Friday, 15 September 2023
Friday Faction: The Sorcerer of Pyongyang
In the early nineties, during the time of the famine known as the Arduous March, Cho Jun-su, an ordinary schoolboy with a love of Kim Il Sung and the socialist fantasy comics he has to hire from a vendor at the station to read, discovers by accident, a copy of the Dungeon Master’s Guide for Dungeons & Dragons. Left behind by the son of visiting a professor in North Korean socialist thought, and taken from lost property at the hotel he works at by Jun-su’s father, Cho Jun-su is fascinated by the book, but his English is not yet good enough to read it, although his later translation of the book will both improve his English and his imagination as he becomes an award-winning poet. Until then he turns to a teacher who has been helping with the illness that keeps him out of school. The teacher comes to understand the book, explaining that it is a game of the imagination and storytelling, and when the boy asks, promises to run it for him. Thus Jun-su takes his first steps into roleplaying, not via Dungeons & Dragons, but the House of Possibilities, an interpretation of the rules that is more faithful by intent than by design, but nevertheless recognisable as roleplaying.
As his illness keeps him home from school and helps isolate him from the worst effects of the Arduous March, so too the House of Possibilities isolates him from the adulation and respect that he is expected to give Kim Jong Il, the Dear Leader, the self-criticism exercises he is expected to participate in at school, and so on. The notion of roleplaying and of Dungeons & Dragons is doubly dangerous within North Korea. It is nerdish and likely to be socially unacceptable just as it was in the West in the nineties, but in North Korea, it could be seen as an artefact of American decadence, one that encourages individualism. Yet it is this individualism that makes Jun-su stand out, his involvement with the House of Possibilities setting him on a trajectory through layers and layers of accepted reality, as he first experiences success, then downfall, then success again, before finding hope. It pushes him to Kim Il-sung University in Pyongyang, where he mingles with the elite, he is denounced and imprisoned, before being released and pulled into the orbit of the ultra-elite once, and then finally finding his own release. At university Jun-su isolates himself from the reality of the dangers that House of Possibilities, but its reality is left behind and Jun-su is forced to rely upon the accepted reality in which his love for Kim Jong Il will save him, but just like Winston Smith and Big Brother in Orwell’s 1984, it is Kim Jong Il that is stamping on his face. Nevertheless, it is Jun-su’s connection to the House of Possibilities that will save him again. Which leads perhaps to the most extraordinary reality in which Jun-su finds himself in, spending time in the company of ‘Jimmi’, in fact, Kim Jong-chul, older brother of Kim Jong Un, son of the late Kim Jong Il and supreme leader of North Korea. ‘Jimmi’ is portrayed as a member of the idle rich, when not drug addled, obsessed with the guitar and great rock guitarists, whose reality isolates him from the rest of the country and its cowed masses. Weirder still is the job he is given at a state insurance company, fabricating the reality of serious accidents, so that the country can gain foreign currency from the insurers in London. Even ‘Jimmi’ in his most maudlin state is affected by Dungeons & Dragons, wondering if his influence is sufficient to render Cho Jun-su the status of an NPC, a ‘Non-Player Character’ as controlled in the game by the ‘leader’ or Dungeon Master, or if he too, is an NPC, not for Cho Jun-su, but rather for Kim Jong Un. This is not an aspect that the author really explores, merely bringing it to our attention as he hurtles to the book’s conclusion. It is the novel’s startlingly missed opportunity.
Although he does not belabour the point, it is clear that the author knows about Dungeons & Dragons and roleplaying games in general. It is not a case of the author just having done his research to be able to use Dungeons & Dragons as a literary device. Or if it is, then that research is more than cursory. Readers in the know will recognise the copy of the Dungeon Master’s Guide from the description given, a great red demon (or efrit) grasping a scantily clad women in its left hand, a sword in its right as a knight and a wizard attempt a rescue as being for Advanced Dungeons & Dragons, First Edition. They will realise too that Jun-su’s battered copy is later replaced by Dungeons & Dragons, Fourth Edition. This could have been the result of simple research, but there is more. British readers will recognise the name of the games shop in North Finchley from where the author in the book purchases a copy of The Habitition of the Stone Giant Lord which is an undoubtedly obscure choice. There is though, Jun-su’s initial reaction to playing the game, his fascination with its imagined world, with it feeling more real than the one around him. This is something that many a roleplayer will recognise, that heady rush of discovery of not just having an imagination, but of being able to explore it too.
It would be trite to have simply explored the imagination as a means of liberation from conformity and repression. The Sorcerer of Pyongyang does that, certainly, but it goes beyond it to examine the dangers of the imagination, not just under the ordinary Orwellian repression of North Korea, but also in the layers of reality surrounding Pyongyang’s elite under radically different circumstances and under two different Supreme Leaders. Again and again, Cho Jun-su finds his imagination pulling him onward in a great journey through a bildungsroman of realities. The Sorcerer of Pyongyang is a fascinating glimpse behind the walls of the Hermit Kingdom that is North Korea with Marcel Theroux using Dungeons & Dragons as a surprisingly sophisticated means to drive its story along in a fashion that would have been unthinkable, let alone acceptable when Cho Jun-su first entered the House of Possibilities.
Saturday, 27 May 2023
An Elvish Endeavour
Saturday, 24 October 2020
Broken and Brilliant
And then KABOOM! And fazacck! And fire and really sharp, eye-stinging glitter (not kidding) and… the sky falls on Redfield Valley.
Now, the green, bucolic landscape of Redfield Valley has been turned into a blood red mud churned hellhole, littered with debris that crackles with strange energy from a city, whilst the Old Tusk promontory to the south is a steaming caldera, towers lie on their side, cracked and open, roads in the sky appear to climb to nowhere, and a dungeon appears to spiral into the sky. None of this was there before the fall… What has happened in Redfield Valley? Who unleashed the devastation and what secrets will it reveal?
This is the set-up for Shards of the Broken Sky, a campaign for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. Designed to take Player Characters from First Level to Seventh Level, it is a sandbox campaign set in 13th Age’s Dragon Empire. It supports different motivations and play styles, is designed to support Player Character relationships to the setting, and which really could be played more than once—though with different Player Characters—and each time their motivations would make the campaign very different in tone and flavour. It is also both brilliant and broken.
What is going on in Shards of the Broken Sky—and this explanation is clearer and more straightforward than any given in the book, and something that the authors should have led with, but failed to do so—is that Redfield Valley hides an incredible secret. It is actually the cover for an ancient prison and repository for all of the ancient secrets and dangers that Dragon Empire—and in particular the Emperor and the Archmage do not want anyone to know about or to get hold of. In Ages past, the Archmage hid these secrets behind wards which prevented access to them and built Vantage, a flying city-fortress-prison, to monitor, control, and protect the wards. Neither the wards, Vantage, or the roads that led up to it could be seen from the ground unless you had permission and knew the way. Now, something or someone has caused Vantage to come crashing down to earth, depositing an apocalypse upon Redfield Valley, causing death and devastation, weakening the wards it was built to maintain, and over the course of Shards of the Broken Sky, failing and so unleashing and revealing all of the secrets and threats Vantage was intended to hide.
