When I was plugging Forgive Us I remember saying at least a couple of times that I wanted it to be a game book that was also an art book; looking back I can see that this claim was ridiculous because I was nowhere near. With Maze of the Blue Medusa, Zak S and Patrick Stuart have achieved what I could not.
I mean that literally too; the basic concept seems to have been "what if we turned one of Zak's super detailed paintings into a dungeon?" and that's what they've gone and done, the cheeky, talented blighters.
(In a fun self-referential twist, one of the dungeon's main entrances is a magical painting.)
In a way, MotBM is quite a traditional dungeon adventure; at a basic level it is a list of rooms and what's in them, but it's the "what's in them" bit that makes this worth playing. There's something interesting in every location -- even empty corridors or stairways have something to prod or explore -- and by "interesting" I don't mean "1d12 orcish Morris dancers" but rather things like a lantern that projects light from the future, or scattered clues hidden by some mysterious and unseen benefactor who has been through the dungeon before, or a floor map that's also the key to a high-level campaign in itself.
There are monsters, indeed there are a lot of monsters, but almost none of them exist as big jangling bags of experience points to be fought and killed; every creature wants something or has some relationship with another being or object in the maze, and many will talk to the player-characters about it.
The inmates, occupants, and visitors are arch, decadent, strange, or all three at once; there is plenty of odd magic-science and weird energy floating around the dungeon; and there is a general feel of decadence and entropy throughout. It's all characteristic of Patrick's adventure writing style, but it's also characteristic of Zak's; they work together well, and it's difficult to tell where the join is. One could say that the cannibal critics are an obvious Zak creation given his background in art but I would not be at all surprised to learn that they sprung from Patrick's imagination.
The book looks great, not only because it has 250 pages of Zak's artwork, but because of its clever but simple layout and organisation from Anton Khodakovsky. The original painting is sliced up into smaller, more manageable chunks and each double-page spread deals with one of those chunks; on the left you get the chunk in context with the neighbouring parts of the dungeon, then on the right there's another version of the same image with something approaching a traditional dungeon key. Below that, you get a summarised description of the room contents, then the next two or three pages expand that summary into greater detail.
Here's a typical spread:
Then the more detailed gubbins on the following page:
Each of the seven main sections of the dungeon is colour coded to match a little tab at the edge of the page so you can see at a glance which section of the book relates to which section. This is a simple and practical idea that I haven't seen often in game books; the fifth edition of Call of Cthulhu used it to indicate the main rules, and I have a vague memory of other Chaosium products from the same era -- Elric! perhaps? -- using it. What I like is that it's clever but that's secondary to being useful, and such an approach says good things about the designers.
If I had a criticism -- and I am struggling to find anything negative to say about this book -- it's that the writing is a bit wordier than I like; I would have combined the summary and the more detailed text into something shorter, so everything would fit into double-page spreads, but that's just me. Brevity is not always a good thing and you know, it's good writing; it's always fun to read -- not Small But Vicious Dog level fun, but more than good enough to keep the reader entertained for almost 300 pages of room descriptions -- and if I wrote as well as these two, I'd show it off too.
Maze of the Blue Medusa is fun to read, it looks wonderful, and it's designed to be useful; there are plenty of game books that fit into one of those categories, fewer that fit into two, and not many at all that fit into all three, let alone doing so while describing a setting that can provide months, if not years, of continuous play. This is a very good book and I cannot recommend it enough.
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts
Monday, July 11, 2016
Monday, April 13, 2015
Eyes to See You
I always liked the way that Earthdawn explained its dungeons as apocalypse shelters now overrun by the same soul-eating monsters from which the former inhabitants were hiding. I'm not one of those people who demands a rational explanation for everything in a fantasy world -- sometimes fantasy should be allowed to be fantasy -- but I appreciated the effort.
In 13th Age some dungeons are alive. They are like parasites or cancers, burrowing up from some unknown underworld and breaking out on the surface to spew monsters into the world; the fact that some have what look like wooden doors -- but aren't -- and are populated by what look like kobolds or goblins -- but aren't -- is all part of their strange and inexplicable nature. The dungeons just are. It's sort of the opposite approach to Earthdawn; "a wizard did it" on a greater scale, with a bit of Lovecraft chucked in for added gribbly flavour.
