Monday, February 27, 2023

Fantastic Detours - Frontier Scum

Frontier Scum is a fantasy “acid western” tabletop role-playing game by Karl Druid, published in 2022. The subtitle reads, “A Game About Outlaws Making Their Mark on a Lost Frontier”, a description you might find typical of any classic American Western work. For its part as a game manual, it’s totally serviceable. Character creation evokes the flavor of a weird Wild West, especially with the different tables for characters’ background and equipment; it’s pretty fun! The math is standard for a light-weight game, even if the rules use too many four-sided dice for my liking. There is a spread dedicated to hunting and foraging on the frontier, which I adore since I like having minigames on the table. The layout is stunning, looking like an old-fashioned catalog (update: mistakenly attributed it to Johan Nohr!). All in all, it’s nice. What was I going to write about?

Oh yeah! In my first super duper serious blog post, “Towards Better Critiques of Games”, I said the following [1]:

All sorts of liberal-minded people in this scene can readily accept that the fantasies modeled in games are representations of meta-game fantasies, whether racism or sex or imperialism or whatever else. However, this sort of analysis is always accompanied with the moral obligation to select socially appropriate fantasies, or fantasies which are adequately censored and confined according to the scene’s expectations. For example, the old school dungeon campaign is taken to be an example of racist and colonialist aspirations, and the solution often proposed is to substitute inhuman monsters for rich people who deserve to be burgled or killed.

This analysis is not interesting to me for the following reasons: first, it is a moral analysis which is satisfied with a critique of games only insofar as they deviate from acceptable mores; second, it is a content-wise analysis which is blind to the structures of the games’ fantasy, and so it is satisfied to replace the explicit content without considering its symbolic structure. It is satisfied with the substitution of dungeon crawls with mansion crawls, despite the underlying petit bourgeois fantasy of thriving outside the system. It is satisfied with an uncolonized America composed of indigenous republics and empires, reproducing the same modern fantasy as an eternally pseudo-medieval Europe with the birthmarks of an idealized Wild West.

I have a particular interest in texts which, despite making conscious and unsubtle efforts to avoid certain conclusions, still end up reproducing the presuppositions they’re trying to run away from. This is often because they oppose things on an aesthetic basis, but their underlying patterns of thought and belief align with what they think they oppose. In particular, some texts posture themselves as anti-capitalist or anti-colonialist or anti-this or anti-that, but a superficial understanding of what constitutes those things results in works that are yet stamped by capitalism and Eurocentrism and so on. I find certain aspects of Frontier Scum to fall victim to its own presuppositions about capitalism, turning the Wild West into a monopoly-busting fantasy that puts cowboys back in the protagonistic spotlight.

The Wild Wild West!

The goal of Frontier Scum’s setting, according to co-author Brian Yaksha, is to depict the social circumstances which ran rampant in the Wild West, without depicting the atrocities to which those circumstances led [2]. After all, it would be a downer to adapt Blood Meridian to tabletop theater, or otherwise to depict the genocide against American Indian peoples by American settlers in general. Does Frontier Scum accurately depict the circumstances or motives which might have led to a slaughter of indigenous people if there were any in the setting? Or, to speak more generally, does it offer an alternative weird Western setting which is faithful to the historical reality of the Wild West without being morbid? Does it accurately analogize the Wild West?

The city swells, bloated by the teeming and exploited masses living and dying by the whims of the Incorporation.
This foul profiteer collective leers over the Lost Frontier, avaricious as a buzzard above a field of ripe corpses. Not a single soot-blackened coin is spent in Covett City that they do not profit from. They rule the Incorporation, and the Incorporation rules the modern world. Every building in the city, all industries, all ideas any dare to dream are theirs to lease and to plunder.

All manner of earthly, artificial delights are crafted in their haven of hedonism and endless consumption. This city, Covett City, this factory capital of the world is subjected to countless, untold atrocities and experimentations, both industrial and technological, that ensure the Incorporation’s monopoly and supremacy. Everything can be made here, no tradition is safe from facsimile or counterfeit, and anything not found in stores can be ordered bespoke from an indentured artisan and delivered by debt-shackled courier.
To ensure the endless material hunger metastasizes throughout the Lost Frontier, roiling trains shriek through Cathedral Station like knives in a swine.

Frontier Scum, p. 4.

I don’t think so. Frontier Scum presents a very different social context than can be said of the Wild West. Rather than settler colonists conquering and expanding into a ravaged frontier, the setting lays blame at the feet of an industrial monopoly called the Incorporation. The description of the company city run by the Incorporation, unsubtly, evokes the image of cyberpunk dystopia with a frontier veneer. The narrator snidely comments on the city’s (“earthly”, “artificial”, “hedonistic”, “endless”, “facsimile”, “counterfeit”, “material”) consumerism (p. 4). Although the American South might not be a stranger to industrial projects—see the classic folk song “Sixteen Tons” from which Yaksha likely drew inspiration—mass production is a stranger to the agrarian Wild West as a literary genre and a historical period. Even more anachronistic is mass consumption, especially when historically it has been predicated on a base of consumer-workers with enough revenue and a desire to purchase mass-produced goods. Who is buying “all manner of earthly, artificial delights being crafted in their haven of hedonism and endless consumption”? Likely not “the teeming and exploited masses living and dying by the whim of the Incorporation” [3]! It’s hard for there to be modern capitalism in one city, when it depends not just on a division between the city and the countryside but also between imperialist and periphery markets (to mix up the language of Lenin and Wallerstein).