Over the course of the campaign, the Player Characters will constantly find themselves delving into dungeons that are not dungeons and dungeons that are not dungeons which play with perspective and geometry and time. They are almost bookended by a pair of tombs, one full of traps inspired by Grimtooth’s Book of Traps, the other full of the deadliest of traps that the Old School Renaissance has to offer, and which would ordinarily never ever otherwise appear in an adventure for 13th Age, but also include an Area 51-like bunker which served as a repository of magic; the Shattered Spine, a wizard’s tower fallen and broken on its side; a valley of dinosaurs, all ready for the Orcs to raid and die in order to grab the gargantuan beasts as mounts; Magaheim, a golden city suspended over a volcano inhabited by demons and Dwarfs and their offspring, where the Game Master can play all of the noir storylines amongst its corruption and bureaucracy; the Winding Gyre, a floating maze which spirals into the sky and will see the Player Characters leaping up and down from one lump of rubble to ruin, again and again; and a living dungeon where the Oozes which may not be what they seem.
There are amongst them some incredibly inventive scenes. They include the Corpse of Kroon, dead and falling, but frozen in time, which the Player Characters can scale again and again in order to steal the magical items he implanted in his body; a wizard’s sanctum frozen at the moment of its destruction, its fixtures and features flung into the air around which the Player Characters must manoeuvre to fight; and a warded and party-frozen battlefield with the feel of the trenches of the Great War. All of this is fantastic and it is where Shards of the Broken Sky shines—and shines brilliantly. Not just because of these scenes and the inventiveness of these dungeons, but also because the campaign can be played in different ways. It is a mystery in which the Player Characters investigate dungeon after dungeon to determine who attacked Vantage and brought it down on Redfield Valley? Is it a heroic rescue mission in the Player Characters work to save the inhabitants of Redfield Valley and prevent the dangers warded by Vantage being unleashed upon the wider Dragon Empire? It is a campaign of survival horror, in which the Player Characters must survive and fight the dangers unleashed by the fall of Vantage? Is it a classic heist, in which the Player Characters raid the aftermath of the fall of Vantage for loot and glory? Is the new landscape of Redfield Valley simply somewhere to explore and delve into its newly revealed secrets? Shards of the Broken Sky can be played as any one of those or even combined.
However, to get to this brilliance, it takes a lot of effort upon the part of the Game Master—and that is where Shards of the Broken Sky is broken. And intentionally so. As a campaign, it is not just a sandbox, but a toolkit which the Game Master has to take the parts of and put together, taking dungeon after dungeon and encounter after encounter, and plugging them into the character Levels which the Player Characters are at. Shards of the Broken Sky provides numerous dungeons and encounters with which to do that. The Game Master also needs to work hard in order to bring Player Character motivations into play. This will primarily be done through their relationships with the thirteen Icons of the Dragon Empire—the Archmage, the Crusader, the Diabolist, the Dwarf King, the Elf Queen, the Emperor, the Great Gold Wyrm, the High Druid, the Lich King, the Orc Lord, the Priestess, the Prince of Shadows, and the ancient evil Dragons known as the Three—each of which has their own reasons for taking an interesting in Redfield Valley and the fall of Vantage. To support that, Shards of the Broken Sky provides adversary group after adversary group for the various factions and Icons with an interest in the remnants of Vantage, which the Game Master can plug into the campaign depending upon which the Icons the Player Characters have relationships with and which may or may not have been responsible for what has happened. Primarily these will appear as random encounters which the Game Master will work into the dungeons throughout the campaign, with the forces of the various Icons often appearing and working against the efforts of the Player Characters. These random encounters are in addition to the various monsters and encounters given for each location, as well as the Tension tables for each dungeon which ramp up the pressure on the Player Characters as they delve deeper—or even sometimes higher—into the dungeon.
As well as providing numerous adversary groups, Shards of the Broken Sky includes new monsters, new Icon-specific monster abilities to customise agents of the Prince of Shadows, new treasures, and new optional Player Character Races. The latter includes the Lava Dwarves, who can deliver a blistering heat at attack once per battle; Oozefolk, whose melee attacks do acidic damage when they are Staggered and whose touch might be acidic—an interesting defence if swallowed; and the Ophidians, legless, four-armed serpent folk with poison fangs. All make an appearance in the campaign as NPCs, and could then appear as replacement Player Characters or in the ongoing campaign once Shards of the Broken Sky has been completed. The new magical items include fading items whose power drain away from one scene to the next and various items derived from the crystals that were built into the walls of Vantage, whilst the monsters range from Pie Mimics and Kroon’s Foot Lice to Wicker Golems and Rainbow Puddings!
To fully run Shards of the Broken Sky, will need more than a few books. Not just the core 13th Age rules and 13 True Ways, but also the 13th Age Bestiary and 13th Age Bestiary 2 and the Book of Loot and Book of Loot 2. Other books, such as The Crown Commands, Fire and Faith, and High Magic & Low Cunning will be useful, but are likely optional. The excellent Book of Ages may be useful as a reference in certain dungeons of the campaign.
Physically, is in general well-presented. It needs an edit in places, and whilst relatively lightly illustrated, there is some great artwork throughout. However, of the maps that there are, many are too dark to read with ease, whilst others are comprised of icons that indicate the relationship and links between various locations. These are not often easy to read. Enjoyably throughout though are the authors’ advice and playtest feedback which provide a commentary throughout. That said, the authors could have been more upfront about the plot to the campaign and what is going on, rather than leaving it for the Game Master to discover as she reads through the book. Lastly, Shards of the Broken Sky is not actually an easy read, but that is due to it being written as a toolkit rather than as a linear dungeon which would be the case with almost any other mega-dungeon or campaign for the fantasy roleplaying game of your choice.
Anyone going into Shards of the Broken Sky expecting a more traditional, even linear campaign, even as a sandbox, is likely to be disappointed. It is simply not built that way, and in comparison to such a campaign, Shards of the Broken Sky is broken. However, Shards of the Broken Sky is designed in that way by intent because it is a toolkit, a book of parts—each of which could be extracted from the book and used on their own in a Game Master’s own campaign—that are designed to be used by the Game Master to build around her Player Characters and their Icon relationships to create her own version of the campaign. Which of course does more work upon the part of the Game Master, but if done right will make the campaign more personal to the Player Characters. Neither the Game Master nor her players are going to be able to put the Shards of the Broken Sky back together, but they are going to be able to take its brilliant brokenness and build a great campaign together.
Saturday, 11 June 2016
A Treasure's Treasury Trove
The Book of Loot is a supplement for 13th Age, the dramatic Dungeons & Dragons-style RPG published by Pelgrane Press. It presents a hoard or thirteen’s worth of treasures, each individual item linked to one of the thirteen Icons, the archetypal gods and major NPCs, in the game’s default setting of the Dragon Empire. The items are further categorised into further fourteen types with one, two, or more entries for each type. The types are in turn Armour, Robe, Shirt, and Tunic; Arrow, Crossbow Bolt, and Sling; Belt, Swordbelt, Kilt, and Girdle; Book, Scroll, Tome, and Grimoire; Boots, Shoes, and Slippers; Cloak, Mantle, and Cape; Glove, Gauntlet, and Mitt; Helmet, Circlet, Crown, and Cap; Necklace and Pendant; Ring; Staff; Wand; Weapon; and Wondrous Item. What this means, with thirteen Icons and fourteen types, is that the Book of Loot describes at least one-hundred-and-eighty-two items of treasure—and the true figure is closer to two hundred!
