Category Archives: Spotlight

You Died

You Died is a book about Dark Souls, written by a pair of game journalists. It was first published as a simple paperback and then reimagined as a deluxe hardcover funded by a Kickstarter campaign. The book is printed offset in Italy on 140gsm Magno Natural uncoated paper and plentifully illustrated. In keeping with the profession of the authors, many of the chapters have a journalistic flavor, describing the origin of Dark Souls and vignettes about its reception, often via experiences reporting about the game. However, the book also includes thoughtful chapters on game design, player motivation, and creative influences. The chapters alternate through essays, brief discussions of locations within the game, and there is a brief appendix discussing the setting and important characters. This book was clearly a labor of love, attested by the attention paid to sturdy construction, the careful design, and the reverential art direction. I think it should be obvious that the text itself will contain many spoilers, but I think I have kept this post free of spoilers.

Let’s get the discussion of weaknesses out of the way. While the binding and cover are excellent, the black inks could have greater depth, and this is especially noticeable on the pages with white text on black background. In keeping with the celebratory aspect of the work, occasionally the prose shifts into a sentimental register noticeable even to me as a fan of the game. Jason also has a penchant for punchy wordplay, which I suspect works slightly better in short form web writing compared to a longer text (sample chapter titles: You’ve Got Chainmail, Knight & Subscribe). Along similar lines, while the layout is excellent in general, there are a few flourishes that would be more at home in a magazine or web site, such as the occasional pull quote. Honestly though, taken in perspective, these are all minor issues. The book as a whole is an impressive accomplishment; as a physical artifact, as a thoughtful discussion of game design, and as a consideration of the play culture around Dark Souls.

I enjoyed all the chapters, even the human interest features which tell stories about the importance of Dark Souls to various individuals, but my favorite parts were the interviews with Hidetaka Miyazaki, the game’s director, whose words are rubricated within the text. Just about everything Miyazaki says is revealing or insightful in some way, but I will highlight two quotes as examples. The first is about respecting the accomplishments of players, even those that might be considered exploits:

During lunch with Hidetaka Miyazaki in London in April 2012, I asked him if his team had designed that … spot especially for grinding. He assured me they hadn’t, but since players had discovered on their own how to manipulate it for their gain, he didn’t want to patch the AI behaviour and steal away something that now belonged to the community.

You Died, p. 60

The second is about the interplay between exploration and ambiguity in design:

This philosophy of ambiguity derives from Miyazaki’s teen years reading fantasy novels in English. He had a particular fondness for the Fighting Fantasy series, written by UK game-industry pioneers Steve Jackson and Ian Livingstone. Because of the language barrier, much of these stories remained mysterious to him: he was left to fill in the blanks with his own imagination.

You Died, p. 311

Considering 1974 D&D, there is a case to be made that slightly incomplete rules prompt (or demand) some degree of customization or finishing on the part of the referee. While this might be a flaw for some purposes, it also creates a degree of investment and uniqueness in the realized game. There is also the more general idea that a void can be fruitful. The ambiguity and obscurity of what is ultimately going on in Dark Souls works similarly, creating both curiosity about the details scattered throughout the game (encouraging exploration) while also creating a space for the player’s own idiosyncratic interpretation, given weight and shape by extensive mythological symbolism.

The illustrations are a mix of digital pieces, which I think might be processed photos of actual gameplay, small sketches placed at chapter headings, and whimsical line drawings skillfully caricaturing various experiences of gameplay that will immediately be recognizable to longtime players. These small line drawings especially work to soften the seriousness of the text both in terms of the bleak themes running through Dark Souls the game and the risk of pomposity inherent in giving a book of game journalism such fancy clothes. This is in keeping with the tone of Dark Souls itself, which breaks the somberness with occasional levity. The book is adorned with religious imagery, such as the blind stamped cathedral window cover motif and the title lettering in the form of a cross, not to mention the aforementioned rubrication. The book looks and feels like a psalter from the outside given the cover design, ribbon marker, and gilt page edges. It is no exaggeration to say that obsession runs through the project and text. I know, because I recognize aspects of my own interest reflected back to me. But, like the caricatures throughout, the text is self-aware, and pays respect to the game without taking itself too seriously, most of the time.

