Old School v Old School Essentials

Downtime Discussion

I had a really interesting discussion last night with, friends of the blog, Tom and Isaac. They’ve both been along with me for the Editioning ride and have some great insights. We have started a monthly round-up of games in a Discord video chat. We’re calling it Tables & Tales Downtime. It’s a simple opportunity, that we don’t generally get at the table, to talk about the games we’re playing. We’ve only had two of these Downtimes and they have each turned out quite different. The first went into detail on the games themselves, what happened in the sessions of the previous month, how the systems and mechanics worked at the table, what surprised or delighted players, or what didn’t work for them. In this second one, it was just the three of us so we got into a fairly free-wheeling discussion of the things we had been thinking about games in general recently.

Isaac has been preparing to run the classic AD&D 1st Edition module, Ravenloft, grappling with its copious verbiage and unwanted levels of detail. Meanwhile, I have been reading a couple of OSE adventures and coming to grips with their house-style, which feels like the exact opposite. Tom’s perspective was unique in this mix as the DM of our Dungeon World game, coming up with all their adventure ideas off the dome, which presents its own challenges and opportunities.

The Keep on the Borderlands

The cover of B2, The Keep on the Borderlands. A purple cover with the name of the module and a colour illustraiton in the middle: a piched battle on the road between adventurers and monsters.
The Keep on the Borderlands

I can’t comment too much on Ravenloft since I haven’t read it, but it sounds similar to many adventures of the time. It is arranged in paragraphs, long and wordy. It’s got stats and descriptions for NPCs and areas that are almost certainly never going to be needed. It makes a lot of assumptions about what the PCs are going to try to do and it provides the DM ways to thwart their idiotic plans.

Another prime example is B2 The Keep on the Borderlands. As a beginner module, it has a lot of advice for the starting DM and even for players included. But it also spells out the consequences if the party decides to go on an anti-social rampage through the keep, the exact numbers and stats for the guards, their locations, how many are on duty and in armour, etc. etc. The cognitive load this requires of a DM is not to be underestimated.

Description of hte guard towers in the Keep.
Description of the guard towers in the Keep.

We’re going back in time with adventure modules like this, of course. Maybe comparing them to more modern styles of adventure presentation is unfair. Every adventure produced relies on creators who learned from the mistakes and successes of those who came before, after all. But, in preparation for this post, I read some reviews of Holy Mountain Shaker, the OSE adventure I’m going to use as comparison. Some reviewers and commenters simply hated the OSE house style used to present it because its terse bullet points and single phrase descriptors didn’t include enough sentences or actual paragraphs. Some DMs feel like they need a piece of prose to get to grips with the atmosphere, the setting or the characters. Some people want to have to read through a module two or three times before they feel ready to bring it to the table. The Keep on the Borderlands suggests this approach in the “Preparation for the Use of the Module” section.

Read this two or three times
Read this two or three times

Now, up until this point in the text, Gary Gygax has been really bigging up the DM, Here’s an except. Sorry it’s so long. Gary needs an editor tbh:

Master of the Cosmos! Yes! the DM!
Master of the Cosmos! Yes! the DM!

So, you can see that he has been buttering up the poor rube who agreed to run this classic adventure before telling them they have to learn the damn thing off by heart in preparation. And you can see that that would be no mean feat given the style of writing, the denseness of the prose and lack of distinction between description and stats.

I want to make one thing very clear at this stage; I played The Keep on the Borderlands recently and thoroughly enjoyed it. I thought it was a great module with lots of player freedom, options for the DM to customise and almost endless possibilities for how it might play out at the table. But its the reading of these older adventures that’s a chore. I don’t really want to read them through once, never mind three times. It takes a long time and it’s boring.

Adventures are for playing, not for reading. Is that controversial?

Holy Mountain Shaker

Holy Mountain Shaker is a 2021 adventure module for Old School Essentials by Luka Rejec of Ultraviolet Grasslands fame. I think it’s interesting that UVG was the first RPG book that got me to stop reading it so that I could start playing it. The longer I spent reading it the more it dawned on me that it was a reference book, not a work of fiction. Anyway, Holy Mountain Shaker is an ambitious adventure that includes a really large number of compelling and enormous locations as well as a town with a few relatively unimportant factions. This is a point crawl where each point is big, like a massive underground chasm, an enormous ziggurat under a mountain, an entire mine. That sort of thing. These are not accompanied by maps of the areas. This is only a 56 page adventure. Instead, the DM is given some of those terse descriptors, a few options for what a party might do in the locations, where their investigations might lead to and some encounters and events.