Even accounting for these differences in specific historical circumstance, what is described is not an adequate analogy for the social circumstances of the Wild West. Most famously, the Wild West was not all driven by industrial monopolies who sought consciously profit over people, but by families and individuals who settled the land to establish homesteads or otherwise create a living for themselves (often escaping the more dire economic situations on the East Coast and in Europe, i.e. to avoid becoming proletarians). Again, without there being mass production, these people were not really employed by industry or slaves to consumerism. They worked their own land—which they dispossessed from American Indians—or became small shop owners or opportunistic gold diggers or bounty hunters or itinerant ranchers. To me, substituting these situations for one ruled by industrial monopoly ignores that the Wild West is a perfect example of how capitalism operates outside of (or prior to) mass industry, instead being composed of self-employers and self-sustainers. A reality where the unconscious dynamics of capitalism are driven by competitive (and unwitting) individuals is replaced by an intentionally evil big bad corporation. Moreover, whereas cowboys are typically the representatives of the American West in all its colonial expansionism, here they are primed to oppose what is supposed to be analogous to the colonial expansionist force. The metaphor seems mixed up, to me, and more importantly it’s just not representative.

The Moral, Moral West

I think this speaks to an unwillingness to view capitalist dynamics beyond some moral code. A moral stance against some notion of capitalism—specifically a notion which is already predetermined to be ‘bad’—is not only often fine with capitalism as such [4], but it is informed by bourgeois moral systems which developed precisely to rationalize and maintain bourgeois relations in society. This is apparent in the snide denigration against the Incorporation for being greedy. Greed is not an economic category, but a moral one which entails stepping over certain social boundaries for one’s own gratification. To charge the monopolists with greed is not to critique anything specific or inherent to capitalism, but to express disapproval at someone or some firm doing it wrong (morally, socially, etc.). Many real-life robber barons indeed took it upon themselves to be big-shot philanthropists to avoid repercussions for their treatment of workers. President Roosevelt’s monopoly-busting policy, likewise, was specifically to avoid anti-capitalist revolts on the part of workers, indicating perhaps that monopolies are destructive of capitalism in general even if they are profitable to themselves. The narrator’s emphasis on the company’s greed and the city’s hedonism, then, is not really a critique of the Wild West or of capitalism in general at all. Yet, perhaps fittingly, it aligns well with a traditional cowboy’s view of an ostensibly decadent modern world, his rationale to go out into the frontier to seek his own fortune.

What I find particularly worrisome in political circles is an inability to not recognize capitalist dynamics unless they are most obviously in the context of mass industry. The Wild West was, of course, a product of an emerging capitalist world order. Euro-Americans settled westward and brought with them a modern ideal of self-sufficiency and homestead economics; they also conquered land and resources from American Indians in order to do this, which might be considered some form of primitive accumulation. How well does this setting map onto a modern industrial one? Let’s be more specific: do the moralist criticisms against unquenchable greed and monopolized power make sense when applied to the American West? Not really. Who’s the centralized, organized power calling the shots? Was anyone at that point in time, in that part of the world, really motivated by “number go up”? Where’s the big corporations and where’s the number-crunching stockholders? How many people in these isolated settlements were engaged in industrial wage labor [5]? We are getting further away from the point but I hope it is clear that there is little similarity between the Wild West and modern capitalism, with respect to anything resembling mass production or mass consumption which constitute the latter. Instead, we’re making up fictional evil monopolies to make unsubtle, snide remarks at, as if they were real criticisms made against real historical actors. There is no connection I see, or at least not one where the stated moral concern against one reasonably applies to the other [6].

There is not much useful about a moral critique anyway. There is no analysis of how capitalism works or how it came to be, often because the perspective of the critique is not by anyone who has anything to gain for themselves from challenging the situation (and articulates it as such), but from someone who sees themselves as above it all. This seems especially like a lost opportunity when developing a setting inspired by the Wild West, which is a transitory period between pre-capitalist indigenous societies (and some pre-industrial colonial societies) and modern capitalist society. Rather than delving into the social factors which specifically made up the American West, Frontier Scum obscures them in a state of eternal industrialism which is deemed immoral by nature [7]. Why not focus the setting instead, for example, on self-motivated gold diggers who manage to wreck the area for their own gain without any organized efforts among themselves? It’s very simplistic, but the ‘unconscious’ mechanisms of a pre-industrial (and non-monopoly) capitalism are at least in play. Players can then observe, participate in, or try to overcome the social dynamics that are bigger than any one individual or firm.

Literary or Political Critique?

A lot of the above sounds more like a political critique of the text, which might as well be in-universe or diegetic, rather than a critique of the literary technique employed in writing it. It is not a fair assumption to make that the text is reflective of any actual political sentiment, any more than it would be fair to say Star Wars is fascist because it has stormtroopers. My goal instead is to show that the text does not meet its own aims, by being inconsistent with its external expectations or with its own internal logic. We have seen the former in discussing how the setting presented does not map very well to the Wild West, lacking any of the specific social (economic, political) factors which distinguish it from other time periods. Why does it matter, then, that after establishing this mass industrial setting, the text reproaches it for greed and hedonism?

The text postures itself as a political-via-moral commentary on the setting; that is, the text makes subjective statements about the world it describes, with the aim to condemn whatever it is creating. This is, on one hand, Yaksha’s stated intent with developing the setting: to try to depict what he views as the worst tendencies of the Wild West without directly depicting its worst atrocities (though I do not think the setting succeeds at this, as discussed). Yet it is also apparent from the text itself, which cannot help but describe the Incorporation as “foul” and “avaricious”, it being a “haven of hedonism and endless consumption”, it having “untold atrocities and experimentations”, it producing “facsimile and counterfeit” goods (p. 4). It uses such redundant language as if to make sure you don’t get the wrong idea. Seeing that the text emphatically denounces its subject, and knowing that we are working with a pseudo-Western setting that is apologetic for being so, we can extrapolate that the text is setting up an antagonist for the reader to dislike, expecting to find common ground against corporate greed and mass consumption.

So, once again: are corporate greed and mass consumption typical associations of the Wild West? Not in particular. However, let’s consider the implications of the attempted association. Both the Wild West and mass industry (including both production and consumption), whatever those things are, are bad. They both exhibit violence and expansionism, whether of settled land or of money. They share capitalism in common, whatever capitalism is—and this is the anchoring point if you were attempting to analogize one thing as the other, since you would need to decide what makes sense to carry over from one form to the other. My hunch is that the common ground, capitalism, was defined in terms of those moral categories (greed and hedonism) and it was on this ground that an analogy between the Wild West and mass industry seemed appropriate. This elides any specific dynamics of the Wild West which distinguish it as a historical period, and also obfuscates the historical development of capitalism between then and the period of mass industry (where, by capitalism, see [4]). This elision causes Frontier Scum to falter as a Western or as a meta-commentary on the Wild West, as genre or time period. Instead, it attempts to be a meta-commentary on mass industry, at which it also falters for the reasons mentioned.

