended.

    In comparison to some other works of Zedeck that I’ve reviewed, Lorn Song is discreet and unselfconscious, and I sense conflicting trends in his writing: Lorn Song offers very little except for its words and its arts, making a little accommodation for statistics. It does not tell you how to run it, it does not talk about itself. It does not defend its choices. It simply is. In contrast with more recent works like Roach God, which provide rules and methods and explanations, it is silent about itself. In such a way, it kind of deserves the beautiful treatment more than Roach God does, which, despite the glories it does reach at its best, at its worst feels like a grab-bag of goodies from a beautiful home game, rather than an independent and coherent work. Lorn Song stands strongly, on its own, and asks you to interpret it.

    And in the way that the best art does, Lorn Song makes me ask questions about why it is the way it is. For example, page 22 is spent on a short series of tables that together describe the passages you pass through in the dungeon that follows, known as the Old Ruin. There are more words spent on describing these passages, than are spent on any given room in the Old Ruin, although the rooms are given more space and illustration. Why is this here, I wonder? Is this intended to suggest that the journey here is more important than the destinations detailed ahead? This choice comes at significant cost to the referee and the other players, in this case: The referee must spend their energy generating and synthesising some quite wordy descriptions, and the players lose information that might inform them about the rooms ahead.

    Certainly there are missteps here. While Zedeck’s writing is a hugely redeeming factor, there a number of generators here — one for Gleaming Fins folk, one for medicines — that would be best refashioned as more specific and briefer sections. There is a bestiary at the back, which has been relegated there for the sake of payout, but which renders the text a little less useable (although this is a common foible, and I forgive it this because it makes for such a compelling and readable module).

    The one place that Zedeck speaks about this work is in his notes, on the last page before what I suspect is the inside cover. Here he lays out his thesis in the open-endedness and subtlety that the text displays so far. This defence is buried in the center of the notes, as it opens with an explanation of the Bornean story upon which Lorn Song is based and ends with a suggestion to support Bornean creators. But it’s the kind of brief and intelligent defence that doesn’t do the text any harm in its explication.

    Lorn Song of the Bachelor is not Zedeck Siew’s most ambitious work, and hence does not reach the heights of Reach of the Roach God, but it has a directness and unselfconsciousness to it that I find incredibly charming. I saw a quote once, and I cannot remember who to attribute it to, or the exact words, but it was along the lines of “A film-maker will keep making the same film, over and over again, for their entire career, trying to find what drives them to make it”. Lorn Song of the Bachelor feels the purest representation of whatever Zedeck has been attempting to make, and I look forward to what future attempts might look like.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

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