The Dark Crystal Adventure Game is based upon the 1982 film Dark Crystal and its more recent television series, The Dark Crystal: Age of Resistance, on Netflix. Instead of taking the Player Characters into a maze as in Labyrinth: The Adventure Game, what The Dark Crystal Adventure Game does is send a band of Gelflings on a grand quest across the strange and magical world of Thra to collect seven seeds from the seven great trees and return them to Mystic Valley within ninety-nine days, before the next conjunction. Together they will journey across Thra and back again, surviving dangers, helping each other, and hopefully returning stronger and wiser. Theirs is a great task and Gelflings are fragile in some ways, but strong in others.
A Gelfling can be from one of seven Clans. These include the aquatic, and direct in manner Drenchen; the nomadic and spiritual Dousan who prefer silence and stillness; the cave-dwelling Grottan, able to see in the dark; the Sifa who have a reputation for gregariousness and roguishness; the Spriton, clever crafters and traders; the Stonewood, dedicated warriors; and Vapra, renowned as crafters and artists and scholars. All female Gelflings, apart from those of the Drenchen clan can fly. Each Clan provides four traits and a Gelfling also begins with two skills selected from Agility, Animals, Brawn, Fighting, Lore, Scouting, and Social, as well as a Specialisation for these skills. Later on, a player can expend Experience Points to give his Gelfling new skills, buy new specialisations, and raise a specialisation to a mastery. A Gelfling also has a flaw and a reason why he was summoned to Mystic Valley.
Greyon
Gender: Female
Clan: Stonewood
Traits: Stonewood, Living Weapons, Unparalleled Fighter, Fated Warrior
Skills: Agility (Reflexes), Fighting (Ferocity)
Flaw: Prideful
Summons: A Lost Wanderer
Equipment: Sharp Blade
Mechanically, The Dark Crystal Adventure Game is very simple. To undertake an action, a player’s Gelfling rolls his creature die, which is a six-sided die for a healthy Gelfling, and attempts to best a difficulty ranging between two and ten. This is typically a single die, but if the attempt is Improved, perhaps because the Gelfling has the right equipment or if there is an appropriate trait, the player rolls two dice and keeps the best result. If the Hindered, perhaps because the Gelfling does not have the right equipment or the Gelfling has an appropriate Flaw, the player rolls two dice and keeps the worst result. Either way, the player adds a bonus to the result if the Gelfling is trained in a skill, for an appropriate specialisation, an appropriate Mastery, and also if an Gelfling is helping out.
Fighting is as equally as simple. Instead of rolling against a Difficulty number, any attack is an opposed roll against the opponent’s Creature Die, which for some monsters can be as high as a ten- or twelve-sided die! When a creature or a Gelfling suffers damage, his Creature Die reduced one step and this is what the Game Master or player rolls until healing is received. In the case of a Gelfling, if his Creature Die is reduced below a four-sided die, he is Injured. This might result in his being knocked out, having his arm broken, her wings torn, and more. It might even result in the Gelfling’s death. This is final, but on the World of Thra and thus in The Dark Crystal Adventure Game, it triggers a special encounter as a funeral for the unfortunate Gelfling is held, everyone tells stories about him (earning them Experience Points), and the player creates a new character, which may or not be a Gelfling.
The campaign in The Dark Crystal Adventure Game consists of thirty scenes and over two thirds of the book. These can be divided into four types—Region, Location, Event, and Darkened Scenes, the latter representing the dark poison which flows across Thra and threatens to corrupt everything if the Gelflings do not fulfil their quest in time. Certain scenes or locations, such as the Plains of the Castle and the Caves of Grot already begin as being Darkened. When Darkened certain scenes cause nightmares, but the general effect is inflict damage when a Gelfling uses ‘Vliyaya’, the essence whose manipulation can lead to amazing magical effects. Play itself is player-led, they together deciding where their Gelflings go in search of the seven seeds, based upon the information they know and rumours they have. The Dark Crystal Adventure Game is thus a sandbox campaign, but one with a countdown, represented by a spiral calendar of Thra. As time passes and the Gelflings travel between scenes, the Game Master will mark off days around this calendar, which can trigger events such as the spreading of the Darkening.
Each scene typically details the particular locations to be found there, an encounter table, an appendix of further details, and the extra effects of what happens if the Darkening spreads there. Spread across a two-page spread, it is often quite not enough information, as the Game Master will need to refer elsewhere in the book—especially the ‘Creatures of Thra’ in the Toolkit chapter. Unlike Labyrinth: The Adventure Game, what this means is that The Dark Crystal Adventure Game cannot as easily be run on the go, there being a constant start and stop as the Game Master quickly refers to and gathers the stats and details she needs to run the Scene. Ideally the Game Master should prepare and read through the campaign pretty much as she would a standard roleplaying campaign. The other indication that the campaign in The Dark Crystal Adventure Game is more traditional is that with thirty scenes it does not offer the same replay value that Labyrinth: The Adventure Game does. The campaign itself is fairly dark as the corrupting effects of Darkening spread across the land and so more mature in nature than that in Labyrinth: The Adventure Game.
Elsewhere, there is good advice for both player and Game Master, and some background on the world of Thra and its history, as well as decent bestiary. The Dark Crystal Adventure Game is not a sourcebook though for The Dark Crystal, its focus being much on its campaign.
Physically, The Dark Crystal Adventure Game is nicely presented. The artwork is excellent throughout, including the fully painted illustrations in the bestiary and the photographs taken from the film. It does need an edit in places and an index in the book would have been useful. There is though an index on the inside of the dusk jacket which also doubles as a map. The cover of the book has been pleasingly etched with suitable symbols and it feels lovely in the hand.
The Dark Crystal Adventure Game is something that fans of The Dark Crystal will enjoy and likely will playing. Yet unlike Labyrinth: The Adventure Game it is too much of a traditional roleplaying game and campaign for the casual roleplayer to really run as is, because it just requires that little bit more preparation than a ‘pick up and play’ game warrants, whereas for the player this is very much less of an issue.
The Dark Crystal Adventure Game is definitely one for fans of The Dark Crystal as it gives them the chance to explore the world of Thra just this once in the face of a spreading doom. Although The Dark Crystal Adventure Game will require a Game Master with some experience, but is more than suitable for players new to the hobby.
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