Conclusion

If the stated goal was to emulate the social circumstances of the Wild West, I think the setting is off-base with respect to both intent and product. It is possible to depict the social circumstances of the Wild West without portraying atrocities or having to play as a settler. The attempt in this book just seems misguided by an unimaginative, moralist perspective of what constitutes capitalism in different forms throughout history. Must all critique of capitalism be reducible to cyberpunk stereotypes of big corporations, mass production, and ‘hedonistic’ consumerism? Aren’t there more relevant tropes at hand to deconstruct the Western [8]?

Frontier Scum’s setting tries to have its cake and eat it too, by presenting the dynamics of the Wild West as antagonistic while yet locating its protagonists in the figures of individualist, anti-system cowboys. It gives the impression that rather than critiquing the Wild West as a genre or as a time period, it is trying to find a way to afford the enjoyable parts of the Wild West genre without being ‘problematic’. I imagine that few people will want to spend time playing cowboy in the big cyberpunk city, so it might just not factor all that much into play, but it’s a decision that undermines both generic expectations of the Western and any internal critiques thereof.

I wrote this a very long time ago, maybe one or two weeks after Frontier Scum was published. I did not post it then because I did not want to start negative discourse surrounding its release. None of this is intended to attack (or “call out”) the politics or character of the author. Seeing how texts such as these attempt to emulate, model, or echo history is simply an interest of mine. I think it says a lot about how history is viewed or, even, produced if we take history not as the past itself but as a narrative about the past. In fact, I have a positive review down the line about a historically inspired zine that (in my opinion) better reproduces the social dynamics of its period, or at least puts the players in a better position to explore those dynamics.

Still, as I have said before, these sorts of texts are not really politically impactful anyway. Analyzing them feels like playing with dolls (or whatever you prefer). Maybe it serves as practice to acquaint yourself with thinking critically in general, but I am not writing this for practice—I am writing this for enjoyment. It feels creative and enriching. Isn’t that reason enough? Who knows.

Footnotes

[1] B., Marcia. 2021-05-26. “Critique 1: Towards Better Critiques of Games”, Traverse Fantasy.

[2] Yaksha, Brian. 2022-07-19. “This is also not the real world; this is not some ‘weird west’ where a lot of really bad takes and appropriations are taking place. This is another world which has reached this grim, vicious, brutal period of technology, exploitation, and desire for dominion over the earth.” Twitter thread.

[3] A relevant passage by Debord on the topic of industrial versus post-industrial (consumerist) societies:

Modern economic production extends its dictatorship extensively and intensively. In the least industrialized places, its reign is already attested by a few star commodities and by the imperialist domination imposed by regions which are ahead in the development of productivity. In the advanced regions, social space is invaded by a continuous superimposition of geological layers of commodities. At this point in the “second industrial revolution,” alienated consumption becomes for the masses a duty supplementary to alienated production.

Society of the Spectacle, p. 42.

[4] A working definition: a society in which commodity production predominates over other social relations in the spheres of production and distribution. I know it's annoying to specify, but it can be just as annoying to get the wrong idea across.

[5] The main analogy I can think of is the First Transcontinental Railroad, commissioned by the United States government and carried out by three railroad companies. However, it was precisely this big project which began the modernization of the American West, bringing with it immigrant wage laborers and manufactured goods from the East Coast. It led directly to the end of the cowboy “industry” since cattle began to be transported by rail instead, and they were no longer kept on open ranges. The end of the frontier is not unknown to the Western genre, and yet it is not really referenced in Frontier Scum.

[6] Yet what I find very interesting is that the narrator doesn’t seem to find these outcomes specifically even to the big bad evil monopoly, but he ascribes them to humanity in general. When discussing the Scree Knives:

But humanity’s infinite hubris still seeks to claim dominion wherever it treads. Many religious sects come here seeking Providence and freedom to practice their heresies while gazing contemptuously down upon creation.

Frontier Scum, p. 9.

Was this written in-character? Aren’t we talking specifically about opportunistic adventurers going to a frontier full of “untold treasures ripe for the plunder”? Was it humanity’s hubris that killed the buffalo? Is the Incorporation also an expression of intrinsic human nature? What does this mean?

[7] Keep in mind that mass industry itself is also a product of specific social and historical factors, and that criticisms of certain monopolies for greed came just as often from fellow competitors just as they did from workers and consumers. One of the big instabilities of modern capitalism is between the drive to generate more value and the necessity for free competition lest the economy fucks up (and workers start getting mad). This is one reason why the American government was so invested in union-busting during the early twentieth century, as I have mentioned above.

[8] I recommend reading this blog post (link) on Blog of Holding about how OD&D excels as a western game with its frontier politics, early modern economy, and ostensibly ‘monstrous’ inhabitants. Of course, OD&D relies upon having fictionalized ‘monsters’ against which to exert colonial violence, so it does not meet the requirement of not depicting real-life atrocities or analogs to them; however, the other parallels do more of the heavy lifting anyway.

There is also the Anti-Western literary genre, from which we get books like Cormac McCarthy’s aforementioned Blood Meridian. These books are often written from the perspective of the violent and chauvinistic cowboys (or wannabes), in an attempt to show where such attitudes really come from and where they bring people. However, this is done by exploring the extent and effects of such colonial or fascistic violence, which is not pleasant. Though I wonder if there’s an unwillingness on some people’s part to give up the cowboy as a virtuous or fun figure, such that they will try to find a way to make the cowboy the good guy again instead of taking seriously their own predisposition for the cowboy figure.

Tuesday, January 31, 2023

A Pinch of Salt: Churn Rate

Author: Ian Yusem
Artist: Sajan Rai
Reviewer: Dan D.
System: Mothership
Run as Referee

General Disclaimer: I share a couple discord servers with Ian and we've chatted on occasion.

