Friday, March 30, 2018

Describing LotFP Modules with Darkest Dungeon Quotes


 +Dan D (throneofsalt.blogspot.com) mentioned Darkest Dungeons on G+ which gave me the idea of using the voice lines in the game as taglines for some of my favorite RPG books. I think it works quite well, actually.

"Curious is the trap maker's art. His efficacy unwitnessed by his own eyes."

"Nature herself… a victim to this spreading corruption – malformed with misintent."

“My obsession caused this great foulness, and it is shameful that I must rely upon you to set it right. Our family name once so well-regarded is now barely whispered aloud by decent folk. I can still see their angry faces as they stormed the manor. But I was dead before they found me, and the letter was on its way.”

"Towering. Fierce. Terrible. Nightmare made material."

"Alone in the woods or tunnels, survival is the same. Prepare, persist, and overcome."

"To fall for such a little thing – a bite of bread."

"How many rats will it take to gnaw through a ton of putrid flesh?"

"The cobwebs had been dusted; the pews set straight… the abbey calls to the faithful."

"Women and men, soldiers and outlaws, fools and corpses. All will find their way to us now the way is clear."

"Most will end up here, covered in a poisoned earth, awaiting merciful oblivion."

"Some experiments should have never happened. You are doing just work ending them."

"Secrets and wonders can be found in the most tenebrous corners of this place."

“Madness… our old friend."

Saturday, March 24, 2018

Your RPG is Great: The Gardens of Ynn

"Ynn is a perpendicular world. Compare the concepts of parallel worlds: from any place in the real world, you can cross over to an equivalent in the parallel world. Any place has it's parallel version, just shifted slightly. A perpendicular world, meanwhile, exists at right-angles to reality. Crossing over at a certain point, the further one travels into the perpendicular world, the less like reality it becomes."
Thus begins The Gardens of Ynn (available as a PDF from DriveThruRPG), devilishly creative pointcrawl written and designed by Emmy Allen. It clocks in at exactly 79 pages of gameable content set in and around a lush, overflowing garden on the edge of reality, one that's slowly being consumed by an intelligent thought-virus called the Idea of Thorns. If the above piques your interest, read on.

Because — as the namesake would imply — I only review things I like on Your RPG is Great, you the reader probably expect a certain, respectable level of praise and flattery. However, such a level would be grossly inappropriate, because The Gardens of Ynn is one of the best RPG products I've read in a very long time.

Where to begin, where to begin: I've read the file cover-to—well, there's no back cover, but it ends on a nice table — twice now, and every bit of it is superb. Like its older sibling A Red and Pleasant Land (from which it draws clear inspiration), Ynn exists as a place divorced from the real world; in fact, it is only accessible by performing a particular ritual to create a door out of a normal garden wall, a door that closes in 24 hours' time. In this way, Ynn is not beholden to the laws of your particular game world, or even the setting: I'd feel just as comfortable dropping this into my current Tomb of Annihilation game as I would Ravenloft, or hell, even Traveler. It's clearly written and statted with Lamentations of the Flame Princess in mind (although the writer states she tested it with a cobbled-together collection of systems and house rules), so anyone experienced with the system should be able to retrofit it to pretty much anything else they want to use.

Once you're inside the gardens, the real fun begins. Characters progress via an ingenious system of reaching a new location and choosing to either stay and investigate, return to a previous location, or push deeper into the unknown landscape. For each new location, several rolls are made to decide areas of interest, possible events, and likely encounters, with things getting weirder and deadlier the further you progress by way of a bonus added to the roll for each new area you explore. In this way, both high and low-lethality areas can be generated by the same table. It reminds me so much of old Wizardry and Ultima games (which were themselves inspired by D&D dungeoncrawls) and makes player mapping and progression an absolute breeze.

The locations themselves shine just as bright. Emmy Allen has managed to marry the sterile beauty of a Hayao Miyazaki backdrop to the weirdness of Wonderland in a way that never feels forced. PCs will encounter plant skeletons and giant frogs amidst vast fields of grass and babbling brooks. They will fight (or preferably, flee) from ethereal, feral sidhe inside a shattered greenhouse with sunlight glinting off of every pane. Ynn is terrifying, yes, but its terror is not the peal of thunder or encroaching shadows; it's primal, like the silence that indicates a predator is nearby or the glimmer of something strange in the tall grass. Your characters are not welcome in Ynn, and it will kill them just as readily as other, darker places; the only difference here is that they will die in a bed of soft flowers, with the sun shining down and a cool breeze blowing overhead.