The Book of Loot is neatly organised with chapters devoted to each of the thirteen Icons and then each detailing the various items under each of the fourteen types. Each chapter opens with a description of where items related to the Icon might come from and what they form they might take. So for example, those items related to the Elf Queen tend to be either well made, if ordinary looking, or simply beautiful works of art, whilst those of the Archmage can be showy, whimsical, devastating, or all three, since they serve to showcase his power to both his allies and his enemies. Then it proceeds through the types, one by one, giving in many items that can in varying forms. For example, under the ‘Armour, Robe, Shirt, and Tunic’ type for the Dwarf King two items are described, ‘Solidity’ and ‘Thrice-Forged’. So these might be ‘Armour of Solidity’, ‘Robe of Solidity’, ‘Thrice-Forged Shirt’, and ‘Thrice-Forged Tunic’. What this means that in a very many great instances, the actual form that a magical item comes in is not important and that a wider array of Character Classes will be able to make use of them. Rounding out each of the chapters is a trio of adventure hooks, each involving a magic item, for a total of thirty-nine, plus another six involving magical items in a more generic sense, for a total of forty-five in the supplement.
Each magic item is accorded a paragraph or two, each comes with a quirk, and many are written with a sense of humour. For example, “Swift Shot: Once per battle, if you’ve got elven grace, and you get an extra action, and you use that standard action to make a ranged attack with this ammo, then the size of the die rolled to determine whether or not your elven grace triggers doesn’t increase. If you’re not playing a wood archer, your eyes probably glazed over two clauses back.” Of the quirks, the ‘Armour of Darkness’, tied to the Prince of Darkness and which grants an Armour Class bonus in darkness (at night, underground, or indoors), but a penalty in sunlight or bright light, also leaves the wearer finding bright light painful, increasingly pale skin, and sadly, allergic to garlic; the Emperor’s Spellbreaking Ring, a chunky affair that enables a user to use an opportunity attack triggered by a spell to counter the actual spell, but the wearer no longer respects personal space; and The Three’s Weapon of Feinting gives the wielder an Armour Class bonus if he misses an attack, but makes him blurt out lies when put under pressure. In this way not only does each magical item give a player one or more powerful abilities, they also alter his character’s behaviour and so give the player role-playing challenges.
Topping and tailing these thirteen chapters is the book’s introduction and a chapter on Treasure Troves. The former sets out what the Book of Loot is for and how it works, but notably it panders to the 13th Age’s love with a set of lists. So you have lists of ‘Items that Demand a Story’, ‘Relentlessly Practical Items’, ‘Unforgivable Puns’, and more. The latter explores what else might be found in a treasure trove beyond magical items—coins, gems, jewels, and actual treasures. This nicely ables the GM to design interesting hoards for his players to loot. Rounding out the supplement is set of tables that addresses a problem in the Book of Loot—finding anything. As everything in the supplement is organised by Icon rather than type, finding anything by type is a bit more awkward than normal. So a set of tables for each type of magical item lists everything in the previous pages, as well as summarising each item’s power, tier in the game—Adventurer, Champion, or Epic, Icon, and of course, page number. So the tables work as a set of indices too.
Physically, the Book of Loot is far from perfect. It needs another edit in places and the layout is scruffy in others. Over all, in places it does feel a bit rushed. The book is lightly illustrated, but all of the illustrations nicely capture the feel of one magical item or another. Nevertheless, the book is well written and it is clear that the author had fun writing it.
As much as the Book of Loot is a chore to read from start to finish, each individual entry is actually a pleasure to read because it is invariably clever and interesting and does so much more than your run of the mill +2 Sword of Giant Slaying or Ring of Invisibility. Arguably this is one of the most inventive and interesting hoard of magical items ever to grace a d20 System supplement and it almost deserves to be on the shelf of any GM or Dungeon Master who creates his own adventures and dungeons. The only reason why it should not be is that a great many of the items in the Book of Loot are more complex than those typically found in Dungeons & Dragons because they have to take account of the greater complexity, often dramatic complexity, such as the relationships between each player character and the Icons, to be found in the 13th Age. That said, there is nothing to stop the DM from adjusting any of the items in the Book of Loot to suit the mechanics of his choice.
The Book of Loot is quite possibly one of the best treasure books ever written for Dungeons & Dragons—it is unsurprisingly, the best ever treasure book written for use the 13th Age RPG. Inventive, fun, and full of clever creations, the Book of Loot is an excellent addition to the 13th Age line and a hoard of treasures worth looting for just about fantasy RPG.
Friday, 27 February 2015
The 13th Age's Companion
13th Age is now supported by several supplements, of which 13 True Ways is the second. Funded via Kickstarter, 13 True Ways is a bit of a miscellany of new things for 13th Age that includes six new Classes and new Class rules, descriptions of the Cities and Courts of the 13th Age, a bestiary of new monsters, an examination of devils of 13th Age, and lastly, a chapter of bits and pieces. Not possessing the focus of the 13th Age Bestiary, this then is a companion volume with support for both the players and the GM.
Diving straight in, 13 True Ways gives updated rules for summoning—useful for both the Ranger and the Druid as well as several other Classes—before presenting six new Classes, the Chaos Mage, the Commander, the Druid, the Monk, the Necromancer, and the Occultist. The first of these, the Chaos Mage brings an arch-randomness to spellcasting. Each time a Chaos Mage tries to cast a spell, he initially does not know actually what spell he is going to cast only its type—attack, defense, or Iconic. Ideally the type is determined the round before by drawing stones from a bag, with Iconic spells be rolled for to determine which Icon they are related to. Talents enable a Chaos Mage to use spells from other Classes and grant extra random effects through Warp Talents, whilst the Chaos Mage’s ‘High Weirdness’ can be unleashed on himself, his allies, or the enemy, and the effect may not always be beneficial. This is the very opposite of the Commander which enters battle to earn Command Points which are spent to issue Commands to the other player characters, enabling them to move, rally, reroll attacks, attack an enemy together, and so on. In addition, the Commander can use Tactics that work as quick or interrupt actions that typically grant another character more attacks. More straightforward than the Chaos Mage, the Commander gives other characters the chance to more effective, but does require that a player keep an eye on the whole of any battlefield.