MANHUNT

Manhunt is a alternate ruleset for Mothership where you play as the monsters, found as part of Hull Breach Vol 01. Four new classes are included: the Broodmother (your classic spawn-producing xenomorph), the Leviathan (gigantic ooze), the Anomaly (weird psychic egg-thing), and the Parasite (a puppeteer worm-centipede). I love these, and their art, and in practice they fulfilled their individual niches excellently.

Instead of gaining Stress, Manuhunt PCs gain Wrath - from killing humans, failing stat checks, and watching fellow aliens die. Hitting 10 Wrath triggers a mutation (some useful, some not), and resets the alien back down to 0. It's a nifty way to get around the general lack of tool usage.


CHURN RATE


I'll warn you up-front, I messed this one up big time - I was rusty as a referee, I was running it right from the book with little prep time, and I forgot a major component of the adventure. Some other factors made everything more of a mess, but those were mostly external factors without much bearing on the module itself. The players still said they had fun, though I can't say I agreed - or that it was entirely the module's fault.

First, the good.

The premise is great: the alien PCs have been captured by a corpo VIP to be imprisoned as trophies on her private space station, and they've just broken out of containment.

Layout is excellent: the adventure is two pages on a single spread, keywords are bolded, room contents are bullet lists. The map is clean and easy to read.

Now the bad.

Churn Rate involves engaging with a heavily-fortified location filled with well-equipped and well-coordinated enemies. You're stuck in tight quarters, with no means of exit (sans the one you need to the Executive's head to activate), and if any witnesses or evidence last an in-game minute the station goes into high alert.

My players immediately revealed themselves, and didn't manage to kill anyone - there were enough agents that, even if they had, the survivor would have sounded the alarm. An in-game minute seems a bit much to me - these are the security crew, they're going to have walkie-talkies.

So we ended up in a situation where the no alert stage wasn't even part of the session. Maybe this could have been avoided, but I think the root of the issue is present in the premise - these are security staff - they're going to have walkie-talkies. All it takes is one of them to hit a button and scream "security breach in [room name]!" and your cover is blown, immediate high alert.

While in the high alert state, all agent encounters are replaced by panicked civilians and the Executive you're after gets taken to the fortified saferoom with the guards stationed outside. I made my critical error here, and didn't make the agent -> civilian switch - the players had to fight through a near-constant stream of agents. It'd make sense, right? They know the aliens are here, split the crew between the saferoom guards and the squads hunting down the aliens.

An agent's standard weapon is a 1d100 damage chaingun, and they patrol in groups. I reduced them to one chaingun per pod, revolvers for the rest, out of necessity - even with the increased damage output and health-restoration abilities of the aliens, it strikes me as too much.

This got to be a problem when we factored in the party train. It makes a regular circuit of the station, visiting almost every room on a 2 minute loop. It's filled with partying corpos, security agents, and a mounted cannon, and it was an absolute pain in the ass every single step of the way. As soon as it was introduced, the players were constantly asking "where's the train?" Which wouldn't have been an issue if I had remembered to swap the agents out, but since I hadn't it was a major combat encounter that was eternally around the next corner. Gods be praised they never actually had to fight it.

There are a few other minor issues - the location of windows is somewhat confusingly worded (they're supposed to be between rooms, but they're not marked on the map - and that also makes stealth basically impossible and is even more things to track), certain interactives are mentioned but never linked to anything (ie draining the steam from the sauna - there's no sign of how to do this)

Final Thoughts

While my own mistakes as Warden made for a worse experience, and I've kept that bias in mind while writing this, I don't think Churn Rate is a very good showcase for the Manhunt rules - the small arena and tight security mean that you don't really get the xenomorph experience that Manhunt sells you. A more open adventure - picking off humans in an isolated colony while dealing with increasing security measures while you try and find the MacGuffin - feels like it would be more appropriate as an introduction.

While escaping from a containment facility is fun on paper, it's a trickier genre than those plans would imply. Whole lot of rather boring SCP stories about violence in indiscernible hallways filled with generic security mooks.

Wednesday, September 7, 2022

A Pinch of Salt: The Drain

 


The Drain

Author: Ian Yusem
Reviewer: Dan D.
System: Mothership
$4.99 pdf 
Run as Referee
 
General Disclaimer: I share a couple discord servers with Ian and we've chatted on occasion.
 

Part 0: The Introduction

I return to this post three quarters of a year after I first drafted it. I had hoped to get a second session of it played, but it was never to be. Say la vee.

Part 1: The Module

The Drain is a 16 page 0-level funnel for Mothership, where the players take the role of prisoners in a Bible-school reform prison tasked with recovering a relic from a collapsing colony habitat in exchange for clearing their remaining sentences. The habitat is presented as a pointcrawl on an inverted cone, which handily makes for a very nice looking map.

Pregen characters, blank sheets, and some mp3 files of creepy radio chatter are provided (alas, I wasn't able to use this last one). Character sheets have art by Evlyn Moreau, module art is Sean McCoy's instantly-recognizable scribble art, and map by Andrew Walter - it's all excellent.

The Vibes are strong here. Prisoners wearing tinsel halos. Horrible fucked-up meat monsters. The feeling of unease when you're driving a country road in mid summer and seeing signs about Jesus opposite houses that you can't ever imagine being new or whole or unrotten.

The writing is what you hope for in a Mothership module - tables, bullet points, bolded key terms.


Part 2: In Play

The opening of the module - unarmed prisoners disgorged from boarding craft into an open battlefield - is effective imagery but it works less well in practice. You're instructed to roll for two gas clouds per stretch of no man's land (three stretches in total), but it's unclear as to whether or not they were to be simultaneous, sequential, or choose 1. I had to fudge the first roll of the session because one of my players would have lost all four of their characters instantly to nerve gas.

I feel the influence of the first stage of Deep Carbon Observatory, but here it's just "You're in a trench, now you're making saves against gas, now you're in another trench, now you're making saves again". One cycle was more than sufficient, and by the third and final I was getting bored with the repetition. Not a good place to be for an opening.