As if it wasn't enough that we were given a thoroughly unique and interesting setting, The Gardens of Ynn also includes a new player class, to be used when replacing dead PCs. Because the PCs will never encounter other (living) adventurers here, new PCs assume the role of Ynn Changelings, souls that have been twisted by the gardens and as such command unique powers that allow them to subsist solely on foraged vegetation, grant them an increased chance to hide in tall foliage, and even survive rudimentary forms of death by temporarily becoming plants themselves. The overarching plot, The Idea of Thorns, is also given some weight, and includes a Death Frost Doom-style endgame scenario should the PCs unwittingly bring it back with them to the real world. It's cool, and I can easily see an entire campaign spinning off from just a few sessions spent in the Gardens, as the players try to control and quarantine the Idea before it spreads.

Regarding art and layout, this adventure is perfectly serviceable. The artwork, while mostly public domain, has a tight aesthetic fittingly reminiscent of woodcuts. I count 45 distinct pieces over 79 pages, so on the denser side, although the majority of them are quarter and spot illustrations meant to break up the text more than anything. The text itself is two-column, and most pages feature a simple but attractive border that further reinforces the theme of vines and stems. There are more than a few typos, but nothing that seriously impedes comprehension (at least that I could find).

A typical page. In particular, note how the art and layout play off each other.
All of this brings me to a realization: that this $3 module self-published using public domain art is better than 99% of the professional RPG stuff I've bought and consumed over the past 4 years. What it lacks in polish, it makes up for in charm; what it lacks in production value, it compensates for with tremendous ease-of-use and density of ideas. It's long been said that more free RPG content is released in a year than a person could run in a lifetime, but what does that mean for the future of the hobby? What right do the big game companies have to charge $40 a book just to sell me the same tired plotlines and threadbare characterization that can be found in any bargain-bin fantasy novel?

Go and buy this right now, before Emmy realizes what she's done and jacks up the price. Hell, buy it after she jacks up the price: I bought it at $3, and I would buy it again at $30 just to know that my money was going towards making more things like it. Emmy Allen, Your RPG is Great.

Tuesday, March 6, 2018

Jungle Boogie

Anyone following my blog closely knows I started a 5e ToA game recently. Well actually I started it back in December, but a combination of various family emergencies and the loss of a player (he didn't die, just moved away, the inconsiderate jerk) means we've only played three sessions. REGARDLESS, as this is the only game I have the time to run right now it's only fair I give it the same respect I did MotBM (though if the module deserves it has yet to be seen).

Luke Abbott

THE TOMB OF ANNIHILATION

"A death curse has befallen everyone who's been raised from the dead. Its victims are rotting away, and all efforts to reverse the decay have failed.

The souls of the dead are being stolen one by one and trapped inside a necromantic artifact. Only its destruction will free the trapped spirits and allow the dead to be raised once more.

All paths lead to Chult, a mysterious land of volcanoes, jungles, and the ruins of fallen kingdoms. Below them all awaits a deadly tomb. The trap is set. Will you take the bait?"

THE SET-UP

Tomb of Annihilation is a hexcrawl, and as such is 5e's first major attempt at an adventure that encourages old-school, sandbox, high-lethality play. An admirable goal: between hexcrawls and megadungeons, I prefer hexcrawls for their versatility and focus on expansion and world development. However, I take umbrage with a few aspects of ToA's design, and have tweaked them accordingly. Random encounters, for example, are almost exclusively combat or "huh look at that" meaningless distractions. Luckily, Scrap Princess revealed to me that the community has no shortage of random encounter tables for jungles, and with these I intend to make the journey through Chult a bit more interesting.

Aside from that, we're using the same old 5e that the module is built for, with a few house rules that I'll explain if they come up. Look forward to it over the next few weeks/months as I find time to record our sessions in between running them and working on my other projects.

THE PLAYERS

Amon: Half-elf Death Cleric. Intense hatred of the undead has led him to seek out rumors of the Chultan spellplague.

Darkbeak: Kenku Ranger. Born and raised in the jungles of Chult, hired alongside Bruja as a guide for the foreign adventurers.

Bruja: Lizardfolk Druid. Witchdoctor and Chultan native. Wears a large bird skull as a mask, hired alongside Darkbeak as a guide for the foreign adventures.

Caden: Elven Warlock. Quite and reserved, communicates entirely through telepathy. His true motives are unknown.

Ahab: Human Barbarian sailor. Disgraced at sea, he seeks fame and fortune on the land.