Where the Commander was straightforward, the Druid is a complex Class that has to encompass a lot of options. Essentially, a player designs the type of Druid he wants to play by selecting a Talent from a set of six—Animal Companion, Elemental Caster, Shifter, Terrain Caster, Warrior Druid, and Wild Healer. He could pick three of these and be an Initiate in all three, but he could instead pick two of them, becoming an Initiate in one, and by picking the same Talent twice, becoming an Adept in a second. Adepts are more powerful than Initiates. For example, an Animal Companion Initiate can only call his companion every other battle, but an Adept gets a companion that he can cast spells on and enhance. Every Druid has some features in common—being able to talk to plants and wilderness survival, and so on—but what this means that no Druid is likely to be the same as another and it means that a player can customise his Druid to fit his conception of the Class. The Monk is also similarly complex, bringing flavour and feel to unarmed combat as well as making it effective. The Class’ core concept is that whether armed or unarmed, a Monk uses forms in combat that consist of an opening attack, a flow attack, and a finishing attack. So a Monk can follow the Claws of the Panther form from start to finish, but should he know other forms, he can freely switch between as the situation dictates. So for example, a Wizard has been set upon by a pair of orcs and his Monk comes to his aid by using ‘One must be Free’ from the ‘Dutiful Guardian’ forms as his opening attack to deliver a jab and help his ally—the Wizard—disengage from one of the orcs, then switches to to the ‘Cats cut between Hounds’ flow attack from the ‘Claws from the Panther’ form in order to punch both orcs, before ending with the ‘General slays the Hordes’ finishing attack from the ‘Way of the Metallic Dragon’ form to deliver a kick to one target and a punch to another. The Monk can back these attacks up with Ki points, spent either to adjust attack rolls or activate Ki powers such as ‘Leaf on Wind’ to gain flight for a turn or ‘Diamond Focus’ to gain a save against being dazed, stunned, or weakened. Clearly the Monk has been designed to emulate the Wuxia style, which may not necessarily quite fit the setting of the 13th Age. Fortunately some notes are included to help the Gamemaster decide the role of the Monk in his game.
In Dungeons & Dragons, the Necromancer has never really worked as a playable Class, but the version presented in 13 True Ways certainly is and it can be so because 13th Age eschews the binary absolutes of Dungeons & Dragons’ Alignment system. Having been replaced by a character’s relationships with the Icons of the setting and to an extent by a character’s One Unique Thing, the how and why of a character Necromancer becomes a story in itself, though of course, every Necromancer has some kind of relationship with the Lich King. Further every Necromancer is wasting away, so here the Necromancer with a positive Constitution modifier has that as a penalty against his casting spells, whilst a negative Constitution modifier has the potential to act as a bonus. A Necromancer’s Talents are delightfully thematic, such as ‘Cackling Soliloquist’ that grants an extra benefit to a daily spell and the chance of a recharge to that spell if the Necromancer spends extra time maniacally cackling and soliloquising about his plans and the weakness of his enemies; kill and suck the life force from enemy to heal with ‘Deathknell’; or summon undead to fight for him, but release their spirits afterwards in a burst of holy energy with ‘Redeemer’. A Necromancer can also have his own skeleton minion and comes with a selection of spells to summon the undead. As written the Necromancer makes a great NPC villain, but at the same time there are options that shift it away from the archetypal skeletal summoner and the story of a Necromancer's redemption—whether as player character or NPC—has the potential to be interesting, if not great, in the telling. The last of the six Classes in 13 True Ways is the Occultist, a very singular Class in that there can only be one in the 13th Age, which of course be addressed by the character’s One Unique Thing. As a spellcaster, the Occultist peers through reality to warp to the benefit of his allies and the detriment of enemies. For example, an Occultist with the ‘Otherworld Shadow’ Talent has a shadow self that will take the damage and effects from an enemy once per day, whilst the ‘Icon Envoy’ Talent lets him set one of his ally’s relationship dice and so gain the benefit from it. The Occultist is the least straightforward Class in 13 True Ways, being slightly off centre and arguably not immediately obvious as to what it can do. Definitely a Class for the experienced player.
If the Druid and Monk were missed by their absence from 13th Age, then equally as missed were rules for Multiclassing, but 13 True Ways addresses this by essentially offering an option for dual-classing. Simply combining one Class with another would make a very powerful character, so instead 13 True Ways goes for a diversity rather than potency in terms of abilities by a making multiclassing character effectively one Level lower than his actual Level. For example, a Second Level Ranger/Druid would have the powers and abilities of a First Level Ranger and the powers and abilities of a First Level Druid. In addition, a multiclassing character will also have a reduced Armour Class, reduced Hit Points, and so on. Further, what this means is that a First Level multiclassing character is sort of between Zero-Level and First Level character, though not necessarily a weak one. Still, plenty of combinations present themselves with these rules. Monk/Fighter or Monk/Rogue for even more wuxia or ninja-style action, a Paladin/Necromancer seeking redemption, the Barbarian/Commander at the head of a horde, and so on. Plus the 13 True Ways also discusses how each of the game’s Classes works for Multiclassing, which should spur further character concepts and ideas.
Almost half of the book is taken up by the new Classes, but there is still plenty for the DM to get his teeth into, starting with detailed descriptions of five of the ‘Cities & Courts’ of the 13th Age—Axis, the Court of Stars, Drakkenhall, Horizon, and Santa Cora. Much of the description given is not set in stone, presenting the Gamemaster with plenty of choices, and this is in addition to the thirteen rumours for each location. Of the five, Horizon—home to the Arch Mage and high, high magic, and Drakkenhall—the domain of the Blue Dragon and a city of ‘orderly-ish’ monsters receive the most attention, detailing how each of the Icons is connected to the two cities and how the adventurers can become involved when they roll for their Icon influence from one session to the next. All five of these locations are nicely done, full of ideas and details that the DM can add to his campaign to bring it to life.
The monsters in 13 True Ways are a mix of the old—Cloud Giants, Metallic Dragons, Gnolls, Mummies, and so on, and the new—Bat Demons or ‘squishies’ that mob single targets, the tentacular Soul Flensers that steal powers from its targets, and the Flowers of Unlife that never seem to die. Like any Dungeons & Dragons-style game, more monsters are always welcome and these are useful additions, but like the 13th Age core rules, many of these creature are underwritten in terms of description and background. Others though, get fuller treatment elsewhere in 13 True Ways. So the nature of the Devils described in the bestiary gets a full description in a chapter of its own, the powers of many Devils revolving around an ability called ‘Devil’s Due’. This forces a player character to make a choice when attacking a Devil: does he take the bonus granted from the Escalation Die when he rolls to hit or not? If he does, there are dues to be paid, all negative and all different from one Devil type to another. For example, using the Escalation Die against an Ice Devil causes an adventurer to be stuck, whilst that of a Horned Devil causes him to be weakened. The origins, purpose, and hierarchy of Deviltry is discussed in its own chapter and there is not one answer, but twenty-nine. Unsurprisingly, thirteen of these are tied into the Icons, the others being Icon neutral. With so many options available there is potential here to add Devils to one campaign with an option or two and still come back to them in a wholly separate or different campaign.