As noted above, the book does contain some spoilers, including a few details I have missed in my own playing so far, and some of these made me curious about the online play component, which I have so far totally avoided, being primarily interested in exploring the worlds of Dark Souls on my own terms and through the interfaces the game provides. In a similar vein, apart from occasionally browsing Fashion Souls, and reading a handful of guides about what stats to level or how weapon upgrades work, my primary social engagement about Dark Souls has been limited to discussions with a small coven of Google Plus exiles that I met playing old school D&D and related hacks. Now I am more curious about some of the other culture and cottage industry that has accreted around the game, such as VaatiVidya’s YouTube videos interpreting the morsels of setting detail or the “Kay Plays” of Dark Souls, which chronicles the journey of a novice through the game.

Though I suspect the writing would be engaging for someone who is interested in video games or game design more generally but has minimal experience with Dark Souls, some of the references are obscure and others might seem trivial without the echoes of personal game experiences. You Died is first and foremost a scripture for those initiated in the tribe. Praise the sun! Or the dark, as per appropriate allegiances.

I will close with some additional details for fellow book nerds. When I emailed Jason to ask a few questions about the book’s construction (yes, the binding is stitched), along with answering my questions he sent back links to several videos of the production process:

And here is a photo of the red letter treatment:


More About the Publisher


Purchase Info

  • Order Date: 2020-12-16
  • Price: $127.00 CAD + $31.56 CAD shipping = $158.56 CAD total (approximately $125 USD including shipping)
  • Details: You Died deluxe hardcover (note: I think I ordered the cloth-bound edition but it looks like I received the Skivertex simulated leather edition, which would be a small upgrade)

See here for my approach to reviews and why I share this purchase info.

Gallery

Muster

Eero Tuovinen is crowd-funding a discussion about old school play: Muster: A Friendly Primer to Challengeful DungeoneeringWhy, you might ask, is another primer useful, given the existence of Finch’s Old School Primer, Principia Apocrypha, and various fragmentary discourses scattered across the blogosphere? Well, Eero comes at this project from a slightly different perspective, probably, from most readers of this blog. Most obviously, he prioritizes focused design over general toolboxes, though he has a long history thinking about the older style of tabletop fantasy roleplaying games (exhibit 1). While focused design is relevant to how he thinks about game design broadly, for this particular project, I would also draw your attention to the idea of wargaming around which he positions the project.

“Wargamey” is only one of five principles, the other four being challenge-focused, egalitarian, creative, and authentic. I, personally, am particularly interested to see what implications he works out from the last of these principles, given my somewhat ambivalent take on genre in tabletop roleplaying games:

authentic rather than ritualistic; the grand purpose of a D&D campaign is to game out the implications of the campaign set-up rather than replicate the GM’s expectations of what D&D adventuring is “supposed to be”. We discover the truth via play.

If you are curious about his previous work or style, you can check out his occasional blogging, including an outline presentation of the planned booklet.

(As a side note, I briefly played in a few early sessions of the online Greyhawk campaign he mentions, though scheduling and other obligations got in the way of extended participation.)

One final point that I think makes this project worth supporting: part of the goal is open community access:

An essential vision for this project is that Muster will be a free, probably Creative Commons licensed booklet that anybody can pick up off the ‘net and do whatever with.

There is about a week left in the campaign, and he is only a few hundred dollars away from the funding goal at the time of posting, so this is a project where a few more backers might actually make a difference to viability. Check it out.

Missing Manuals

Every once in a while, but with some regularity, someone will ask for module recommendations, often as a way to get into old school or classic play. I am somewhat conflicted regarding the best response to such requests because, while there is nothing fundamentally wrong with modules, and they have some particular utility, modules are also limiting, often have poor handling, and are poor examples of the form’s potential.

