Wednesday, March 5, 2025

Retrospective: Valley of the Pharaohs

I've said before that I have very little direct experience with Palladium Books or its roleplaying games. With the exception of my old college roommate, I never knew anyone who played any of their games, despite the fact that there seem to be a huge number of them. Even so, I was aware of the existence of Palladium and its products through the advertisements that regularly appeared in the pages of Dragon. One that particularly fascinated me was The Valley of the Pharaohs, which first appeared in 1983. Recently, a friend of mine pointed out to me that the game was available as an inexpensive PDF from DriveThruRPG, so I grabbed a copy and finally had a chance to look at it after all these years. 

In its original form, The Valley of the Pharaohs was a boxed set, consisting of a rulebook, a colored map of Egypt, and about a dozen other maps and diagrams. The rulebook is only 64 pages – short by contemporary standards perhaps but very much in keeping with many RPGs of its time. Written by Matthew Balent, who worked on a number of other early Palladium products, it's designed for adventuring in the political, religious, and mythological world of New Kingdom Egypt. Unlike Palladium’s more well-known roleplaying games, with their kitchen sink approaches to setting design, The Valley of the Pharaohs focuses on a rather more grounded, historically-informed presentation of ancient Egypt, though it does allow for supernatural elements such as magic (or magick, as the book styles it), the intervention of gods, and a handful of fantastic monsters.

In The Valley of the Pharaohs characters are built around occupations appropriate to the ancient Egyptian setting, like scribes, priests, soldiers, merchants, artisans, and so on. Occupations are largely distinguished from one another by the skills they provide the character. The game places some emphasis on social standing (or caste), as ancient Egyptian society was hierarchical, like most pre-modern societies. Caste determines which occupations a character can enter, as well as providing a bonus to a particular attribute. In a certain sense, caste is a replacement for race, since there are no playable non-humans in The Valley of the Pharaohs. 

Combat is fairly straightforward and leans toward the lethal, in keeping with the idea that violence is not always the best option in a world where political maneuvering and religious influence are just as important as swordplay. Players are encouraged to use guile, diplomacy, and careful planning to navigate ancient Egyptian society, since there are strictures in place that against as stops against typical "adventuring" behavior. The order and stability of the New Kingdom is repeatedly emphasized, as are the potential problems that come with the characters acting without sanction in a way that could potentially upend that order. 

The game's commitment to presenting ancient Egypt as a real place rather than simply a backdrop for fantasy adventure is readily apparent. The Valley of the Pharaohs provides details on daily life, religion, politics, and the role of different social classes. The gods of Egypt are an active presence, but they do not overshadow human action, nor do the limited kinds of spells available to player characters. Reading the rulebook, I couldn't shake the feeling that Balent was actually more interested in writing a sourcebook about ancient Egypt than he was in making a roleplaying game set in that time and place. This dedication to historical authenticity is a strength, as is its attempt to make social and political dynamics just as important as combat. At the same time, I can't help but wonder if this is what it's potential audience would have wanted from a game like this.

There is little in the way of extended campaign guidance and the adventure hooks provided are limited to the point of being skeletal. This would almost certainly make it difficult for a referee unfamiliar with ancient Egypt to know where to begin. It's too bad, because Balent packed a lot of genuinely interesting details in this short volume, but most of it tends toward the encyclopedic rather than the practical. When combined with the fact that The Valley of the Pharaohs has given only a limited amount of attention to fantastical or supernatural topics, its utility strikes me as limited. Who is this game for and what would they do with it?

On the plus side, The Valley of the Pharaohs is amply illustrated throughout, both in the form of black and white line drawings throughout the rulebook and separate maps. I really like the artwork, as it depicts lots of mundane aspects of ancient Egypt, such as clothing and wigs, that are important to both players and referees in establishing the setting. The maps and diagrams are similarly well done and useful for gameplay, particularly when exploring tombs and temples. In many ways, these are among the most important parts of Valley of Pharaohs, since gamers often need good visual guides of settings that deviate from the tropes of vanilla fantasy

The Valley of the Pharaohs is, so far as I know, a one-off book and received no additional support from Palladium. This makes it a fascinating historical curiosity, especially in light of the subsequent direction of its publisher. As someone with a lifelong interest in ancient Egypt, I'm glad that I finally got the chance to read this game, even if it's deficient in a lot of ways. Unfortunately, it doesn't have a lot of competition within its historical niche. Ancient Egypt is, alongside ancient Greece and Rome, a go-to reference point for fantasy and, by extension, fantasy roleplaying. One would reasonably expect that Egypt would have had more RPGs inspired by it and yet that doesn't seem to be the case. How odd!

8 comments:

  1. I had a friend once who was the world's biggest Palladium FRPG fan. He never could put into words what it was he loved so much about it, though, so I have no real idea. For myself, the brunt of my Palladium exposure is Rifts -- a game I scarecely ever actually *played,* since it's honestly rather a mess, but which I greatly enjoyed *reading.* It has a ton of cool ideas that can be profitably mined for use elsewhere (I've incorporated quite a bit of Rifts into Shadowrun campaigns, for instance).

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  2. Many cultures and time periods are fascinating and provide great background ideas (myths, legends, magic, monsters, what-have-you), but they don’t necessarily make for a good adventure game setting.
    A structured society is especially bad: “Nope, sorry, the ruling class is not okay with you guys running around armed and armored doing as you would. Oh, and all that treasure you ‘found’? They’ll be taking that, thank you.”

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  3. The telling line in the GM notes is “…[T]he government will not allow a band of marauders to plunder the countryside (at least not within Egypt proper).” So essentially no archetypal Dungeons & Dragons-style play, but without really exploring what the Player Characters might do in its stead.

    I do believe that the author might be working on a new edition as is the author of Green Ronin Publishing's Egyptian Adventures: Hamunaptra.

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  4. There's a great fantasy novel by H. Rider Haggard called Morning Star that is set in ancient Egypt. It's premise is "imagine if Egypt according to mythology were real, with gods, magic, monsters, and beautiful princesses." Haggard pulled it off well.

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    1. Haggard’s Cleopatra is also quite good, though its gods and magic are more subtle.

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  5. As someone with reasonable familiarity with (albeit very little fondness for) Palladium over the decades, it's worth pointing out that Valley is quite atypical of the company's products. It's only their third RPG, and the only one that's got a strong historical focus, and (as you noted) got zero supplements, which is extremely rare. Even stand-alone books like Systems Failure are effectively supported by whatever other stuff you want to pull into it since it uses the company's "Megaversal" game engine, which you can't do (at least not smoothly) with Valley.

    Balent (who had a library science degree IIRC) also worked on a quartet of historical reference books for Palladium, starting with the Palladium Book of Weapons & Armor (1981) and ending with a book of European Castles (1985). They're also oddities in the Palladium catalog and very much represent his personal interests (and presumably Siembieda's at the time).

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  6. “Who is this game for…?”

    I think the answer to that appears to be - Matthew Balent. Which is fine, there is certainly room in gaming for vanity projects.

    I will also mention that, having recently received my copy of the Monty Python RPG, they do some interesting things with social class relative to PC class that could make for fun roleplaying, and don’t seem to just define the lower class PCs as “the ones who always get dumped on”.

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  7. I doubt ancient Egypt was as orderly and well regulated as some would believe. We know there was even a trade in tomb looting.

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