13 True Ways is rounded out with its own miscellany, the ‘Gamemasters’ Grimoire’. There are artefacts whose abilities are unlocked the longer they are worn or wielded and magic items—the cursed items being perhaps the most interesting here, plus thirteen dungeons and ruins, thirteen flying realms, and thirteen taverns and inns. Not all of the locations are immediately useful, the dungeons and flying realms most likely requiring development, but the taverns and inns are of course, easy to drop into a game. There are also three monastic tournaments, specifically for use with the Monk Class, and lastly a set of six entries provided by Kickstarter backers of 13 True Ways. These include four NPCs described in detail that are designed to be scaled to the player characters, as contacts, allies, rivals, or even enemies. To that end, each of the four will need stats created by the Gamemaster, but the four are each accompanied by a set of thirteen facts about each NPC, which of course, may or may not be true. The fifth and sixth entries are descriptions of two living dungeons—Underkrakens and the Wild Garden. Both are home to creatures described in the Monsters chapter, the Soul Flensers in Underkrakens and the Flowers of Unlife in the Wild Garden. Underkrakens might be city-sized creatures, vehicles, or colonies from beyond and learning what might have dark consequences for the soul of too inquisitive an adventurer. Call of Cthulhu is a direct nod here with rules for Terrible Enlightenment that send a 13th Age campaign into the horror genre. Where Underkrakens is mostly an unknown, the Wild Garden is more of a known quantity, a sunlit temple that was assaulted by the forces of the Lich King, but fell into the hands of a recently undead druid. The description of the Wild Garden is much of that of a dungeon write-up, but both of these living dungeons will need much more development upon the part of the Gamemaster. They are intriguing, but not quite fully formed.
Physically, 13 True Ways is a lovely looking hardback. The artwork is all good quality and the writing is engaging, full of detail and flavour that the Gamemaster can bring to his game. Like the core rules, it comes with a good index and glossary. It is difficult to really find fault with the supplement, but there are perhaps two. One would be the underwritten monster descriptions which are disappointing after the fulsome write-ups given in the 13th Age Bestiary. The other is the difficulty of the new Classes. Now assuredly, they are the highlight of 13 True Ways—well, five of the six anyway. Two of these—the Druid and the Monk—seemed oddly absent from 13th Age, so their inclusion is more than welcome. These new Classes may well not be suited for all, the randomness of the Chaos Mage may be annoying to other players; the Commander has to keep an eye on his fellow player characters to be truly effective rather; and a group may not want the Necromancer as one of their number because anyone who summons the undead must be ‘evil’; and well, as to the sixth, the Occultist is just odd and unlikely to work in the hands of very player. They are undoubtedly as much complex and as they are flavoursome and are in a way, ‘advanced’ Classes that will fare better in the hands of the more experienced player and with a more experienced Gamemaster.
So, five good, new Classes. Setting descriptions and options. New monsters and over a dozen options for one new monster type. Magic items, artefacts, dungeons, and more. 13 True Ways packs an awful lot of new material into its pages. Whilst the new Classes are its highlight, the material for the Gamemaster is almost as good if not all of it is actually true—until the Gamemaster chooses an option or two and makes it true.
Saturday, 17 August 2013
What killed Dungeons & Dragons?
Hyperbole aside, 13th Age is a Dungeons & Dragons-style RPG unlike anything that that ‘style’ in gaming has ever seen. What it brings to Dungeons & Dragons are contemporary mechanics that encourage storytelling as part of the game’s play that combine the best features of the last two official versions of Dungeons & Dragons – and it does this before we have the next official version, D&D Next. Published by Pelgrane Press, better known for its GUMSHOE System family of games, including Trail of Cthulhu, Ashen Stars, and Night’s Black Agents, 13th Age just might be everyone’s next fantasy heartbreaker.
At the heart of 13th Age are three core elements that change Dungeons & Dragons as we know it – Icons, “One Unique Thing”, and Backgrounds. The setting does not have gods as such, but thirteen Icons, each a being or personality that shapes part of world. They drive and direct the events of the world, and include the Archmage, the Crusader, the Diabolist, the Dwarf King, the Elf Queen, the Emperor, the Great Gold Wyrm, the High Druid, the Lich King, the Orc Lord, the Priestess, the Prince of Shadows, and the Three – the latter being ancient evil Dragons. In another setting they might be Sauron or Vecna, Elminster or Gandalf, Conan or Drizz’t Do’urden, Orcus or Tiamat, and so on, but either way, each player character has relationship with one, two, or three of the Icons. Each relationship can be Positive, Conflicted, or Negative depending upon how many points are assigned to it and will further vary depending upon if the Icon’s nature is Heroic, Ambiguous, or Villainous. Before each session each player will roll for his Icon relationships to see if one or more will somehow influence the events of the forthcoming session. As a player character progresses from First Level up to the maximum of Tenth Level, the strength of his Icon relationships will also grow, whether becoming an Icon’s champion, enemy, and so on, or indeed as is inferred by 13th Age, eventually supplanting the Icon. The question is, would such a change inaugurate the 14th Age?
One further influence that the Icons have on any setting is that they replace the Dungeons & Dragons sacred cow that is Alignment. Without the presence of Alignment in the game, 13th Age has no need for player characters to select it or to have spells that work with it, such as Detect Evil or Protection from Good. Whether or not an Icon or an NPC is ‘Lawful Good’ or ‘Chaotic Evil’ is down to the story that the GM and his players are gaming. Of course it will be obvious that the Great Gold Wyrm is good, that the Diabolist is evil, and so on, but when it comes to the Ambiguous Icons, such as the Crusader, the Dwarf King, the Elf Queen, the High Druid, and the Prince of Shadows as well as occasionally the Emperor and the Three, there is more flexibility in their attitudes and actions. Thus there is also a greater flexibility to telling stories where they are involved. (Of course, the GM and his players are free to re-adopt Dungeons & Dragons’ Alignment system if they want, and it should be noted that 13th Age actually places all of the Icons on an Alignment diagram for such an eventuality.)
Every player character has One Unique Thing, an aspect of his origins or personality that singles him out in the 13th Age. No other character will possess this aspect, and whilst it cannot confer a mechanical benefit of any kind, including a combat benefit, it serves as one big fat story hook for the GM to play with and give that character his moment in the spotlight. For example, “I hear the Music of the Spheres and sometimes it guides my song” or “My true father was not a blacksmith, but the Prince of Shadows who never stayed to raise me.”
13th Age forgoes traditional skills in favour of Backgrounds. Each Background is essentially a flexible package of skills represented by single catch all phrase or word. How each Background works or can be applied in each situation is determined by the agreement of both player and GM. For example, ‘Lady of the Emperor’s Court +4’ would indicate a person with an understanding of etiquette, a head for court politics and intrigues, and who possesses a certain status. Whereas ‘Bounty Hunter +5’ would be able to investigate where his target is, interrogate suspects, track his target, and so on.
Of course, the Icons, the One Unique Things, and the Backgrounds are not the only changes in 13th Age when compared to Dungeons & Dragons, but these changes escalate aspects of the game and how it is played. They lie at the heart of characters in 13th Age. The game gives nine familiar choices for a character’s Race – Dwarves, Dark Elves, High Elves, Wood Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Humans plus some further options if the GM wants to add them to his world. Each Race provides a bonus to one of two characteristics – the player’s choice, though the bonus cannot stack with the one gained from his chosen Class – and a Racial Power that a character can use once per battle. For example, a Dwarf has the choice of +2 Con or Wis and receives the Racial Power of ‘That’s Your Best Shot?’ which lets him heal as a Recovery free once per battle.