Moving past the battlefield, the players reached an abandoned farmstead, where they found  a remote capable of shaping the nanite-infused soil of the station. Single sentence description, no mechanical interaction.

It swiftly became the highlight of the entire session. In the next encounter (an open field with a sniper up on a billboard) they were building earthworks for cover and raised a tower with a ramp to reach the abandoned VTOL hovering above the field. It was some fantastic tool-based problem solving, the sort of ideal RPG scenario.

The session ended with the players squeezing the surviving prisoners onto the VTOL, and which would allow them to cross the river into the ring. Unfortunately, due to scheduling issues among the players, I was never able to gather folks for the second half (and this post laid fallow nor nine months).

Had I played further, I would likely have started throwing in consequences for the time-cost of using the remote, but even then not too much - folks were having a great time.

As random encounters only occur when moving to a new area, I pre-rolled them and any supply caches earlier in the day, which made things nice and smooth (and was an entertaining enough way of wasting time at work)


Part 3: In Summary

In the time since I've played, The Drain has been expanded to a trilogy (alongside Inferno and Wrath of God). I have not looked into the other two parts (there is so much Mothership stuff out there), but I feel like I would check them out if the mood takes me.

Would I run it again? I would with a revision of the opening sequence - possibly adding some variable or choice for the players. Do you run for the shelled structure, or to the treeline? Something of that nature. But the rest of it was fun, I'd give it a thumbs-up.



Tuesday, August 23, 2022

Spectral Interrogatories V - Dwarrowdeep

Dwarrowdeep has Good Art
I don’t know Greg Gillespie, I don’t have any intense feeling for his work or his design history, as while I have looked at some of previous adventures they haven’t made much impression on me. I suspect he was on G+ and I may have spoken to him there, but I don’t remember anything specific from those long ago days. I purchased the Dwarrowdeep PDF (which costs as much as a good bottle of booze or nice steak - but cost isn’t a criteria I use to judge adventures) specifically to read it for this review and because of my overall interest in megadungeon design. I have not played it and don’t intend to. As always I will take a look at it for what it offers as a playable product and from my perspective as someone interested in dungeon and megadungeon design. I feel somewhat guilty about this review and don’t expect Mr. Gillespie will appreciate it much, but after spending a week reading Dwarrowdeep - time I could have used for paying work or on my own hobby projects - I can't play nice for the sake of comity, even if I'm not trying to be cruel. Darrowdeep is an abject failure, but in that offers a useful example of how not to design a megadungeon and asks questions about the limits of dungeon design.

1987’s GREATEST  2022’s MEGADUNGEON!
Dwarrowdeep is the new (May 2022) 336 page megadungeon by Greg Gillespie, known as the writer of Barrowmaze and a few other big dungeons. This has made Gillespie a notable figure and dungeon designer from the early and middle years of the OSR. What Dwarrowdeep offers is a brand new megadungeon that I had hopes would highlighting the state of design in 2022 and the evolution of the form since the early days of the OSR or at least the 2010’s when Gillespie published Barrowmaze ... if it does, it only shows a loss of basic knowledge and the decline of OSR design and imagination over the past decade.

In light of its recent publication and Gillespie’s long career as a megadungeon designer I was hopeful that Dwarrowdeep would be something special, offering new ideas, or better utility - in short I was hopeful that it might have something to teach about megadungeon design. I was gravely disappointed. When I write reviews I try to be charitable and understand the author's goals rather than focus only on the work's failings, but Dwarrowdeep’s positive aspects are largely limited to the excellent art within, an audacious scope, and occasional moments when a decent idea shines through the mediocrity.

Dwarrowdeep fails as a megadungeon in three interrelated and key ways: variety, interactivity, and usability. I suspect this is the result of both ambitiously excessive scope and the poisonous idea that nostalgia alone is sufficient to produce good work. What I mean is that Dwarrowdeep doesn’t just try to provide a nostalgic aesthetic or feel, it goes deeper, with nostalgic layout choices, nostalgic key design, and nostalgic approach to setting (generally emulating the early 1980’s BECMI era TSR adventures). This fails, partially on its own merits, but partially because it’s so insistent on cleverly aping a particular, possibly imaginary, past that it ignore the work of other designers, both since the early 80’s and before. Dwarrowdeep drowns because it chooses to submerge itself in the nostalgia for a design that wasn't optimal even for the 30-page BECMI modules where it first appeared.

Monday, August 1, 2022

Dim Illuminations - The Desiccated Temple of Locha

Similar to my Hold in the Oak review, I again will be using Arnold K’s dungeon checklist. I have not played this adventure, but it grabbed my attention.

THE BAIT: This 6 in x 10 level 1 adventure from Andrew Duvall published by Exalted Funeral and was an upgrade from the similar adventure published in KNOCK Vol. 2. This “long” format is novel in the RPG universe, but its proponents are correct. It is easy to place on the table especially if you have a DM screen or computer as well.

So what drew me to this adventure? The first thing was the phrase “desiccated temple”. How interesting–”all water removed/dried up” or maybe “preserved”. And “temple” of course brings in a religious and/or ritualistic aspect. I thought that was novel because often in fantasy adventure games we get “cursed”, “haunted”, “ruined”, “abandoned”, “forgotten” or “lost”. If you grab your copy of the Tome of Adventure Design (I did), you are not going to find “desiccated” in there.

The second thing was the interesting stock photo used– a close up of a dried fish, teeth bared, with a hint of frozen lunge toward prey. Nice. While manipulated stock photos are a staple of DIY/indie RPGs, again, they rarely feature sea life (at least in the fantasy wing, CoC is a different story). Sea life is inherently uncanny, more so when it's dried. In total the cover is hinting at something interesting- undead fish-people. But maybe not true undead, but desiccated.


