Showing posts with label Against the Darkmaster. Show all posts
Showing posts with label Against the Darkmaster. Show all posts

Friday, December 2, 2022

Open-Ended Rolls Will Pierce Your Liver!

 I'm immersing myself in all things Rolemaster right now.

It's madness.

(Imagine Charlton Heston, slamming his fists into the sand.)

To be clear: I've played about three sessions of Rolemaster (the classic edition) about 30 years ago because we considered it "Advanced MERP". It was a PITA. We returned to MERP pretty fast. And I haven't played MERP in ages, I even sold off my collection about 15 years ago because I'd convinced myself that I'd never, ever again muster any interest in anything to do with MERP or RM.

How I regret that. How wrong I was.

Now, I long for the days of critical hits that describe which inner organ has been skewered.

Now I long for endless customization of characters I will never play.

I can't really say why, because by all logic, I should be interested in systems like PbtA or Savage Worlds or Fate, which are more than enough to handle for my age-addled mind.

But I want more than I can handle. I want to bite off more than I can chew.

So I've absorbed Against the Darkmaster into my system.

I keep opening up my HARP pdf, reading random passages.

I've read the Player's Guide to Shadow World (which really is not a player's guide at all, but probably a serviceable introduction for prospective GMs nevertheless).

I'm reading a third party campaign for Against the Darkmaster right now.

I'm even brainstorming a campaign setting for Against the Darkmaster on their Discord server.

And tomorrow, I'm going the buy the "Core Law" of the new edition of Rolemaster: Rolemaster Unified.

I'm beyond help. Don't try.

Saturday, November 6, 2021

A Legacy of missed Opportunities


By the end of this review, I well tell you that Legacy of Blood for vsD is worth buying - after picking it apart in bloody pieces. Really, I'm positively angry about many things this scenario does, BUT it features a great premise and enough material to actually make it work. This could be a great, complex, atmospheric scenario about falling from grace (and maybe rising again) - instead, author Jonathan Hicks for some reason decided to write LoB as a railroaded mediocre dungeon romp that doesn't make much sense. It's a mystery, and not one of the good kind, but it leaves enough to be salvaged and turned into something beautiful.

Saturday, October 23, 2021

vsD Adventure Review: The Silence of Dawnfell


 I fear that I might be a little unfair towards this adventure: It is a good one, but I'm reading it right on the heels of Shadows of the Northern Woods, which is a tough act to follow. Especially since a lot of motives and themes of Dawnfell are reminiscent of SotNW: Again, there's a small village to be saved, free folk who have become estranged from each other and must be brought back together, a magical McGuffin that the bad guys are after and a climatic battle where the outcome depends hugely on how many checkmarks the characters were able to make on their adventurous to-do list in advance. In both adventures, we have spiders in the woods and ancient burial sites hiding treasures and answers. Even some of the NPCs feel like variations on a theme when compared to SotNW (Annis/Beltine, Wulfric/Brynjar, Morcant and his She-Wolf/Urgusk and his Mountain-Lion). It's hard to say if, playing both scenarios back to back in an actual campaign, this would feel like a thematic throughline or rather like "Oh well, another troll with a vicious pet and another problematic thane."

But while SotNW uses its sleepy, rural setting as a springboard to dive deep into the (admittedly vague) mythology of vsD's implied setting, Dawnfell firmly sticks to being an adventure about saving a village from a band of trolls. Which is actually a good thing, because it makes Dawnfell truly self-contained and also thematically more suitable for a group of 1st level characters. As such, one might say that Dawnfell is better at being what it is than SotNW, but it is also a little less impressive.

Wednesday, October 20, 2021

vsD Adventure Review: Shadows of the Northern Woods

In my previous post, I was singing the praise of the classic Iron Crown Enterprises scenario structure, and since Shadows of the Northern Woods, the mini-campaign included in the corebook of Against the Darkmaster, follows similar design principles, I'll just jeep on singing.

Shadows of the Northern Woods (SotNW) is a joy to read. It hits exactly my sweet spot between creating a sandbox environment, but also giving lots of support for the three interconnected scenarios provided (much more support than the old MERP modules usually offered). More importantly, it really makes the environment come alive; it's a small setting, basically a village and the surrounding wilderness, but it's brimming with NPCs, factions, unique monsters, history and current events.

Thursday, September 30, 2021

Reading vsD Part 4: GM Stuff, Shiny Stuff and Beasts

So, I'm finally ready to finish my series on vsD; on to vsD's GM chapter, which gives some generally good advice on game-mastering and designing scenarios and tools to deal with stuff like war and battles, powerful magic items, or the taint of the Darkmaster, an also presents three possible Darkmasters. None of this is groundbreaking, but again, vsD keeps its sight firmly set on creating highly thematic rules and tools for an epic fantasy rpg.

Sunday, March 14, 2021

Reading vsD Part 3: Combat, Magic and the Flight from Weathertop!

 The next part of this review covers the major game systems vsD employs: skill rolls, resistance rolls, casting magic, combat, health and healing and rules for stuff like travelling and equipment. While the core system is true to it's MERP/RM lineage, the influence of more current game design becomes more apparent in this chapter. There's rules and guidelines for the ad-hoc creation of safe havens or healing herbs that encourage player input and also minor stuff like "choose how you fumble". Both reminds me a lot of pbtA games.

Saturday, March 6, 2021

Reading Against the Darkmaster Part 2

 I kept the subchapters about Passions, Drive and advancement for the second installment, because I want to stray a little further afield here.

In vsD, there's an interesting relationship between Passions/Drive and Achievements/Experience. Both are about getting yourself into trouble and feed into character development, with Passions being more about each individual character and achievements being more about the experiences the party makes as a whole.

Thursday, March 4, 2021

Reading Against the Darkmaster Part 1

So I caved in and got me that not-quite-MERP-clone I've been eyeing since the quickstarter came out two or three years ago. I played a lot of MERP back in the days, and the gory criticals and the good adventure modules made it a fun system. For us, it was always less "play something that feels like LotR" and more "Let's play some gritty low fantasy that happens to take place on Middle-Earth."

So I was a little wary of Against the Darkmaster's (or vsD's, as they abbreviate it) stated goal to drift the whole game more towards LotR style Epic Fantasy; and I was even more wary of the idea of blending all this with Heavy Metal aesthetics (as in Blind Guardian, not as in Metal Hurlant). Both seemed to imply the danger of making vsD something overly pompous, the RPG equivalent of Zack Snyder's painfully dull and self-important takes on Superman and Batman.

I'm happy to say that it's not.

Oh, there's pompousness to be had here, especially in the art: There's brooding guys in heavy armor smiting orcish scum and beautiful-but-sad women in flowing gowns weaving mystical energies. But it all feels tempered by a certain amount of both black and good-natured humor, and by the whole game obviously not being about wading through your enemies. There's a fine balance struck between the dark fantasy melodramatics of heavy metal, the cheesiness, but also creativity of 80s movies like Krull and Dragonslayer, and the simple good-heartedness of something like Terry Brook's Shannara books or David Edding's Belgariad books, which were pretty much We're going on an adventure to save the world, because, you know, we're the good guys!

Which is pretty much saying: vsD doesn't really harken back to Tolkien as the "source"; it harkens back to a mix of 70s-90s media that has been heavily influenced by Tolkien, which serves not to dilute, but to expand it.The result is the most convincing of the slew of "nostalgic but re-imagined" RPGs I've encountered yet.

In other words, I think I like it.

So let's have a thorough read-through, shall we?