Similarly, the choice of Classes available will be familiar, but each is different to the familiarity of Dungeons & Dragons. The differences are given up front in a Play Style section for each Class which describes how easy it is to play, who it would appeal to, and so on. Certain elements of each Class are optimised – Armour Class and choice of armour and weapons and choice of weapons for example. Thus the Rogue can wear any armour, but wearing heavy armour or wielding a shield imposes an attack penalty. His optimal choice of Armour is Light which gives him a base Armour Class of 12. The Rogue can use any weapon, but with Martial or Heavy weapons he again accrues an Attack Penalty, so small, light, or simple are a better option. What is interesting is that weapon damage is determined by how well the Class can use it, so that the Rogue is as deadly with his knives or his shortsword as a Fighter is with his longsword. In effect this is dramatic damage rather than simulationist and this only escalates because a character gets a damage die per Level. So a Third Level Rogue would roll not 1d8 for his knife attack damage, but 3d8!
Every Class has its selection of Powers and Talents, many of which a player can enhance though his choice of Feats. Both Talents and their accompanying Feats come in three levels – Adventurer, Champion, and Epic – and barring the general Feats, every Feat serves to enhance one of a character’s Powers or Talents. The selection of Powers and Talents available varies in number and complexity from one Class to the next and 13th Age is again quite open about which Classes are more complex than others, from the simple Barbarian and Paladin Classes to the complex Bard and Wizard Classes. At the heart of each Class is a singular feature that only members of that Class can do in 13th Age. For example, the Barbarian can Rage once per day – more if certain Feats are selected – allowing him to roll two twenty-sided dice in combat and if both roll eleven plus and hit, then the attack is a Critical, while the Paladin can ‘Smite Evil’ several times a day to add more damage. In comparison, the Bard sings magical Songs that have initial effects, continuing effects, and a final effect when the song ends. For example, the Song of Spilt Blood levies a penalty against a Bard’s attackers equal to the number of his allies with greater Hit Points than the Bard when first sung and sustained, and then grants the Bard or an ally a heal using a Recovery when it is ended. The Wizard can of course cast arcane spells, whether that is Cantrips, Cyclic spells that can be cast from one battle to the next, and Ritual spells that can take hours to cast, but have a greater effect. The complexity of the Class comes in knowing when to cast what spell and in taking the right Talents and Feats to customise the Wizard according to the player’s design.
Of the other Classes, the Cleric possesses Domains and can modify some of his spells for broad or power effect and the Fighter can use flexible attacks called Manoeuvres that are triggered under certain circumstances, the player selecting which one to be triggered. The Ranger focuses on Talents that might for example make him a better archer, an expert tracker, or give him an Animal Companion, whilst the Rogue has a Sneak Attack and Trap Sense as well as Momentum, which is gained and lost in battle and then spent to fuel the Class’ Powers. Lastly the Sorcerer gets spells, but can also re-use Breath Weapon spells over the course of a battle, chain spells to attack multiple opponents from round to round, and can Gather Power to cast double-strength spells, amongst other Powers. At first it might seem that in creating a character has a lack of choice when it comes to the selection of Talents and Powers, but 13th Age does not so much restrict a player’s choice as focus it, enabling a player to better define the character that he wants and what he wants his character to do.
Our sample player character is a Dwarf and a Barbarian – the simplest of the Classes available in 13th Age. In keeping with that simplicity, his Backgrounds and his One Unique Thing pretty much define Fandor whilst leaving room for further detail to come up in play. Plus whatever the GM comes up with…
Fangor
Dwarf; First Level Barbarian
Str 18 (+4) Dex 15 (+2) Con 17 (+3)
Int 12 (+1) Wis 08 (-1) Chr 13 (+1)
Hit Points: 30 Armour Class: 15 (Ankheg Hide)
Physical Defence: 14 Mental Defence: 12
Recovery Die: d10 Recoveries: 8
Initiative Modifier: +3
Melee Attack: +5 (Orc F’ckin’ Kleaver 1d10+4 damage)
Ranged Attack: +3 (Orc Bone Bow 1d8+2 damage)
Feats: Barbarian Rage (Adventurer), That’s Your Best Shot?
Talents: Building Frenzy, Unstoppable, Whirlwind
Icon Relationships: The Dwarf King (+2), The Orc Lord (-1)
One Unique Thing: “I am Fangor, son of Fandin the last son of lost Second Host of the Forge; and the adopted son of the Orc Lord, Zildak, and I have fought my way out of the Underhome and beyond – and will fight my way back in!”
Backgrounds: Master of the Forge +2, Orc Pit Fighter +4, Underhome Refugee +2
Although there is flexibility in designing a character within the limits of his Class, what 13th Age does not allow a character to do is Multi-Class. This is not a wholly slaying of a classic Dungeons & Dragons sacred cow, for a future supplement will give the rules for it, plus some Class’ Talents allow the Class to use certain aspects of another Class. For example, the Paladin can select one of the Domains from the Cleric Class, whilst the Sorcerer has access to lower Level Wizard’s spells.
Combat in 13th Age is also streamlined and focused to speed up play. In addition to the simplified choice of weapons and armour per Class and the increased damage a character does as he rises in Level, a character also does damage when he misses – usually half damage, which means that a character is always doing something, just not always effectively! This works well when facing Mooks where their damage is listed as big block for all of them and as damage is done to their Hit Points, a Mook is lost from the pack. Range and position are also simplified; this by abstracting what would be a map in Dungeons & Dragons to three range bands – Engaged, Nearby, and Far Away. Characters are more freely allowed to move around the battlefield, with some Talents and Feats, such as the High Elves’ ‘Highblood Teleport’ Racial Power almost encouraging it.
As well as simplifying combat, 13th Age also intensifies it with the Escalation Die. This is a six-sided die placed in the midst of the table on the second round of a combat. It is initially set at one and on each subsequent round it is increased by one until it reaches six. What the Escalation Die represents is the momentum of a battle, driving it forward to a climatic outcome. It can be de-escalated if the player characters do not really engage with the enemy, but as long as the Escalation Die keeps rising, the player characters receive a number of benefits from it. First, a player character always receives a bonus to his Attack roll equal to the value on the Escalation Die, but second, the Escalation Die can trigger certain Powers. For example, as a Barbarian, Fandor can Rage once per day, but because he has the Barbarian Rage Feat at Adventurer level, he can Rage for free if the Escalation Die is four or more – and this gets better if he takes the same Feat at Champion and Epic levels!
13th Age takes two approaches to magic. First it divides magic items into two types. One-use items that a character purchase, such as potions, oils, and runes, and ‘true’ magic items that are amazing and rare and therefore special. The latter are not only special, but like the intelligent swords of Dungeons & Dragons, actually have an influence over the wearer or user, particularly if the character wields too many items. For example, the Boots of Ferocious Charge has the quirk of “You like to start fights as much as you like to finish them”. Simply, a character can own and use one ‘true’ magic item per level. Beyond that and the character is in trouble… Second, just as each Class has a limited range of Talents to choose from, so all spell casters have a limited number of spells to choose from, but their spells get better at higher level as they learn to cast the higher Level versions rather than the lower ones. So at First Level, a Wizard can cast five First Level spells, and then six at Second Level, but at Third Level, he can cast three First Level spells and four Third Level spells. This progression continues as he rises from First to Tenth Level, so that at Tenth Level, he can cast three spells of Seventh Level and nine of Ninth Level.