Location description 1
Location description 1

Sure, it might help if you read some of the location descriptions ahead of time to get an idea of what’s coming for the adventurers, but that won’t take very long and you could absolutely get away with not doing it. It’s easy to see, at a glance, what you need to give the players, what they will need to do some work to find, and what might happen if they do certain things. Personally, I think this gives you just enough to improvise with. We’re playing a use-your-imagination-game here, and I like being given the chance to use mine, even on the fly with minimum prep. Admittedly, having run UVG for a while, I have quite a bit of experience doing this, as it is laid out similarly. But, equally, if you play Blades in the Dark, Heart, the Between or any other story game, you are faced with making up locations, NPCs, items constantly. That’s part of the challenge and part of the fun.

The lack of location-specific maps is a little jarring. I get that. I wanted a map of the ziggurat like we got a (kind of) map of the Pharaoh Fish, but, ultimately, I understand that the exploration is meant to be abstracted, and occasionally cut with scenes of discovery where a PC finds one of those wonderful magic items, or by combat, where we zoom in on the action when a random encounter occurs with one of the creatures that is described at the beginning (and only at the beginning) of the book. It reminds me of a Final Fantasy game. Your little guy is travelling by map across country when you suddenly run into a rabid chocobo or whatever. The map disappears and your party are gathered there in a fully realised location facing that one poor flightless bird.

You don’t have to slog through descriptions of endless empty rooms or 30 ft long corridors. We’ve all done that. I get that that’s D&D and I also enjoy the sort of play that involves precise measurement, perfectly drawn maps and searching for traps with ten foot poles. But reading this was refreshing. It presented me with a different way to play even large-scale locations in a mega dungeon that won’t take the rest of your life to play through and was packaged in such a compact and attractive book.

The town of Plish and the rumours table
The town of Plish and the rumours table

But, for the sake of comparison, we looked at the Keep from Keep on the Borderlands above so let’s look at the town in Holy Mountain Shaker. The town of Plish is described in two pages, both of which are half illustration. The factions get a bullet point each. This actually seems fair since they don’t come into the adventure itself much. Then you get a paragraph about the native Plishlings compared to the Newfolk who have come to mine the mountain. And lastly, there is another short paragraph describing the Cult of the God Carp. On the second page we have a couple of lines about the earthquakes plaguing the town and then a table of rumours. That’s it. No descriptions of fortifications, no guard stats, no structural engineering reports. What it’s doing is trusting that we all know the kinds of things you might find in a fantasy mining town at the foot of a holy mountain. And it’s giving us permission to come up with that stuff at the table (or for the DM to make it up before they start, I suppose.)

Conclusion

Now, I have a some issues with Holy Mountain Shaker as well. I think some of the descriptors used are too obscure for the average DM to know without looking them up. And that sort of stumbling block is a big deal if you only have one word to go on (what is a vitrine, anyway?) Some of the illustrations do not really illustrate what I would want them to illustrate about some of the locations. And I would actually like a bit more involvement from the factions. But I’m not really here to review this adventure, especially as I haven’t played it yet. I’m just here to compare these two styles.

I think it’s worth mentioning that the former style has not completely died out. Some trad games are still presented using dense paragraphs when, in my opinion, bullet points would be better (looking at you Dragon Age RPG, Call of Cthulhu, DCC) but, as I mentioned above, that style still has its fans and adherents. More power to ‘em. But, for me? Keep it minimal.

So Rewarding

Surprise!

I came home from work on Friday to discover a wonderful surprise in my porch. I wrote about the Kickstarter campaign for Swedish Machines, Simon Stålenhag’s new art book way back in September of last year and ‘lo it has arrived! This was particularly pleasant because I didn’t realise they were shipping already (I have backed a lot of projects and, honestly, I can’t keep up with the updates for all of them, dear reader.)
Just feast your hungry little eyeballs on this:

Digital Surprise(s)!

Fifth Season RPG

Another major surprise came yesterday when I checked my inbox and found a link to the PDF Preview of the Fifth Season Roleplaying Game. This one has been in development by Green Ronin for more than two years and has been hit with delay after delay so to finally have a version of it stored away in my overstuffed RPG documents folder was a pleasure unlooked for. It was literally the first project I ever backed on Backerkit so I forgot it was there entirely.

As many of you will be aware, I have an ongoing Dragon Age RPG campaign going right now (we recently picked up again for Act II of the campaign, using a published adventure, which will get a post of its own when we are done.) The Fifth Season RPG uses essentially the same rules engine, Green Ronin’s own AGE (Adventure Game Engine) system originally developed for their generic Fantasy AGE game.

