
Those esthetic criticisms aside, Tower of the Stargazer is an excellent adventure module, ideally suited for beginners, including the beginning referee. The module takes the clichéd premise of an abandoned wizard's tower and turns it into something genuinely original, playing on one's expectations to present an adventuring locale that's challenging to both the beginners for whom it was written and the old hands who are, let's face it, very likely to be the largest segment of its purchasers. That alone is a remarkable achievement. Most introductory modules are judged on how much fun they might be to true neophytes, which is as it should be. On that scale, Tower of the Stargazer already stands proud, but how many introductory modules can legitimately claim to hold the interest of experienced players, as I believe this one likely will?
There are many reasons why I think this adventure will be of interest to long-time players and referees but its chief one is a feature intended for the benefit of tyros. I noted above that the module makes heavy use of grayed boxed text. This is where Raggi speaks directly to the referee, explaining the reasoning behind his having designed and presented the adventure the way he did. In the process, he puts forth a philosophy of both old school refereeing and how to evoke the weird and mysterious effectively. Not all of the advice is gold and some of it I disagree with, in principle and from experience, but I'm not ashamed to admit that I also learned a few things from Raggi's boxed discussions. I find it hard to imagine that I'm the only player/referee of long years who will find insights in these pages.
Even if one doesn't find Raggi's asides insightful, the fact remains that the module's eponymous locale is a fascinating place. Consisting of just 26 rooms spread over five above-ground and two subterranean levels, the Tower is nevertheless jam-packed with cleverness. Most of its rooms are devoid of monsters but few are devoid of interest. There are lots of imaginative -- and frustrating -- tricks and traps throughout, as well as terrific little details that, while not necessarily serving any immediate purpose, help to make the Tower feel "real." A few of these details also point toward follow-up adventures or expansions for the referee, although, as an introductory module, Tower of the Stargazer is mostly self-contained and thus easily used in any fantasy campaign setting.
Introductory adventures are not difficult to write, but they are difficult to write well. Most such adventures simply ape either The Keep on the Borderlands or The Village of Hommlet and expect that, because they depict a different isolated rural locale being menaced by a different set of evil humanoids, they've somehow done something original. Fortunately, Tower of the Stargazer doesn't follow in their footsteps, preferring instead to present an intriguing locale in great detail, along with some advice and suggestions to the referee before turning him loose to do with that locale as he and his players please. To my mind, it's a great approach and one that's come to define James Raggi's adventures, of which this one is yet another excellent example.
Presentation: 6 out of 10
Creativity: 9 out of 10
Utility: 8 out of 10
Buy This If: You're looking for a great low-level adventure.
Don't Buy This If: You don't want/need low-level adventures.
Very nice review! I'm looking forward to running this, and I'm happy for the advice since it'll be the first thing I've run in ages. (But I figure Kesher deserves a chance to play now and again...)
ReplyDeleteIs it strange that TV's "Star Gazer" Jack Horkheimer died today?
ReplyDeleteThe cover immediately brings to mind the Rainbow song "Stargazer" featuring Dio on vocals, and (IMO) the finest song on the album:
ReplyDelete_"Now look, look, look, look
Look at this tower of stone
I see a rainbow rising
Look there on the horizon
And I'm coming home
Coming home, I'm coming home"_
Do I win a No-Prize?
;)
I'm kind of interested now that you mentioned he comments on why he designed things the way he did. I don't think I've ever seen that before in a module.
ReplyDeleteDang, now it looks like I'll have to pick this up for my new game. :P
ReplyDeleteI picked this up today entirely on the strength of your review. It's definitely good stuff. I'd be interested in knowing what you disagreed with in the boxed sections, though I'm not sure you could discuss them very thoroughly without spoiling the contents of the adventure.
ReplyDeleteYou know, I think your ambiguity about this game makes me want to pick it up even more, for some reason. I really enjoyed Raggi's adventures, but the cost is just so prohibitive... same old.
ReplyDeleteI ran it this weekend for a group of five, 2 of whom were completely new to RPGs. It was a huge hit with everyone, despite the TPK (which was, to be clear, entirely their fault).
ReplyDelete