My inclination is to instead suggest that referees, even new referees, create a simple custom scenario. This is unnecessarily intimidating, partly due to some unfortunate ingrained assumptions, including seemingly upward comparison to professional offerings with illustrations, cartography, edited prose, and so forth. In reality, crafting a satisfying classic scenario is often less complicated than the process of building a player character in a contemporary system, but has become obscured by a shroud of world building complexity and the detritus of expectations related to literary story structure. There are a few examples of procedures that a referee can follow to create a scenario, such as Moldvay’s double spread in 1981 Basic D&D (pp. B51-B54) which explains how to create an adventure. The recent Old School Essentials SRD provides similar information, available for free online (adventure scenarios, designing a dungeon, designing a wilderness). Other resources exist as well, though often buried in other materials.

These resource are useful, but still often seem to be pitched at the wrong level, lacking sufficiently concrete set of recommended actions, or attached to bland thematic content. As an example of the kind of referee rules that I think would be an antidote to module recommendations, I want to highlight two recent blog posts about crafting megadungeons:

The Two Week post in particular is a practical and clear example, though perhaps still slightly intimidating for a starting referee. Unfortunately, the trappings of a megadungeon is probably mildly counterproductive, despite the likely truth that following Nick’s megadungeon building guidelines would probably be easier and more enjoyable than skimming B2, or just about any published module scenario. (In reality, the observant and experienced reader will also note that a megadungeon is really just a series of linked scenarios that happen to be subterranean.)

If you are aware of any other similar scenario building procedures worth highlighting, drop them in the comments. Procedural rules rather than something like a collection of tables would be most useful. I am sure I am neglecting some other good resources. This is also a call for what to include in a game’s referee book or section.

Ethos of Play

DistemperedGus (of All Dead Generations) recently posted a series of Twitter threads on alignment, reaction rolls, morale, asymmetric encounters, and faction intrigue, all classic rules subsystems and approaches that he argues contribute to a particular classic “ethos” of play.

Because people talking about classic tabletop roleplaying games have become balkanized over various social media platforms, and Twitter is a hellscape, and I may want to link or refer to this collection of threads in the future, I am spotlighting them here. I also used Thread Reader App to create thread pages so that the threads can be read in a more bloglike format, for those that so desire:

Dark Souls 2 Rat King Covenant

It is probably worth noting, since this is the Internet, that my spotlight means “useful and worth reading” rather than that I agree with all threads on all points and in all particulars. For example, I would say that alignment as adventurer allegiance (rather than adventurer moral commitment) can function quite apart from moral essentialism, to say nothing of less savory interpretations. Law and Chaos as depicted in OD&D (and the refined “Basic” rulesets) is fuzzy in this regard, easily pushed in either direction. To be more explicit in notion, consider using alignment categories such as Unseelie, Neutral, Seelie, or Rebel Alliance, Neutral, Galactic Empire rather than Chaos, Neutral, Law (or, God help us all, the baroque murk that is the AD&D 3×3 matrix).


In case you want to create similar thread pages using Thread Reader App, here is how to do so A) without cluttering up someone else’s thread and B) without cluttering up your own timeline.

  1. Quote-retweet the thread in question with only the text:
    @threadreaderapp unroll
  2. Wait for the @ reply from @threadreaderapp (which in my experience takes a few seconds)
  3. Save the URL provided in this reply (which you could also derive from the original Twitter thread URL based on the tweet ID)
  4. Delete your quote-tweet that was originally addressed to @threadreaderapp
  5. Now the unrolled thread page persists for future reference

(You may need to follow @threadreaderapp first as well, but I am unsure.)

You can also easily print the unrolled thread pages to PDF, perhaps with the help of extensions to exclude distracting images, and so forth.

Dark Souls 2 Rat King: Rejoice!

(All post images are personal screen shots.)

