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Saturday 20 July 2024

Dune Dénouement

If a licensed roleplaying game is based around a big story, the question is, how does its publisher address that story? Does it ignore it in favour focusing upon the setting instead? Does it incorporate it into the roleplaying game and make it a feature? The problem being that the events of the big story are inviolate and no matter what the players and their characters do, they cannot change them. Does this then undermine character agency? The One Ring: Roleplaying in the World of Lord of the Rings from Free League Publishing sets its stories between the two pillars of the intellectual property it is based upon, The Hobbit and The Lord of the Rings, giving it a sixty-year window in which a campaign can be set. Similarly, Green Ronin’s A Song of Ice and Fire Roleplaying: A Game of Thrones Edition, based on George R.R. Martin’s epic fantasy series is set a century before the events of the books. Victory Games published multiple scenarios for James Bond 007: Role-Playing In Her Majesty’s Secret Service, most of them quite tightly based on a particular film, but written in such a way that if the players followed the actions of James Bond in the films, their characters would fail. Dune – Adventures in the Imperium: The Roleplaying Game, published by Modiphius Entertainment, does all of these—and more, for it has a more difficult path to tread.

Dune – Adventures in the Imperium: The Roleplaying Game enables the players to create characters who are members of a noble house and roleplay them as they work to improve the fortunes of their house. Those fortunes are bound up in Arrakis, the desert world that is the source of the Spice Melange that underpins the economy and structure of the Known Universe. Dune – Adventures in the Imperium: Agents of Dune began their story with a big ‘what-if?’. What if the Player Characters’ was appointed control of Arrakis instead of House Atreides and so supplanted House Harkonnen? The consequences and ongoing story were explored in Masters of Dune, but with the Fall of the Imperium Campaign Sourcebook, the players, their characters, and the campaign collide head on with the events of Dune—as depicted in the book and on screen—and ride that sandstorm all the way through to the unleashing of a great change. Their story will weave in and around the secret compact between the Emperor and House Harkonnen to unseat House Atreides, the rise of Muad’Dib, the fall of the Imperium, and the Jihad that followed. The Player Characters cannot change any of these events through their actions, but what they can do is explore some of the consequences to what happens on Arrakis that would otherwise take place in the background, participate in them, in the process tell their own story. That is their agency.

The Fall of the Imperium Campaign Sourcebook requires some set-up if run as a sequel to Dune – Adventures in the Imperium: Agents of Dune and Masters of Dune. The Herald of Change will come to the Player Character’s house and announce that the Emperor has awarded stewardship of Arrakis to House Atreides. This still sets up the events of Dune since House Harkonnen hates House Atreides and the Emperor can use that hatred to destroy a rival. The Player Characters will also maintain a presence on Arrakis, though no longer a major one, and will likely have formed a relationship with House Harkonnen—whether as allies or enemies—especially if their house replaced the Harkonnens in Dune – Adventures in the Imperium: Agents of Dune. The relationship between the Player Characters and House Harkonnen, and possibly with the Emperor himself, is important throughout the plot of the Fall of the Imperium Campaign Sourcebook. This is because it is one way in which the characters—and more importantly, the players—are forced to make choices that do not adhere to the plot of the novel as the characters are only aware of the obvious events rather than the secret events. So, what the Player Characters are aware of is that House Atreides has lost and House Harkonnen has won, and thus the question is—even though they as players know that Paul Atreides has survived—who does their house ally itself with? And then in the aftermath of the fall of House Corrino, how closely and openly do they ally with the new Emperor?

Fall of the Imperium consists of four parts which will take the Player Characters and their House from the Imperium through to the Ascension of Paul Muad’Dib. It opens with ‘The Gathering Storm’ with the replacement of House Harkonnen as the siridar governor of Arrakis by House Atreides and with the perceived weakening of the Harkonnens, House Ecaz seeks the Player Characters’ aid in taking its revenge for a past feud. Here, for the first time, there appears a theme that runs throughout the campaign—making alliances. There is always a choice of choosing between an alliance with or against House Harkonnen, but this like so many of the other choices throughout the campaign is never morally black or white. There are always advantages and disadvantages to any choice that the Player Characters have to make, which will extend from their dealings with House Harkonnen in the opening and middle parts of the campaign to their interaction with Emperor Shaddam IV in its climax and Emperor Paul Muad’Dib in the aftermath. Either way, the Player Characters will initially discover evidence of House Harkonnen’s stashing away Spice, but there is little that they can do with the information before events get out of control as the Player Characters trace a killer in the desert—with the unexpected help of the Spacing Guild—all the way to Kaitain. Yet before the Player Character can do anything with information they have gained, they return to Arrakis and get embroiled in the swirling mass of Harkonnen troops, backed up by the Emperor’s dread Sardaukar, as they assault House Atreides on Arrakis.