The average living dungeon erupts into the surface world and aside from some regeneration of damage or perhaps a small rearrangement of its internal structure it stays as it is, a violent idiot spitting out monsters until some adventurers delve into it and destroy its heart.
The Stone Thief is different. It is intelligent, it bears grudges, it moves, and it is hungry. It pops up to devour a castle, a town, or even another dungeon, and then digs back into the ground to appear somewhere else, often thousands of miles away. What a great idea.
Spoilers follow.
Eyes of the Stone Thief is a mid to high level campaign for 13th Age that was I believe pitched as "what if Moby Dick were a dungeon?"; the bulk of the 360 pages is devoted to a description of the dungeon itself while the rest of the book discusses the kind of campaign you can construct around it, complete with ideas for sidequests, hunting the dungeon, and multiple solutions to the apocalyptic threat it poses.
It's a big book but it's not as intimidating as I thought it would be, because it's written with a light touch and plenty of wit, and it is well organised. Monster statistics are included in the area in which they appear, which does increase the page count when they turn up in multiple sections but I imagine will be quite handy at the table, and each part of the complex is illustrated with an excerpt from the larger dungeon map so it's always clear which text is referring to which section. Well almost; there are a couple of places where it seems that smaller subsections were supposed to be labelled and the labels are missing, but it's not too difficult to match the picture and text.
I can imagine that the maps will be a sticking point for some players as they tend to show the general arrangement of the most important locations on that level, rather than showing each and every room and corridor; for those who prefer mapping out every five-foot square there will be some work required to translate the dungeon to that style of play. I don't think it would be an insurmountable task but as a result the dungeon has less out-of-the-book utility for players of that stripe.
On the plus side, the focus on the important locations means that a lot of work has gone into making each of them interesting and exciting. Of course, some areas are better than others but not one of them is dull and some of them are so good that it's frustrating knowing that the players will have to fight and puzzle their way through umpteen levels before they get to them.
Here are some examples. If you're going to play -- and I know my group reads the blog -- stop reading now.
Early on -- although the dungeon can rearrange its own levels -- there's the Gauntlet, a patchwork of monsters and traps, including a minotaur that's both immortal and in agony because the magic sword stuck in its heart can kill death itself, a lava jumping puzzle, and a suicidal medusa at the centre of a maze with invisible walls. Great fun.
Later on there's part of a swallowed library, complete with undead librarians that are polite and helpful unless the adventurers are noisy, killer books that have what is more or less a paralysis ability but one that's portrayed in a fun metagamey way, and a sneaky WFRP reference.
Nearby there's an ancient dwarf dungeon that's been assimilated by the Thief, and it's so old that it's presented in the AD&D1 adventure format, complete with a Futura typeface, boxed text, and Russ Nicholson art.
Later still the adventurers may discover asaw shau sagwa shugaw sguhaw fish person temple at the heart of which is an incomplete demonic ritual; if the player-characters finish the ceremony it opens a gateway to hell in the guts of the dungeon and that could be helpful in defeating the Stone Thief, but on the other hand they are opening a gateway to hell. What the campaign may lack in left-right choices it makes up for it with lots of moral decisions like this one.
There are plenty of factions within the dungeon too, including a cult that worships the dungeon and wants to guide it to apotheosis, an orc army sent to capture the dungeon but that decided to live within it instead, a witch who allowed the dungeon to devour her mansion so she could study it from within, and of course the Stone Thief itself. All are dangerous -- even the friendly ones -- and all have their own plans and goals, some of which clash with each other, creating plenty of opportunity for sneaky players to create alliances and engage in all sorts ofpolitical intrigue backstabbing, and that's before the influence of 13th Age's icons is taken into account. In short, there is plenty for the players to do within the dungeon even when they're bored of killing things.
(Ha ha ha. They will never get bored of killing things.)
Eyes of the Stone Thief is quite different from any other megadungeon I've seen but then a traditional approach wouldn't have been the best example of what makes 13th Age different from other Dungeons and Dragons variants. That said there's nothing revolutionary here, nothing that will make you think "all dungeons should be like this forever", but what you do get is a lot of well-written content, well organised, and with lots of good ideas; almost every section has some room or monster or trap that makes me want to unleash it on my players right this second, and if that's not a sign of a good adventure, I don't know what is.