Ennies publisher guide

It can be difficult to keep all the game studios straight, especially with the proliferation of personal brands. Since it is Ennies season, and the voting page for publishers is awkward to use, I thought it might be helpful to highlight some publishers that I consider notable, along with my reasons. I have included a few big players as well that any reader of Necropraxis is probably already familiar with, that want to note for particular actions.

(Inexplicably, Lumply Games, Meguey & Vincent Baker’s brand, and the publisher of Apocalypse World, does not seem to have been nominated. What? Moving on.)

Chaosium Inc. deserves praise for reprinting classic RuneQuest titles in high-quality editions, keeping the back catalog available digitally, and reinvigorating Glorantha with a beautiful new edition of RuneQuest that builds on the classic version.

Cubicle Seven did a great job with the 5E Adventures in Middle-Earth line, though the art is a little brown for me. The mechanics are thoughtful in how they try to support the feel of Tolkien’s stories. I think the 5E Middle-Earth books would be a good mechanical base for a low-magic 5E game, even ignoring the setting.

Dolorous Exhumation Press is “Dungeonesque” Jack; I consider his first Tales free compendium an OSR classic and Krevborna is great.

E.M.D.T. is Gabor Lux, writing some of the best current AD&D style content, but more usable and with less verbosity.

Fria Ligan (Free League) is relatively new to me, but Forbidden Lands, which bills itself as retro open-world survival fantasy, looks to be a promising fusion of old school mechanical goals with focused design principles. Not sure whether the final result will match my tastes, but worth keeping an eye on. (They show up twice for some reason on the list at the time of this writing. I hope someone fixes that.)

Goodman Games, along with work on DCC, deserves praise for keeping other old school classics, such as those by Judges Guild, in print and bringing them to the attention of the mainstream, such as with the 5E conversion of B1 and B2 (my review).

Hydra Cooperative is the non-commercial hobby collective behind Operation Unfathomable, Slumbering Ursine Dunes, Misty Isles of the Eld, and many other key OSR publications. (The entity itself is non-commercial, but I think individual creators may earn profits.)

Jarnringen publishes the Swedish Symbaroum setting and RPG (see the Iron Pact fan site). The rules of Symbaroum are a bit mainstream for me, but the art is wonderful and evocative (I ran a short-lived campaign in the setting using my own rules). Symbaroum is also somehow associated with Modiphius, which I mention below.

Lamentations of the Flame Princess probably needs no introduction here. James still deserves support for being unwavering in commitment to quality of physical product and willingness to take risks. Frostbitten & Mutilated is also up for a number of awards.

Lampblack & Brimstone publishes supplements associated with or brand-adjacent to Dungeon World, but their pubs are just as useful for OSR play. Freebooters is a slick ruleset and I consider Perilous Wilds one of the classic hex-crawl supplements. Servants of the Cinder Queen is a short module worth checking out. The taste in art is impeccable too.

Lost Pages is Paolo Greco, fellow book snob, meticulous bookbinder, and the publisher of my own Wonder & Wickedness, along with games such as Into the Odd (my review) and his completely sui generis masterpiece, Cthonic Codex (False Machine review).

Melsonian Art Council: Undercroft zine, Troika, Fever Swamp, Crypts of Indormancy.

Modiphius Entertainment is assembling an intriguing catalog of what I might call hybrid mainstream-indie games… is that a contradiction? Mutant: Year Zero, Legacy: Life Among the Ruins (an Apocalypse World derivative), and so forth.

Necrotic Gnome Productions is Gavin Norman and an always reliable source of good B/X style content and rules, such as Dolmenwood, B/X Essentials, Theorems & Thaumaturgy (my review). Necrotic Gnome has plans for expansion and fancy editions, about which I am excited.

Olde House Rules does Pits & Perils (my review).