The game is, of course, based on the incredibly successful series of novels by modern master of the SFF craft, NK Jemisin. The Broken Earth trilogy tells the story of a dark fantasy world where a feared and reviled underclass of people with the power to manipulate the earth itself are employed/enslaved in the interests of everyone else. The earth itself, on the continent known as the Stillness, is a constant danger to its populace and the orogenes use their powers to calm it and make it safe. But every so often, the earth rebels so strongly against its inhabitants that it becomes uncontrollable, unleashing terrifying earthquakes, erupting volcanoes and tsunamis of dreadful power, seemingly in an effort to end all life. This is known as a Season, the Fifth Season of the title. The story follows the trials of a small number of these orogenes and the people closest to them as they attempt to survive a Season and discover some hidden truths of this harsh world.

The books have won a lot of awards and deservedly so. They are some of my favourite SFF books of the last ten years. If you haven’t read, them, dear reader, do yourself a favour. You can easily find them in your local secondhand bookshop these days but the audio-books are also a pleasure to listen to.

Anyway, when the RPG was announced I didn’t hesitate to back it. But, despite Green Ronin’s long experience of producing licensed games like Dragon Age, and the Expanse (I have also backed the new version of this game, The Transport Union Edition, which I’m eagerly awaiting) this one seems to have suffered a few setbacks and delays. They have tried their best to alleviate the issues by keeping in touch with the backers and offering a 10% discount on their webstore, and I think a lot of the problems were out of their hands, to be fair, so I am giving them the benefit of the doubt. Also, I’m loving what I have seen of the preview PDF so far. The artwork is gorgeous and it makes liberal use of the source material. As its a preview, I won’t share much, but here are a few shots of the illustrations:

The Vastlands Guidebook and Our Golden Age

I’ve been writing a lot about Ultraviolet Grasslands recently. We’ve just completed the third session of our campaign and we’re all loving it so far. Rarely have I run a game that has so sparked the imaginations of the players, both at the table and in between sessions. My wife, who plays forager-surgeon and Lime Nomad, Stebra Osta, explained to me today so much about the character’s people, how their nomadic encampments are set up, the importance of water in their culture, their dress and food, the way they braid their llamas’ hair… The breadth of the unknown in UVG is truly its greatest strength. Its staunchly anti-canon stance has given the players explicit permission to make the world the way they want it to be. So, do we really need more source-books for it? If they are written the way UVG was written? Absolutely. I mean, the random spark tables, the loosely described peoples, the maps with gaps, the mysterious origins of everything: they all come together to make a wonderful frame for you to fill up with your fellow players. I have no reason to believe Mr Rejec wouldn’t produce more work with the same structure and content. Well, this week, I am getting to see the beta of one of the two books in this crowd-funder and a whole section of the other.

The Vastlands Guidebook is the full set of Synthetic Dream Machine rules to play a campaign of UVG. It is very similar to the UVG Player Guide Book that I mentioned in my UVG Character Creation post but with far more detail and some very tasty art. It has full character creation rules, including a whole bunch of new Paths, eg. Barbarian, Purplelander, Tourist and Skeleton. There are mechanics for everything you could want to do in your game. It’s got powers, random NPC creation tables, corruptions, more vehicles and mounts etc. etc. I’m already thinking of ways I can get some of this new stuff to our table.

Our Golden Age is a setting book for the Circle Sea area of the Vastlands, the part of the world your average caravan in UVG is leaving behind at the start of their adventure. Luka Rejec released a teaser for the Yellow Land section of the book and it looks just as sumptuous and bonkers as you would expect from the creator of the Ultraviolet Grasslands. After a brief overview of the geography, climate, government, economy etc. you get some very fun tables. Events tables, travel tables, very unusual merchant tables, fashion tables. Then we have some interesting factions with eminently usable NPC members, a page about the Géants, enormous and unstoppable biomechanical soil farmers left over from another era, and into a section about the cities and places of interest in the region. These include Safranj, the Saffron City, with its key control of the drug/spice, saffron and vibrant opera scene. The Refining Plain: “Autorefineries of livingstone linked by arteries of basalt and tentacles of shipmetal, sinews of standardstone and great mushroom vent-mounds stud the plain below the voidtouching mountain Vulkana.”

The Yellow Land very much gives me Nausicäa vibes. It has an environmental disaster theme and even has Orms (like the Ohmu in Miyazaki’s masterpiece) dangerous animals that tear up the land.

A warning for the unwary traveler:

The Automatic Tourist Entity (A.T.E.) has compiled a list of must-see places in the Yellow Land for centuries. Recently, many warn it keeps suggesting destinations with a terrifying preponderance of surprisingly cannibalistic local practices.

I cannot wait to see the finished product and get it in my grubby little mitts.