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Friday, 14 October 2022

Friday Fantasy: Curse of the Daughterbrides

Curse of the Daughterbrides is a horror of a scenario, with a horrible set-up, a horrid plot, and a horrendous curse. First in the activities of the main NPCs, who break a terrible taboo, and second, in the unexpected effect of a curse cast upon the main NPCs that instead affects almost everyone else. Its set-up is likely to upset a few, thankfully, whilst there are likely to be more than that, much more, who will be upset by the effect of the curse, and then of course, there will plenty who will take offence at just everything to do with the scenario. Curse of the Daughterbrides is a scenario for use with Lamentations of the Flame Princess Weird Fantasy Roleplay, and whilst the name of that roleplaying game is likely to arouse the ire of many people, let alone the fact that the scenario is written by the publisher, the likelihood is that the scenario’s subject matters are likely to anger them more. So as the title suggests, or at least hints, Curse of the Daughterbrides, deals with incest. That then is the taboo broken in the scenario. The effect of the curse is suicide, both by the NPCs—typically in front of the Player Characters—and because the curse spreads, by the Player Characters themselves. There is no Saving Throw. Given the way that the curse works, there is a strong possibility of a TPK—a Total Party Kill. Or rather, a Total Party Kill Themselves. However, it can be avoided, though doing so in the long term will be a challenge, and there are ways to potentially lift the curse. Which would solve the problem of the curse, but not the taboo.

Curse of the Daughterbrides, like other scenarios published by Lamentations of the Flame Princess it is set in the game’s default early Modern Period. Specifically, in 1630 England, so it would work well with several of the other publisher’s titles or equally easily adapted to the retroclone of the Game Master’s choice. Though to be fair, it is very more of a one-shot and whilst the author suggests ways in which the scenario could be added to an ongoing campaign, he even states that the scenario is unsuitable for ongoing play. As the scenario opens, the Player Characters are visiting the Cornish village of Dammell Green—the scenario suggests that the Game Master come up with a reason—where the local festival is being held. Normally this would be pleasant, even jolly affair, but not this year. Pandemonium seems to have rained on the event and everyone there, man, woman, and child, including attendees and stallholders is dead. Almost fifty people dead and it seems by their own hand. As the Player Characters go about the small village they encounter surviving villagers, who do two things. First, they tell the Player Characters that they are screwed and second, they kill themselves using the nearest available means in front of the Player Characters. With that, the Player Characters know that they cursed, how the curse works, and that they are now vectors for the curse. A curse, remember, which will drive them to commit suicide under the right circumstances.

So what exactly, is going on in Dammell Green?

Not long before the Player Characters arrived in the village, a Wizard attending the festive encountered a family he had met before. A family he knew to practise incest, and, in his disgust, he cursed them. Unfortunately, the magical fortitude of family caused the curse to rebound affect everyone else nearby. Which it did. To terrible effect. Now the family—the family of the Daughterbrides of the title—can be talked and reasoned with. They are actually nice people. The elderly patriarch of the family, Daveth Nancarrow—he of the daughterbrides—will be protective of his family and simply want to move on. His daughters and his daughters and his daughters will defer to him, again, wanting to leave the village lest they attract trouble. The Player Characters can also find the offending and offended wizard, but is unlikely to be of immediate help.

Several solutions to the curse are suggested. The Game Master is free to choose whichever feels more appropriate. The Game Master is supported with a detailed background of the family and various members at the heart of the scenario, including a family tree, details of Neythan Liddicoat, the Wizard and his curse, advice on setting the scenario up rather than running it, a list of potential victims for the Player Characters to ensnare in the curse, and a description of the village.

There is even a Daughterbride Class given should a player decide he wants one of the brides of Daveth Nancarrow as his character in future campaigns. The anti-magical ability of the Class explains why the curse cast upon them by Neythan Liddicoat failed to work. The Class is not without its roleplaying challenges, but there definitely would have to be some lines and veils drawn for some scenes when playing her. Though of course, why would you?

Physically, Curse of the Daughterbrides is well presented. It is well written, the map is clear, and the image of an old-fashioned razor 
used over and over decent enough. To be fair, it is almost a relief that the various situations in the scenario are not illustrated.

The confluence of two wrongs at the heart of Curse of the Daughterbrides do set up a pair of moral quandaries that the players and their characters may have to find a solution for in the scenario. One is what to do with the Wizard whose curse went awry, and the other is what to do with the incestuous Daveth Nancarrow and his brood. Both are left up to the Game Master and her players to address, but if they can get to that point and if not necessarily deal with them both, then at least discuss the possible outcomes, perhaps there is at least some positive outcome to the suffering that the scenario puts everyone through.

Curse of the Daughterbrides does not revel in its subject matter. In fact, it is quite straightforward about it. Which makes it easy to run, and probably as a single-session one-shot. It is simple enough that it possible to envision it being played and potential outcomes explored. Yet why would you? The subject matters at the heart of the scenario are ghastly, genuinely capable of upsetting some people and disgusting others, let alone the fact that the potential outcome of the scenario could be frustrating from a play perspective or that the Game Master might have to describe fifty ways of killing yourself at a village festival. Which is unpleasant in its own way. The subject matters though, remain unpleasant and unpalatable, and for many—despite what the author says—unsuitable to be included in a roleplaying scenario. This is not say that that either subject is unsuitable to be included in a roleplaying scenario, but here there is no delicacy or subtlety. The author is unashamedly pushing it into the faces of both the players and their characters, and again, that is likely to be too much for many a player.

The set-up of Curse of the Daughterbrides is a case of dropping the Player Characters into, if not a no-win situation, then one that is very close, and forcing them to work out how to get out of it. There are plenty of scenarios like that, but here the subject matters just make it worse.

There are going to be some who will be happy to play through Curse of the Daughterbrides, and they are to be commended for their mental fortitude, emotional strength, and hardy stomachs. Others though, should definitely avoid what is a horridly horrible horror of a scenario, very likely with good reason.

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