Red Box Vancouver is Johnstone Metzger, of Metamorphica (classic edition is pay-what-you-want), innumerable trad-friendly adventure modules such as Evil Wizards in a Cave, the Nightmares Underneath OSR game, Dungeon Full of Monsters, etc etc etc. He has also done a lot of work on powered by the apocalypse style games and so may be slightly less well known among the DIY D&D crowd.

red moon medicine show does Vacant Ritual Assembly, one of my favorite zines, though it has recently been dormant. Issue one is one of my top used-in-play supplements, for the ghoul market (my review).

Schwalb Entertainment is Rob Schwalb, industry veteran, who has created the mechanically innovative Shadow of the Demon Lord (my review), which may be slightly heavy rules-wise for someone with B/X tastes but is nonetheless worth checking out.

Sine Nomine Publishing is Kevin Crawford, creator of many products useful for old school exploration-focused games, including An Echo, Resounding, which is a must-read if you are interested in new takes on domain play. Additionally, he has created several free publisher tutorial products, such as this guide to TSR layout and Exemplars & Eidolons, a playable old school game which is also an InDesign layout tutorial.

Squarehex is Peter Regan, of Oubliette, a stylish old school zine from the early phase of the OSR, and is also involved with the practical side of the Black Hack second edition Kickstarter.

Steamforged Games publishes the Dark Souls board game.

Swordfish Islands is Jacob Hurst, who has singlehandedly created a couple books with production values higher than Paizo or Wizards of the Coast and also happen to be fantastic old school hex crawl resources. Swordfish Islands is also up for product of the year.

Wizards of the Coast, despite managing Dungeons & Dragons, the Coke brand of tabletop RPGs, and needing no further promotion from me, deserves praise for making Fifth Edition D&D a versatile version that can be used for old school or new school play, and for keeping the TSR back catalog available.

Game designers are overrated

OD&D Afterword

At the end of the final OD&D booklet, The Underworld and Wilderness Adventures, Gygax and Arneson wrote: … why have us do any more of your imagining for you? There are several reasonable objections to that sentiment. When I want bread, I usually buy it from a baker rather than baking my own. There is nothing wrong with outsourcing, even within a creative hobby like playing old school D&D. While acknowledging the value and legitimacy of dividing labor, there is still something special about doing your own imagining for roleplaying games, which are particularly easy to customize, especially compared to other forms of art and entertainment.

This may be obvious conceptually, but gamers, even within our DIY-obsessed corner of the hobby, often behave in ways that belie an attitude valuing imagining things yourself. People, myself included, buy and read innumerable, often trivially different, takes on core rules, spell systems, adventure modules, and so forth. People also create, share, and hack, of course, but sometimes I still wonder about the balance between these activities. Why so much consumption and passive behavior, compared to play? The play is, after all, the thing. While some amount of learning and consumption may be required for play, the claim that people buy and read more than needed to play seems obvious and uncontroversial.

Black Hack v2 (this might be a mockup)—Kickstarter

This general tendency is one reason why I have been impressed by the community that has developed around the Black Hack, which is currently soliciting funds for a second edition. I can take or leave many ofBlack Hack’s specific rules, despite having similar design priorities. I value concision, ease of use, quick character generation, lethality, modularity, limited bookkeeping, and so forth. So does the Black Hack. However, I also already have systems that I like which solve most of these problems, so why bother with yet another system? For me, the Black Hack is like reading someone else’s collection of battle-tested house rules, maybe a few of which I might experiment with and adapt.

But that is exactly the point: the Black Hack has some useful mechanical ideas, for sure, but it also emphasizes, through its style, through its attitude, through its confidence, that designing these games and playing these games lie on the same plane. No pedigree, training, or extensive experience is required, once you have the basic idea. Traditional fantasy games, those in the DIY D&D or OSR traditions, are robust. There is minimal danger of breaking the game if you accidentally award too much XP, try out a new rule for shields, or replace spell memorization with magic points. Most of those dragons were unbalanced encounters anyways, so as long as you have good communication within your group, making sure that everyone is on the same page about game expectations and shared fictional reality, the rules only need to remain within very broad parameters perform their duty. And further, some adjustment will almost certainly make any rule set work better for your own group.