It also features a manticore that thinks it's a cow. You can't go wrong with that.
In 13th Age some dungeons are alive. They are like parasites or cancers, burrowing up from some unknown underworld and breaking out on the surface to spew monsters into the world; the fact that some have what look like wooden doors -- but aren't -- and are populated by what look like kobolds or goblins -- but aren't -- is all part of their strange and inexplicable nature. The dungeons just are. It's sort of the opposite approach to Earthdawn; "a wizard did it" on a greater scale, with a bit of Lovecraft chucked in for added gribbly flavour.
The Stone Thief is different. It is intelligent, it bears grudges, it moves, and it is hungry. It pops up to devour a castle, a town, or even another dungeon, and then digs back into the ground to appear somewhere else, often thousands of miles away. What a great idea.
Spoilers follow.
Eyes of the Stone Thief is a mid to high level campaign for 13th Age that was I believe pitched as "what if Moby Dick were a dungeon?"; the bulk of the 360 pages is devoted to a description of the dungeon itself while the rest of the book discusses the kind of campaign you can construct around it, complete with ideas for sidequests, hunting the dungeon, and multiple solutions to the apocalyptic threat it poses.
It's a big book but it's not as intimidating as I thought it would be, because it's written with a light touch and plenty of wit, and it is well organised. Monster statistics are included in the area in which they appear, which does increase the page count when they turn up in multiple sections but I imagine will be quite handy at the table, and each part of the complex is illustrated with an excerpt from the larger dungeon map so it's always clear which text is referring to which section. Well almost; there are a couple of places where it seems that smaller subsections were supposed to be labelled and the labels are missing, but it's not too difficult to match the picture and text.
I can imagine that the maps will be a sticking point for some players as they tend to show the general arrangement of the most important locations on that level, rather than showing each and every room and corridor; for those who prefer mapping out every five-foot square there will be some work required to translate the dungeon to that style of play. I don't think it would be an insurmountable task but as a result the dungeon has less out-of-the-book utility for players of that stripe.
On the plus side, the focus on the important locations means that a lot of work has gone into making each of them interesting and exciting. Of course, some areas are better than others but not one of them is dull and some of them are so good that it's frustrating knowing that the players will have to fight and puzzle their way through umpteen levels before they get to them.
Here are some examples. If you're going to play -- and I know my group reads the blog -- stop reading now.
Early on -- although the dungeon can rearrange its own levels -- there's the Gauntlet, a patchwork of monsters and traps, including a minotaur that's both immortal and in agony because the magic sword stuck in its heart can kill death itself, a lava jumping puzzle, and a suicidal medusa at the centre of a maze with invisible walls. Great fun.
Later on there's part of a swallowed library, complete with undead librarians that are polite and helpful unless the adventurers are noisy, killer books that have what is more or less a paralysis ability but one that's portrayed in a fun metagamey way, and a sneaky WFRP reference.
Nearby there's an ancient dwarf dungeon that's been assimilated by the Thief, and it's so old that it's presented in the AD&D1 adventure format, complete with a Futura typeface, boxed text, and Russ Nicholson art.
Later still the adventurers may discover a
There are plenty of factions within the dungeon too, including a cult that worships the dungeon and wants to guide it to apotheosis, an orc army sent to capture the dungeon but that decided to live within it instead, a witch who allowed the dungeon to devour her mansion so she could study it from within, and of course the Stone Thief itself. All are dangerous -- even the friendly ones -- and all have their own plans and goals, some of which clash with each other, creating plenty of opportunity for sneaky players to create alliances and engage in all sorts of
(Ha ha ha. They will never get bored of killing things.)
Eyes of the Stone Thief is quite different from any other megadungeon I've seen but then a traditional approach wouldn't have been the best example of what makes 13th Age different from other Dungeons and Dragons variants. That said there's nothing revolutionary here, nothing that will make you think "all dungeons should be like this forever", but what you do get is a lot of well-written content, well organised, and with lots of good ideas; almost every section has some room or monster or trap that makes me want to unleash it on my players right this second, and if that's not a sign of a good adventure, I don't know what is.
It also features a manticore that thinks it's a cow. You can't go wrong with that.
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