If ‘The Gathering Storm’ funnels the Player Characters down onto Arrakis in a maelstrom of death and destruction, ‘Muad’Dib’ opens up both the campaign and the Known Universe. As House Harkonnen takes control and then ever tighter control of Arrakis, the flow of Spice lessens and house after house is forced to look to other sources. In their hunt for a secure source, the Player Characters will find themselves visiting a variety of locations, such as a ski lodge, where when assassins strike, they will have to escape via ski bikes in James Bond style! The other way in which the campaign opens up is strategically, as play switches to Architect mode, the Player Characters directing house agents on a variety of missions. Although not discussed, these are easily expanded so that the players could roleplay these missions rather than handling them as straightforward dice rolls. After the Player Characters gain proof of how extensive House Harkonnen’s coverup of its Spice mining and reportage, they find themselves the subject of Imperial interest. This is nasty fraught situation and there is no option in terms of what to do with it, as the Player Characters find themselves entertaining the Emperor’s most dangerous representatives—Count Fenring and Lady Margot—and even negotiating with Baron Vladimir Harkonnen!

Events hurtle towards a climax as the flow of Spice from Arrakis dwindles and the Landsraad Council is divided over what to do about House Harkonnen’s growing mismanagement of Arrakis. The failure forces everyone to act, the Emperor coming directly to Arrakis and the Player Characters manoeuvred into intervening on their own. ‘Fall of the Imperium’ will culminate in the scenes in the Imperial throne room as Paul Maud’Dib confronts Emperor Shaddam IV and reveals himself as Duke Paul Atreides. The campaign takes an interesting change of tone as a regime change institutes a degree of uncertainty in how the Imperium works. Loyalties old and new are tested again and again as the old order faces a whirlwind of change, part of its fuelled by the new Emperor’s desire for revenge. In turn, the Player Characters are ordered to enact that revenge on an ally, scour the old Imperial capital in search of art, secrets, or people—or a combination of all three before the jihad falls upon it, even clear their names. If the Player Characters have more choice in this last part of the campaign, then their actions have more consequences, potentially leading to their own deaths or even the destruction of their house.

Rounding out Fall of the Imperium is ‘Adventures in the Era of Muad’Dib’. This is guidance on running and playing Dune – Adventures in the Imperium: The Roleplaying Game in the era of the new Emperor. This includes advice on portraying Paul in this period, on what the altered priorities are of the Bene Gesserit and the Spacing Guild, and the role of Paul’s new faith. This is represented mechanically by a faction template for the Qizarate and a number of associated Talents. The advice for the Game Master highlights the dangers of the Jihad, the autocracy of Paul’s reign as Emperor, and the possibilities of conspiracy and counter-revolution. The advice short, but solid, and doubtless, a whole supplement could be devoted to this. There are also some scenario hooks for the Game Master to develop.

The is very much a book of two halves, one half consisting of acts one and three—‘The Gathering Storm’ and ‘Fall of the Imperium’—and other half acts two and four—‘Muad’Dib’ and ‘War Across a Million Worlds’. In ‘The Gathering Storm’, the Player Characters are being pushed towards history and then in ‘Fall of the Imperium’, they are riding its waves, whereas in both —‘Muad’Dib’ and ‘War Across a Million Worlds’, they have far more freedom to act. The consequences are greater, especially in ‘War Across a Million Worlds’, but they do have more freedom to act. Similarly, in ‘War Across a Million Worlds’ the writers have greater freedom in their writing, no longer quite hemmed in by the plot of the novel. Whereas in ‘The Gathering Storm’ and ‘Fall of the Imperium’, the Player Characters are constantly coming up against that plot, encountering events portrayed in Dune, but at a distance or being involved in events that take place offscreen. The latter are more effective then the former, but in places it feels as if the Player Characters are there to witness what was not explicitly written down. The worst example of this is the attack on the sietch by the Sardaukar in which Paul’s first son, Leto, is killed, which the Player Characters are forced to accompany. There is almost nothing that the Player Characters can do to change the outcome, effectively meaning their agency is undone by plot immunity. Fans of Dune may well enjoy having their characters present at many of these scenes, but too often they feel like exposition that only serves to highlight the difficulties of writing a campaign set in and around the events of a great novel.

Physically, the Fall of the Imperium Campaign Sourcebook is very well presented. The layout is clean and tidy and the artwork is excellent.

The Fall of the Imperium Campaign Sourcebook is an ambitious attempt to do the impossible—write a roleplaying campaign based on the events of the seminal novel that the roleplaying game is based upon. Fortunately, that ambition is fulfilled and the result is a campaign, that at its best, is often morally difficult and full of challenging situations, which takes the Player Characters through the events of Dune and beyond. At its worst though, are the situations with a lack of agency which relegates the characters and their players to the role of spectators. Nevertheless, if the Player Characters and their House survive the events covered in the Fall of the Imperium Campaign Sourcebook, then they really will have awoken.

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