Is it hypocritical to plug yet another system, crowd funding for a second edition no less, in a post about doing your own imagining? Perhaps. Being a book snob, I am glad the second edition will be printed using offset printing rather than printed on demand1. Stitched bindings is a stretch goal, unlocked at 1200 backers, which is unreached at the time of this writing. So, back the project if you want to help create nicely bound books, or if you want more house rules to read, or if you want some more random generators. From my point of view, however, the most valuable return on the continued success of the Black Hack is an influential rule set and brand carrying the torch of making the game your own rather than following others and deferring to established creators.


1. “We’ve vowed never to do POD because of the quality issues, and our final stretch goal is to get stitch binding on both books – I think the regular hardback has a high enough print run to make stitch binding affordable at the moment, with the stretch goal to get the collector’s book stitch binding. We’re doing everything we can to get them as high quality production finish as possible!” (David Black, direct message.)

Gehennum

Some time in the 90s, when I first went online looking for info about playing RPGs, I remember joining a listserv called something like world builder’s digest. Or maybe it was just called world building and I had digest mode turned on; I no longer recall.

The advice and work done on that list were mostly top-down, with little attention paid to directly gameable content. The ideal was to work out all the details of your world starting with fundamentals such as geology, cosmology, and history. Then, work your way into the specifics such as economics and ecology, making sure that everything made sense and would stand up to the stray player with a geology PhD.

With hindsight, I no longer think this is a particularly effective way of building settings for tabletop roleplaying games, to put it mildly. But it was a first exposure, and this sort of conversation flowed then more sluggishly online than it does now, and there was considerably less diversity of thought.

A particular creation that made an impression on me from the time I spent reading that list was a setting called Gehennum, designed by one Brett Evill. It was notable to me as a fantasy world that was explicitly designed to buck faux medieval expectations, which even then could sometimes seem bland. (I had no idea at the time that something like Tekumel already existed.) The focal area was an archipelago which drew more from the pacific islands than European mythology and expectations. The body of content Brett wrote about Gehennum also stood out as relatively well-written, especially by the standards of mailing lists about roleplaying games, as filtered through teen memories. In his own words:

In designing Gehennum, I tried to disengage players’ defaults. To do this, I rejected several of most conspicuous standard assumptions, and replaced them with vividly different premises. For example, Gehennum is tropical and oceanic, the Gehennese are not of a European racial type, there are no horses…. I have been different for the sake of being different, which is not in general something I admire. But I have also tried to make Gehennum interesting and good.

For whatever reason, this list and setting came to mind today and I did a few web searches to see if any of that material was still online. Indeed, it looks like Brett still has a site about Gehennum up (copyright mark 1991):

http://gehennum.wikidot.com/

Unfortunately, the link to the map image on that site seems to be dead, but I am glad the work is still online, despite the lapsed time. I was unable to find any listserv archives, but I may just be misremembering the list name.

Kingdom Death

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5 of 7 core monsters with 4 prologue survivors

Though I heard about the first Kingdom Death Kickstarter when it launched in 2012 and adored the aesthetic, A) I do not really play board games and B) I had no experience assembling miniatures. So, I passed. However, after seeing some of the models in the wild, I took advantage of the Black Friday 2015 opportunity and bought a copy of the core game along with the Sunstalker and Flower Knight expansions. The game arrived early January 2016 and then it sat on my shelf unassembled for almost a year. The 1.5 reprint/update Kickstarter prompted me to actually attempt assembly. It took me a few weeks to assemble the four prologue survivors and all the core monsters.

Overview

It is surprisingly hard to find a concise description of the game. Here is my attempt. It is a cooperative campaign board game where four survivors wake up barely clothed in an unlit land. The ground is all stone faces. The survivors hunt monsters for resources and found a settlement near a pile of creepy lanterns. Players grow the settlement, building structures, developing innovations, and reproducing. They stave off inevitable entropy for as long as possible.