HOOKED ON UN-LIFE FISH-PEOPLE: So what else is there to reel you in? The next interesting thing is the Tension Dice mechanic. It's sorta a variation on the encounter die where 1d6 is added to a pool every time PCs make a loud noise or one exploration turn elapses. The DM can roll at any time but must roll when the pool contains 6 dice. Count up the number of “1s” rolled and the total is what you use for the associated encounter table of typical dungeon vermin. Also is a table for aquatic tomes (treasure) and hallucinogenic spores (traps).


The center of the book is occupied by an isometric dungeon in two parts both keyed in a one-page dungeon fashion. Easy to reference, but demonstrates how simple this dungeon is: entrance, central room, 3-room east wing, 3-room west wing, “north” double doors leading to two large rooms; altar and the primary treasure and guardian. The next page contains a blank map of the whole area in one page along with fuller item descriptions. And a copy of the keyed one-page dungeon as it appeared in KNOCK Vol. 2. Inside the back cover is also a small delight: paper miniature cutouts which I think are a nice touch.


CATCH & RELEASE(?): Let’s take a quick run-through using the list and discuss some shortcomings that, if adjusted, I believe would make this adventure stronger. The list:

  • To steal: The Bell of Locha is an interesting item because its primary ability is to draw any being to the ringer within 100 ft. That is very gameable. But since BX D&D doesn’t reward XP for magic items, it would be more useful for PCs at 1st & 2nd level to have it be something like a giant viridian pearl worth 1,000 GP. Even the solid gold idol lacks a GP value (which should be high) but does have 1d4 gems of 1d6 X 200 GP value– which is too much rolling– just write the average value: 1200 GP

  • Be killed: While there are things to kill, most of the main thematic monsters, the priests of Locha, only attack if made wet. But there are a few specific instances where this would happen. And there is no way the tension dice activate them either. Might be better to have the priests be the “6” on the wandering monster table implying that the mere presence of the PCs and their sweat and expiration is enough to wet them.

  • Kill the PCs: There is a giant guardian fish that might attack if wet.  It is set up as a sorta boss fight, in a rapidly flooding room providing a classic time element, but requires stealing the Bell which I feel is too specific a trigger. Especially in the backdrop of the tension die.

  • Choose between: A large negative here is there is honestly nothing to choose between meaningfully. This area is less a “dungeon” and more a “lair”, so players don’t have much to explore. And therefore choices to be made.

  • Talk to: Nothing. This is a shame because often the most powerful thing the players have at their disposal at low levels is talking.

  • Experiment with: The central chamber has four locked-doors that lead to the east and west wings. They can only be unlocked by pouring water into a fish bowl where a desiccated fish will then come alive and jump into the fountain. This is also worrisome because it means the east and west wings are inaccessible therefore the dungeon at a base level is reduced to 3 rooms: central room, alter room, final room.

  • Something PCs won’t find: Again no. Unfortunately, it's more likely the PCs are forced to find everything.

“DARLING IT'S BETTER DOWN WHERE IT'S WETTER!”: I believe there are some easy adjustments that could be made to this material that would make it stronger. The goal, to me, of a low-level adventure design is to provide the PCs with XP to level and resources to survive subsequent adventures, while giving the players a strong sense of fantastical adventure – even if it is small in scope.

To that end, let’s first adjust the final treasure to be a big mythical green pearl worth 1000 GP (and therefore XP) which does more for a 1st and 2nd level PC than a magic item. And let’s remove the random tomb tables and just combine them with the scrolls found in the adventure (i.e. Nektonic Serpents Codex as Hydroblast scroll) – just cut to the chase. It's doubtful people will reuse that specific water-themed tomb table. Anything else that is an item, like the alchemy set (heavy and bulky), gives a GP value too as well.. Also, I would not gate most of the dungeon behind the fish-bowl puzzle, instead I would just gate the big treasure and the final guardian behind the fish-bowl puzzle. With this rearrangement you would have a small score, the gold idol (500 GP), in the open, but the larger score, The Bell of Locha-turned-Pearl of Locha behind the puzzle. Now players can explore 75% of the dungeon, but really only get ~50% of the value. And it would act as an enticement if you players are initially too wary of it as a trap. Rumors in the inn of a large pearl or a fresco to that effect on a wall in the library can clue players in.


Next, reskin monsters. While I understand this is supposed to be a dry tomb, hence terrestrial creatures, players won’t care and instead are more likely to delight in facing a thalassic-themed wandering monster table. Simple reskins can do a lot of work. So 1. Giant centipede, 2. Driver ant, 3. Insect swarm, 4. Giant rats, 5. Gelatinous cube, 6. Rot grubs instead become: 1. Giant sand-striker worm, 2. Mantis shrimp, 3. Sand-flea swarm, 4. Bilge rats, 5. Cubic Man-o-war, 6. Rot Barnacles. But I would actually remove the rob grubs and replace them with “Awaken nearest Priest of Locha: 50% will ignore PCs and awaken another priest”. Let’s get this quiet temple hoppin’! Same treatment for giant spiders, let’s make them giant spider crabs.


Finally, is this a dungeon of fish-people or people imitating fish? It's not noticeable at first glance, but for habitable areas built by aquatic people it has a lot of terrestrial trappings. Why are there beds with sheets? Instead of a bed “carved to look like live coral”-- make it live coral! Why not giant sponges or maybe anemones that the fish-folk can sleep in like a clown-fish. Why are their chests? Why not giant clams that don’t have locks but you have to tickle them or something? And why tables? If you come from an aquatic environment, wouldn’t it be more nets or something? Too much of the scenery is not aquatic enough. Would you even have stairs if you mainly used fins? If the temple was in water, wouldn't buoyancy be taken into consideration? True this might be more 20-30ft shafts but that is what thieves/acrobats, 50’ft ropes, Feather Fall, and hammer & spikes are for. Let the players figure it out.

Basically this place should look like a drained fish tank or pond (e.g. Deep Carbon Observatory), not a fantasy Panama City Fuddruckers.


