Showing posts with label merry mushmen. Show all posts
Showing posts with label merry mushmen. Show all posts

Monday, April 15, 2024

REVIEW: A Folklore Bestiary (Volume 1)

An aspect of Dungeons & Dragons – and, by extension, all fantasy roleplaying games – that I find equally fascinating and frustrating is the way that it adopts and adapts the mythology and folklore of the real world in order to provide fodder for new spells, magic items, and (especially) monsters. I find it fascinating, because of how wide a net Dave Arneson, Gary Gygax, and those followed in their footsteps cast in establishing the canon of D&D. For example, how many of us reading this had ever heard of the tarrasque before seeing it in the pages of the Monster Manual II? On the other hand, I find it frustrating, because of how far D&D often deviates from its legendary source material. Again, consider the tarrasque, which bears very little resemblance to its Provençal inspiration.

It's for this reason that I was very excited by the release of A Folklore Bestiary by the Merry Mushmen, perhaps best known for their "adventure gaming bric-a-brac," Knock! "Inspired by folk tales and superstitions," according to its front cover, the Bestiary is a collection of almost forty creatures drawn primarily, but not exclusively, from European legends for use with Old School Essentials and other similar RPGs. With its focus on offering less well-known folkloric monsters as adversaries, allies, and enigmas for fantasy gaming, the Bestiary is a monster book seemingly written with my own peculiar tastes in mind.

With ten different authors credited, no two entries are exactly the same in terms of presentation. In general, though, each entry begins with the creature's name (including a phonetic pronunciation) and place of origin, followed by a short piece of in-setting fiction, like an excerpt from a journal or a transcript of an interrogation. The fiction is largely flavor text, setting the scene for what ordinary people might know or believe about a given creature. After that, there's an Old School Essentials write-up for the monster, sometimes accompanied by random tables useful to the referee, like rumors, motivations, and similar details. All entries also include a collection of adventure hooks involving the creature. Some include full scenarios, featuring a keyed map. Rounding out the entries is a full-page, full-color illustration (and some smaller sketches) by Letty Wilson, whose slightly whimsical artwork some of you might already know from Dolmenwood

A Folklore Bestiary is a 160-page A5 hardcover that is cleanly and attractively laid out. Compared to, say, Knock!, whose layout some have found cluttered to the point of illegibility at times, the Bestiary is much more conservative, though still distinctive. It's the kind of book that's equally useful as a reference and as reading material that one can flip through for inspiration. This could be off-putting to the more curmudgeonly among old school fans, since there's a lot more in each entry than the monster's game statistics and a basic description of its habitat and behavior. This is a book filled with creatures that live in a larger world and have connections to that world, potentially leading to much more compelling and even meaningful encounters.

Of course, this is also potentially a drawback. Because nearly all of these monsters are drawn from real world mythologies (a standout exception being Lord Dunsany's gnoles), they might not fit into a generic fantasy world as easily. For example, the dybbuk has strong associations with Jewish legends, while Jack-in-Irons is similarly associated with medieval Yorkshire. These associations are a big part of the appeal of the monsters described herein, grounding them in "reality" in a way that is often missing from standard fantasy monsters like goblins, zombies, and even dragons. Yet, they also make it mean that, unless a game is set in the real world, they might need to be stripped of some of their specificity, which could, in turn, genericize them, which would be a shame. Thinking about this now, I can't help but wonder if Gygax and company faced a similar conundrum in creating D&D's well-known menagerie.

Despite that minor point of concern, A Folklore Bestiary is a delightful product, filled with excellent and, above all, unusual new monsters to include in your fantasy roleplaying game campaign. It's also a good reminder that, even a half-century later, there's still plenty of myths and legends that have yet to be tapped for RPGs. Judging by the fact that this book is called "Volume 1," I can only assume that the Merry Mushmen have plans to produce more. If so, I very much look forward to seeing what strange new creatures they'll include.

Saturday, July 22, 2023

REVIEW: Black Sword Hack

During the nearly eight years this blog was inactive, I wasn't paying nearly as much attention to the wider old school roleplaying scene as I previously had been. Consequently, quite a number of releases, trends, and fads within this sphere completely passed me by. One of these was The Black Hack, a streamlined class-and-level RPG by David Black, whose first edition appeared in 2016. For a time, I am given to understand, The Black Hack and its design principles were much favored, leading to a proliferation of "Hacks" – Bluehack (for Holmes D&D), The Rad-Hack (Gamma World, etc.), Cthulhu Hack (Call of Cthulhu), even The Petal Hack (Empire of the Petal Throne), among many, many more.

Now, there's nothing inherently wrong with any of this. Gamers are as prone to enthusiasms as the next person and I try not to begrudge anyone else their preferences, even if I don't share them. Still, I can't deny that the intensity of the ardor for The Black Hack put me off looking into it for some time. What can I say: I'm prone to contrariness. When I finally did read The Black Hack for myself, I found it more agreeable than I expected, despite my dislike of certain aspects of its design. That's not knock against it, of course; I generally dislike certain aspects of most games' designs. That's more or less the nature of the beast.