One effect of the limited number of spells available to the Wizard Class is that it loses a lot of the spells from Dungeons & Dragons that do not inflict damage, for example, Feather Fall, Hold Portal, and Levitate. What 13th Age does instead is amalgamate all of these spells into one single Utility Spell. This gives the Wizard access to a number of non-combat spells that grow with the Level of the caster and further, the Wizard chooses the effect that he wants when he casts the spell rather than when he takes the spell. Similarly, the Wizard’s cantrips and rituals are intended to be as versatile in their use, this being limited by the player’s imagination and the GM’s agreement.
Roughly half of 13th Age is devoted to supporting the GM. This includes advice and rules on handling the storytelling elements of the Icons; building battle encounters – at higher levels, they are intentionally unfair, or ‘challenging’; and handling healing. Characters can take a quick rest after a battle to heal using Recoveries and even recharge some Powers, but more dramatically, the GM decides when a Full Heal-Up occurs and everything is restored and if the players demand one, the GM can impose a Campaign Loss, the latter something that will hinder the player characters in some way…
It should be noted though that the fact that the player characters can heal themselves with the use of Recoveries divorces 13th Age of the need to construct the player character party along traditional lines. No longer is there the need to have a party consist of a Cleric, a Fighter, a Thief (or Rogue), and a Wizard. Thus it also divorces it away from the obvious need to have four players or more in a party, so 13th Age has the capacity to work with smaller as well as larger groups.
Another sacred cow that 13th Age sacrifices is Experience Points. Indeed, the authors’ opinions are that XP are better left to computer games! Instead, the characters should ‘Level Up’ when it is dramatically appropriate, plus they should each receive an Incremental Advance at the end of each successful session, such as a bonus to an attribute, a new Feat, or a new or altered Icon Relationship.
Characters in 13th Age need something to fight and unsurprisingly, they come in the form of monsters. There are no surprises when it comes to the choice of monsters included and to be honest, there is no reason for there to be. The monsters are all very traditional – dragons, goblins, skeletons, what have you, but all are presented with the minimum of fuss and the minimum degree of detail. More detail would just have got in the way… Every monster though is associated with one of the Icons, which enables the GM to tailor his choice of monsters to the Icon Relationships selected by the players and to the Icon Relationships that come up in play. The sparse simplicity of the monster stats in 13th Age make them easy to use and customise as well as prepare for an adventure.
The setting of 13th Age – The Dragon Empire, is given in broad swathes, leaving room aplenty for the GM to add his details. What is given in terms of setting tends towards the dynamic, for example, gladiatorial games regularly take place in the Dragon Empire’s capital, Axis, City of Swords, including a boardgame played with living pieces; there are numerous flying realms in the overworld above The Dragon Empire and demon-infested Hellholes transformed by the Diabolist that beg to be explored; and a ruined coastline of castles, cities, and villages that are regularly assaulted by tsunamis and inhuman aberrations coming in from the Iron Sea. What matters here is not the day-to-day lives of the natives of The Dragon Empire, but where the player characters can adventure. Rounding out 13th Age is an adventure, ‘Blood & Lightning’, which is specifically designed to introduce the players to Icon Relationships and combat 13th Age style.
Physically, 13th Age is a full colour hard back, neatly illustrated and laid out. The writing style is again unlike any Dungeons & Dragons rulebook that you can think of; it is light, conversational, and throughout takes time to step away from the rules to talk directly not only to the GM, but also the players about various elements of the game. Further, where another rulebook would maintain a single voice, 13th Age allows both authors to speak about how each approaches each rule or how they run it in their campaigns. Overall, whilst you might not want this with every RPG, here it is engaging and often it gives a slight alternative to a given rule. One final, very pleasing touch is the combination of the index and the glossary into one and it is very effective, quickly recapping the rule and giving its page number elsewhere in the book.
Given all of the hyperbole so far placed at the 13th Age’s feet, it is really quite difficult to identify issues that count against it, but in the interests of some semblance of balance, here goes… Whilst 13th Age is very much written for anyone who is familiar with Dungeons & Dragons and the d20 System, such that it is very easy for them to pick this game up and play, it does not serve those who are less familiar or even new to roleplaying as well. Primarily this shows in the lack of an example of character generation and in an example of play, though there is an example of combat given somewhat later in the book. Mechanically, it seems rather odd for a classic Dungeons & Dragons-style game not to include the Druid Class, especially given that one of the Icons is the High Druid. Another Class not present is the Monk, but this is less of an issue, and anyway, both Classes will be presented in a future supplement. That said, once the Monk is presented it would be nice to see it accompanied by some cinematic style rules or mechanics, perhaps in the Wuxia style, to reflect the Class’ Oriental origins; and if so accompanied, perhaps such rules could be expanded to cover the other Classes in 13th Age too?
13th Age can be best described as the first post Dungeons & Dragons, Fourth Edition ‘Dungeons & Dragons’-style RPG. It is a Dungeons & Dragons-style RPG that looks to contemporary sensibilities rather than looking back to 1974 and it does so in three primary ways. First, it takes account of the fact that most roleplayers have less time to play, offering optimised character design, easier encounter and monster design, and faster, much faster combat. Second, it takes account that in playing a roleplaying game we are telling stories, with the Icon Relationships that tie the characters to the setting and their use to improvise elements of the on-going story, and the use of the familiar advice to ‘Fail Forward’ and reinterpret a character’s near failure as a success with consequences. Third, the game wants the characters to be ‘great’, not necessarily to be heroic, but to have their moment in the spotlight, and this again is supported by the Icon Relationships as well as the mechanics that escalates both what each character is capable of and the challenges that he will face. The resulting combination of these three ways is a game that is AD&D – ‘Action Dungeons & Dragons’ or perhaps DD&D – ‘Dramatic Dungeons & Dragons’, but whatever you call it, in summing up 13th Age it is difficult to avoid the clichés; so I am not going to… Thus Dungeons & Dragons and its staid playing style is dead, because in taking the familiar architecture and elements of Dungeons & Dragons Pelgrane Press’ 13th Age not only makes them its own, it also energises fantasy roleplaying up to eleven.
Saturday, 24 November 2012
Dungeons & Dragons Minus?
Dungeon! is almost as old as Dungeons & Dragons, and with the publication of Dungeon! Fantasy Board Game by Wizards of the Coast in 2012, it has as many editions as Dungeons & Dragons. Originally published in 1975, it would be reprinted in 1981, redesigned and republished in 1989 as The New Dungeon!, and then again in 1992 as The Classic Dungeon! Now it is back twenty years since the last version, and whilst its arrival on the shelves at your local friendly games store might appear odd, it actually continues two trends with Wizards of the Coast. The first is the wave of nostalgia products that Wizards of the Coast is releasing in addition to continuing support for Dungeons & Dragons, Fourth Edition, which has seen it release new versions of the core rules for Advanced Dungeons & Dragons, First Edition and Dungeons & Dragons, Third Edition, and will see it release new versions of the core rules for Advanced Dungeons & Dragons, Second Edition as well as hardback collections of Against the Slave Lords: "A" Series Classic Adventure Compilation and Dungeons of Dread: "S" Series Classic Adventure Compilation. The question of just how much nostalgia the hobby can take is a question for another day… The second trend is the move into boardgames, begun with Castle Ravenloft and evolving into the well-received Lords of Waterdeep. The publication of Dungeon! combines the two, but is it a winning combination?