And if you really wanted to turn the “wyrd” up a notch, how about this is a temple of people imitating fish instead of fish-people. Injured or wronged pirates or sailors who’ve turned to the only mother they know, the sea, to bestow salvation but come with disturbing boons like deep-sea fish teeth or forehead angler lights. Maybe each desiccated priest has a flounder grafted to their chest as a set of artificial sea lungs– go sorta fantasy Bioshock with it. Or think how a sea-deity might bestow gifts if constrained by only things from the ocean.


FINAL: In its initial one-page dungeon form Desiccated Temple of Locha was a solid adventure. But like most OPD, when expanded a little more consideration needed to be taken of how adding extra pages would benefit the adventure itself, a GM running it, and the players playing it.

Wednesday, July 20, 2022

Cryptic Signals - The Plantiary, Bizarre Monsters, Lusus Naturae

Check out part 1 of our bestiary reviews here.


The Plantiary review by emmy


The Plantiary is a 47 page zine containing descriptions of 19 plants , published by Games Omnivorous. Written by Andre Novoa and brilliantly illustrated by Pipo Kimkiduk. Each plant contains details on its habitat, size, frequency and special ability. It is written in a playful style geared more towards silly interactions between plants and PCs, more than biological accuracy. I imagine them better suited for a gonzo or a science fantasy setting.


The zine itself is of an unusual format 29.5x14cm (11.5x5.5in), making it stand out (literally) from the other zines. Most of the page space is overtaken by flora. Each of the plants has a page of a unique colour, and all the illustrations use bright tones that pop out of the page. Joyful to flip through all in all.


The special abilities have plenty of interactivity to them. Ranging from being a helpful tool to absolutely game-changing to being a setting’s core feature. The descriptions seem to me as only a starting point, since they will need some detailing to fit into your world. Only a few sentences are given per plant, which is not enough to pick up and play for me. More information about the plant's habitat and relationship to its environment would be a great addition. My other gripe is that the zine doesn’t give any aid with rumours or player information about the plants. You will have to come up with how to inform players about the plant’s abilities.



Several of the plants feel really unfair. Their abilities activate when someone “passes nearby” and the danger is not telegraphed. For example there is a plant that gives a player a vision of death, and allows the GM to make that vision true by any means in any situation where it “might be plausible”. I really wish abilities like these were only activated on interaction and didn’t give the GM absolute power.


Overall it is a fun little zine to draw inspiration from and make your setting a little weirder.

Bizarre Monsters Review by Nick LS Whelan

Disclosure: My own most recent publication is a monster book of similar size and style to this one. As this book is 8 years old, no longer in print, and not being actively promoted, I don't believe it meaningfully competes with my own work in a way that would prejudice my review.


Bestiary of Fantastic Creatures Volume 1: Bizarre Monsters (A Rusty Dagger Supplement) is 36 pages and features 15 creatures. Very nearly all the creatures are interesting in at least one respect. They've got some bit of background, or ability that I'd be interested in playing with at my table. Unfortunately, few or none of them represent more than a single interesting idea. The entries are padded out with naturalistic justifications for the creature's one interesting feature, and the rest of the details are filled in by the sort of rote creature design that anyone can do in their sleep. The giants are dumb, the savages are noble, the the eyeless creatures have sensitive hearing.


It was a frustrating book to read because I kept getting excited about finding something good, then losing that enthusiasm as the promise led nowhere. It reads like a book that could have been a strong 4-6 pages, but had to be padded out to hit the assigned word count. Take the cover art creature, the Pohke, for example. "Exploding cattle" is a good prompt for a monster, but a whole paragraph explaining the effects of their explosion (which are exactly what you'd expect) doesn't help me run the monster better. Neither does the entire paragraph that details their domestication and mating habits (challenging), or the paragraph about the general attitude of a herd (not hostile unless there's a bull present). The paragraph explaining the exact process of internal gasses and rubbing anal sacs that cause the explosions to occur definitely wasn't helpful, though it was at least pretty funny.


Even as I go through the Pohke's entry for these examples, I am again frustrated by its highs and lows. All these paragraphs do contain bits of evocative information buried between passages like:"[…] if there is a bull present (average 1 bull per 4 Pohke), there is a 75% chance that the bull will charge if characters come within 60 feet. A charging attack needs a distance of 30 feet, and a bull charging will do 3d8+6 damage. A cow may charge, but…" That sort of hyper-specific instruction buried in the middle of a paragraph, that is itself buried in the middle of a page is self defeating. It's only possible for specific measurements like that (1 per 4, 75% chance, within 60 feet, needs 30 feet, deals 3d8+6 damage) to be useful if they can be referenced quickly during play. But since they're hidden in these blocks of text, they cannot reasonably be referenced at the table, and thus they fill space while contributing nothing.


And the Pohke are only middle-of-the-pack for good ideas. I quite like the eyeless people who wield weapons with large feathers on them that enable them to be exceptionally aware of their environment in the heat of battle. There's also the giants who can create fire with their mind, but aren't smart enough to understand their own agency in creating it; and the bugs that spit out fast-hardening, highly flammable cement. All great starting points for a creature, but none of these live up to their potential. I believe the author is capable of much better writing, but that their style is burdened by expectations that were established by the worst tendencies of older manuals of monsters.



Ideally each of these creatures could have been condensed down to one page, or even half of one page, preventing the good stuff from being diluted by boring stuff and allowing more of them to fit in the booklet. Alternatively, I'd like to have seen the table-reference info put into an abbreviated stat block form. The paragraphs of text could then be used to communicate the sort of information that helps round out a creature in the referee's mind. Snippets of history, culture, and motivation answering why a creature would intrude on the player's adventures, or why the players might be tempted to intrude on the creature's lives. The "Campaign Integration" section at the end of each entry makes some attempt at this, but they read like brief afterthoughts.


I will praise the book for how often local knowledge is referenced throughout. People who live near these creatures don't just have rumor tables. They have tried-and-true survival strategies, and #LifeHacks to share with any traveler smart enough to listen. Most of these creatures are species that live and reproduce the same as people and animals do. There's no way for creatures like that to remain completely mysterious. It's nice to see that second level of thinking about how they interact with the world, and represents one way in which this Rusty Dagger Supplement has a step up other monster manuals.