That's why Black Sword Hack took me by surprise. I didn't even know it existed until it showed up in my mailbox one day as a complimentary copy sent to me by its publisher, The Merry Mushmen (best known for Knock!). Written by Alexandre "Kobayashi" Jeanette, Black Sword Hack is, in his words, "a dark fantasy roleplaying game inspired (but not limited to) the works of R.E. Howard, Michael Moorcock, Karl Edward Wagner's Kane series, Fritz Leiber's Lankhmar and Jack Vance's Dying Earth books." Being a fan of all those writers and their pulp fantasies, that description certainly got my attention, as did the eye-catching artwork by Goran Gligović, which can be found throughout the full-color, 112-page, A5-sized, hardcover book.

The core rules of Black Sword Hack are simple. A turn is an abstract measure of time, during which time a player character may act. During a time, a character can typically take two actions, such as movement and combat. All actions are resolved by making an attribute test. The goal of a test is to roll under a character's appropriate attribute score with a d20. A roll of 1 is always a critical success, while a roll of 20 is always a critical failure. I must admit that the lower-is-better d20 roll takes some getting used to, since it runs counter to decades of experience as a player of roleplaying games, but otherwise the rules of Black Sword Hack are straightforward.

The game retains the "Usage die" from The Black Hack, but with a twist. For those unfamiliar with it, the Usage die is a way to keep track of resources that have limited quantities, like rations or arrows. Whenever a resource is used, the die is rolled and, if the result is 1 or 2, the die "degrades" to the next die type (e.g. d8 becomes d6) until d4 is reached and 1 or 2 is rolled, at which point the resource is completely depleted. Black Sword Hack does not employ the Usage die for concrete resources, but only for abstract ones, like influence, debts, etc. Further, there is the Doom die, a type of Usage die that represents "the attention of Law and Chaos" on the characters. It's rolled whenever the character critically fails and under certain other specific conditions. Once the Doom die is depleted, the character makes all his tests and damage rolls with Disadvantage (i.e. rolling two dice and taking the lowest result).

While the D&D pedigree of Black Sword Hack (and The Black Hack on which it is based) is readily apparent (STR, DEX, CON, etc.), the game is class-less, placing greater emphasis on a character's origin (barbarian, civilized, or decadent) and background (berserker, diplomat, assassin, etc.). This provides a looser mechanical framework for characters, in keeping with the wide range of possible dark fantasy settings the referee might create (more on this in a bit). Characters can also acquire "gifts" – powers of Balance, Chaos, or Law – in addition to sorcery, faerie ties, twisted science, and runic weapons. As characters gain experience, they accrue more abilities and hit points, but a high-level Black Sword Hack character is much less robust than a D&D character of similar level. Consequently, combat is much more fraught with danger, which makes sense, given its literary inspirations.

Where Black Sword Hack really shines, though, is its world building tools. Approximately half the book is devoted to the referee – more if you include its sample bestiary. The game assumes the referee will create his own setting, one dominated by the struggle between Law and Chaos, as in Moorcock and Anderson's fantasies. There are tables and examples to aid him in deciding on the nature of the struggle and how it manifests in the setting, along numerous adventure seeds, two adventure, and the sketch of an entire city. There's even a sketch of a setting, complete with a map, to show one way to make use of the world building tools.

A conceit of the referee section is that any setting the referee designs will inevitably include certain stock locales – Forbidden City, Amber Enclave, Merchant League, Northern Raiders, etc. These are not just tropes from dark fantasy fiction but perhaps also eternal archetypes that reappear throughout the multiverse. Creating a setting for Black Sword Hack involves drawing a map and placing all these locales onto it somewhere and then fleshing out the details through play and the judicious use of random tables provided in the book. It's a clever approach and one that genuinely helps guide the referee in a useful way. The same goes, I think, with the bestiary, which includes plenty of archetypal enemies – demons, cannibals, serpent people – to spark the imagination, while still providing the tools needed to create unique and original antagonists.

If Black Sword Hack has a flaw, it's its looseness. Some players and referees may find its relative lack of concern for considering every possibility, whether in the rules or its myriad settings, disappointing. If you prefer something more defined, even concrete, you're better off with other options. Black Sword Hack revels in its light, almost freeform, rules and malleable setting elements and that won't be to everyone's taste. But as someone who's come to realize that my own preferences tend toward simple, flexible rules with lots of room for filling in the details as I go, this is right up my alley. When I get around to running that Stormbringer campaign of my dreams, there's no question in my mind that I'll be using Black Sword Hack. Perhaps others will like it too.

Black Sword Hack is available directly from the Merry Mushmen website in either print or PDF form.