Designed for play by between two and eight players, aged eight and up, Dungeon! has heroes delving deep into a dungeon where they will encounter monsters and traps, and with more than a bit of luck will return with a trove or two of treasure. The amount of treasure needed to win varies according to the hero that a player selects at game start. Halfing Rogues and Dwarf Clerics just need to bring back 10,000 gp, whilst Human Fighters need to bring back 20,000 gp and Elf Wizards a total of 30,000 gp. Play is relatively simple and straightforward and involves mostly dice rolls and plenty of luck.
The game consists of the rulebook, the game board, eight Hero standees, one hundred-and sixty-five cards (sixty-one Monster cards, eighty Treasure cards, and twenty-four Spell cards), one hundred-and thirty-nine tokens (twelve Number tokens, eleven Lose a Turn tokens, Cleared tokens, five Magic Sword tokens), and two six-sided dice. The twenty by twenty-seven inch board shows the corridors, rooms, and chambers that radiate out from the central Great Hall, spread out over six colour-coded levels, from first down to sixth level. The eight Hero standees are colour coded according to Class and are little card board standees rather than sturdy plastic. The Monster and the Treasure cards are divided according to their Level, with tougher monsters and better treasure to be found on the lower level. The Spell cards – Fireball, Lightning, and Teleport spells – can only be used by Wizard heroes. The Number tokens are used to indicate the location of Monsters on the board who have not been yet defeated; the Cleared tokens are used to indicate rooms and chambers that have been wholly cleared of Monsters; and the Magic Sword tokens to indicate possession of weapons that give bonuses in combat. The rulebook folds out to five, double-sided pages. It is easy to read and like the rest of the game is done in full colour.
Once this is decided, play begins. Each turn a player conducts up to four steps in order – Move, Encounter, Combat, and Loot. To move, a Hero can be moved up to five spaces, through any doors or secret doors (if he can open them), but must stop as soon as he enters a room or a chamber that still contains a Monster or has not been cleared yet. An Encounter then ensues that sees the Hero fight the Monster. Monsters are represented by Monster cards that divided according to the level where it is encountered on the board. So level one Monsters are encountered only on level one, and so on, with Monster’s treasure being drawn from the corresponding Treasure deck. Each Monster card comes with its name and illustration, plus a set of numbers that are the target numbers that a player must roll against and equal or exceed if his Hero is to beat the Monster in combat. There are six numbers, one each for the Cleric, Fighter, Rogue, and Wizard classes, plus one each for the Wizard’s Fireball and Lightning Bolt spells. For example, the numbers to beat on the level one Dire Rat are five for the Rogue, four for the Cleric, three for the Fighter, six for the Wizard, and two and seven respectively for the Wizard’s Fireball and Lightning Bolt spells. These targets get higher the lower the level a Hero is adventuring on. There are also some Monsters that a particular class cannot attack, such as a Rogue’s inability to attack a Black Pudding.
If a Hero defeats a Monster in room, he gets to draw a Treasure equal to the level he is on. A Cleared Token is then placed in the room. A Hero does not get to draw a Treasure card for defeating a Monster in a chamber, but he does get to place a Cleared Token. A room is cleared and no more Monsters will be encountered there once a single Cleared Token is placed there, whilst it takes three Cleared Tokens to completely empty a chamber of its Monsters.
Should a Hero fail to defeat a Monster, then the Monster strikes back. This simply involves rolling on the given table (which is pleasingly reprinted on the edge of the board) and checking the results. These start with a simple miss and rise through forcing a Hero to drop a Treasure card to forcing a Hero back to the start in the Great Hall with half of his Treasure cards to his being killed and being forced to start again with a new Hero, the old Hero’s Treasure cards left for others to pick up where he died!
Some Monsters are not creatures, but Traps! Cage Traps force a Hero to lose a turn, whilst Slide Traps send a Hero down to a lower level. Some Treasures possess a use beyond mere money value. Magic Swords give a bonus to attack, while the Secret Door card allows a Hero to move through any secret door without the need to search for them, whilst the ESP Medallion and Crystal Ball Treasure cards let a Hero detect the type of Monster to be found in the room ahead. Once a Hero has acquired the necessary value of Treasure cards needed to win the game, he only has to be the first to get back to the Great Hall with that Treasure to win the game.
Essentially that is Dungeon! Whilst an appendix provides some extra rules to allow for solo play, Dungeon! is not a game of any great depth. Despite the redesign of the game’s look to something more in line with the current Dungeons & Dragons trade dress– the board is very nicely done – Dungeon! is several things and not several others. It is an older game and it shows in the design; it is a classic piece of Ameritrash, in that it has a highly developed theme combined with a high level of luck; and it is a game for younger players over older gamers for two reasons. First, because it relies on luck rather than making choices and second, because there is no player interaction. In fact, there is almost no significant decision making involved beyond selecting a player’s Hero at game start, whilst it actually goes so far as to enforce the latter by recommending that the Hero classes explore particular levels rather than dive for level six straight off.
What Dungeon! is not, is a good example of Ameritrash because it does not sufficiently individualise the Hero abilities. Nor is it a good introduction to Dungeons & Dragons because it does not individualise the Hero abilities enough. In many ways the Castle Ravenloft board game is the better introduction to the game for that, even if arguably, it is an introduction to the wrong Dungeons & Dragons. Above all, Dungeon! is not really a dungeon crawl at all. There is no strategy involved, or indeed decision making, co-operation, planning, or any of the type of play that goes into playing a “dungeon crawl” which is what such games, whether board games or RPGs demand. If not a dungeon crawl then, what is Dungeon!?
Dungeon! Fantasy Board Game is a race game with a dungeon theme.
As much as that seems like a conclusion, there are a number of issues that need to be addressed with regard to Dungeon! First it is really a children’s game, the clue being given in its suggested starting age of eight and over, although Wizards of the Coast could have better advertised it as such rather than simply making it part of the Dungeons & Dragons family of games. Second, its production values are perhaps a bit too variable in quality, the Hero pieces and all of the cards are a bit too flimsy, whilst the board itself is nicely done. Third, it has potential, if not for a redesign, then for expansions in terms of rules and play. Besides fixing the Cleric class, it could have rules for player versus player combat; for ways to improve a Hero beyond the random drawing of Treasure cards; for team play; and so on. Fourth, the game is very reasonably priced.
Playing Dungeon! need not be unenjoyable despite its lack of depth. Further, despite its reasonable cost, how much satisfaction it will offer to the gamer who is buying it out of a sense of nostalgia is debatable. So probably not quite as fun as they might remember, but as a race game with a dungeon theme, Dungeon! Fantasy Board Game is really one for the kids (though older players might like the diversion it offers too).