Overall, this is a book that falls too far short of its potential. Care and creativity clearly went into its production, but its ideas are undeveloped. Like a highly polished first draft.


Bizarre Monsters was written & illustrated by Casey Sorrow, and edited by Whitney Sorrow. As best I can tell it is currently only available in a digital edition from DriveThruRPG for $4.99, Though a print edition was produced at one time.



Lusus Naturae

Review by Ava



Lusus Naturae was a popular book during the mid-OSR G+ era when I first found this corner of our hobby, and I remember it being an influential book for me. It seems distinctly of that era when reading it, an LotFP-adjacent game text that is definitively horror focused, with prose more indulgent than the terse minimalism often found in OSR products currently.


The best of such prose opens the book, with Chandler declaring:

The truth then: monsters love us. They love humans. They need us.

They acknowledge the debt, in the same way that some people kneel beside an animal they have killed while hunting, and murmur words of gratitude; or clasp their hands over a holiday meal and express their thanks to some deity before cutting meat from the bone crushing between their teeth, washing the warm bolus down with wines and gravies.

When we see this perspective properly executed within the book, the work excels. Far from the somewhat gratuitous and entirely misogynistic scenes of body horror and gore that illustrated the core LotFP books, Chandler here understands that what is horrific is not the monster itself but what the monster reflects in is; how the monster recontextualizes humanity. Many monsters here, such as the Auspice, which produces prophecies when it feeds on human flesh, the Kakistocrat, which kills those who are ethical and capable, or Throatworms, which continue to be bred as articles of assassination, are less interesting in and of themselves than they are for the kind of social situation they are likely to engender and what they imply about the world.

Beyond these, there are occasional moments of sublimity, where Chandler so perfectly encapsulates a chilling human foible or eccentricity within a moment of monster description; the Abstruct, for example, who comes from a dimension where killing children and constructing citadels of their flesh is perfectly normal, and refuses to debate the morality of such an action, but is otherwise exceedingly polite, will “display happiness by wrapping its shawl around its body” if it “believes that it has made a friend.” Or the way in which the Rapturous Weaver keeps its gold it uses for sculpting fake prosthetic noses “arranged in neat stacks” and “the other treasures…dumped in a pit near the back.” Such behaviour is so lucid, so telling, so utterly human and banal that it serves as the best function of fantasy, to hold a mirror to the parts of us in something that seems so utterly unlike us. In the Abstruct I see terrifying humanity of the kind person who holds monstrous beliefs; in the Rapturous Weaver the single-minded obsession of the well-intentioned who has lost perspective.

With a collection as large as this there are often more misses than hits, however. Many monsters’ description comprises several pages of backstory that are unlikely to ever be relevant in play, or the interesting avenues of interacting with them can only be learned by incredibly esoteric means. Or, much ink is spilled on sentences which strain themselves to achieve a literary “weirdness” (as in the New Weird) and sufficient horrific effect, but don’t contribute otherwise to the theming of the monster or will be likely to be useful as descriptive fodder for the Referee. This to me seems emblematic of the mid-OSR period, which to me seemed to want to seek to differentiate itself traditional D&D through aesthetic means, emphasizing horror and surrealist fantasy themes, and that developed techniques like “don’t say the monster’s names” in service of such aesthetic goals. One also begins to see similar conventions re-appearing over and over, such as Chandler’s fondness for creatures displaced from their dimension whose mere presence chaotically alters reality, or behemoths who are insensible to the destruction they inadvertently leave in their wake, and the repetition tends to dull the initial novel effect of such creatures.

Another problem that presents itself is that, like Fire on the Velvet Horizon, these monsters all carry with them a heavy bit of worldbuilding. Most of them are unique entities, not something that you’d typically place on a random encounter table, and used as a collection from which the Referee would cherry pick one or two within a campaign, this would be a much stronger text; however, more than half of these monsters have some form of interconnection with a different monster in the text, with several “boss monster” types such as Davinia Marrow, Void’s Memory, and the Ideologue having large groups of subservient monsters with whom they form quasi-“storylines”. The book suggests a world in which every single one of these monsters is extant, but such a world immediately strains credulity by how absurdly horrific it would be; every third monster on this list is a reality warping terror, or at the very least causing widespread destruction to a region. Such unremitting horror quickly becomes bathetic in its monotony, and there are few entries which deviate from this emotional palette to offer something of a reprieve (Dr. Volt, a cartoon supervillain blasted out of their time period into a medieval fantasy world, is a notable exception).

On brass tack levels, almost every monster in this book at least presents a much more interesting potential fight than a simple hacking and slashing of hit points down to 0 (though Chandler relies a bit too much on Save vs Terrible Hallucinations Which Do Damage Also). Many of them fundamentally alter the rules of engagement, and have a strong context which makes it easy for a Referee to situate them within a world and adventure. I also appreciate the omens which tend to foretell each beast (useful for those using Hazard Dice!) and the strong, tactile descriptive language which describes them (along with some absolutely stunning artwork by Gennifer Bone). The Killing Blow mechanic, whereby a character that lands the killing blow gains some boon or effect is, I think, rather ingenious though often wasted on somewhat lacklustre or uninspiring effects. The monster generator contained within is also quite interesting, and given that it contains such concrete elements as what a monster says rather than the vagueries found in other monster entries is likely to provide a more serviceable “standard” monster most of the time than the weaker 50% of monster entries in the book.

Overall, Lusus Naturae remains one of the stronger monster manuals I have read, and a work that is worthy of revisiting. In its rougher edges I see a movement still in its aesthetic growing pains, perhaps too singularly devoted to a particular aesthetic without nuance or consideration for actual play at the table, but there are true moments of aesthetic delight within. Chandler understands horror1, and if you wish your game to bend farther that way, there is much inspiration to be found here, even if some of it may require a little bit of polishing.

[1] I actually think several of these monsters would find themselves a much happier home in a Mothership game than standard D&D.



Folie à Trois: Trophy Gold

Below is a shared review of Trophy Gold (2022) , a fantasy adventure game designed by Jesse Ross and published by The Gauntlet. Although it...