Male dung beetle dancer pinup concept art

Male dung beetle dancer pinup concept art

You have to assemble complex components yourself without any official instructions (though the community stepped up enthusiastically to fill this void). The art is beautiful, but the aesthetic includes sexual objectification, gore, and puerile humor that mixes the two. You will need to have friends that are okay with this if you want to play the game with other people. Your survivors start weak and fragile, similar to zero level characters in trad D&D terms. Rule zero of the game is when in doubt, rule against the survivors. Pinups like the one to the right are promotional items, not part of the game. (I am not interested in discussing opinions on the representation of sexuality or objectification in this game.)

Gameplay

Gameplay alternates between tactical combat and settlement building. More specifically, after the first story prologue fight that introduces basic concepts, the cycle is settlement, hunt, and showdown. This cycle constitutes one lantern year (the time it takes one of the creepy settlement lanterns to burn out). A full campaign in the core game is 20 lantern years. I think a reasonable real-world session would be one or two lantern years generally, but I do not yet have extensive experience. During my first play (we were four players), we did the prologue and lantern year one. This took about four hours but included taking cards out of shrink and looking up lots of rules. I think it would be significantly faster the second time. Note that you also have to assemble some miniatures first, though you can get by with only the white lion and four survivors to begin with (see remarks on assembly below).

2016-12-18-15-48-07-kingdom-death-prologue

Hitting from behind!

Showdown Phase. The showdown phase (where you fight monsters) is straightforward two-dimensional tactical combat. Move some spaces, take an action. The showdown board is small enough that it seems like few turns would be movement-only (I consider this a good thing). Players rotate controlling the monster though the monster controller needs to make few decisions as the monster actions are mostly dictated by an AI deck.

In addition to the AI deck, each monster has a hit location deck which controls various monster reactions. After survivors hit, they must confirm damage as well (accuracy adds to hit, strength adds to confirming hits). I was worried at first that this might result in many turns where engaging multiple resolution systems would lead to no overall effect, but in practice that did not seem to be a problem. A monster-specific resource deck controls the resources that the monster could potentially yield. Actual drops are determined mostly randomly, though some hit locations give access to specific resources. If the survivors defeat the monster, they scavenge resources which can be used to build things during the settlement phase. Some monster fights use terrain pieces to increase the arena complexity. Overall, the tactical combat is simpler than 4E D&D, one of my few points of comparison (I consider this a good thing).

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White Lion monster AI card

Monster AI. The AI deck also doubles as the monster health score which means that the monster actions become less variable and potentially more predicable as survivors wear it down. The AI deck system also means that the same monster can be reconfigured in many ways with differing difficulty. For example, we fought the white lion twice, during the prologue and the first hunt. The AI deck construction was different between those two and the construction incorporated randomness. The lion we hunted (level one) had 7 basic and 3 advanced AI cards, randomly selected (this also meant that it had 10 health, though note that you need one final hit to take a monster down after that total is depleted). For me, the AI deck is probably the most compelling game design I have seen so far in Kingdom Death. It is approachable from a player standpoint but seems to generate a lot of emergent complexity. There are many lessons here for D&D monster design, probably best realizable through sets of tables.

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Hunt board

Hunt Phase. Between settlement phases survivors can go on a hunt, though this is not the only way to encounter monsters (encounters can be caused by settlement events also). The hunt, which hopefully culminates in a showdown (briefly described above) plays out on a one-dimensional track where events occur on the way to the monster. In our first hunt, one of our survivors was terrified to death by the screeching and yowling of a lion in heat so we went into the lantern year one fight with only three combatants. This could mean that one player might be out for the showdown. The game is collaborative enough that it might still be fun, but I am not sure (we did the prologue fight with four players but were down to three anyways for the first hunt and showdown). Our first lion hunt ended in a TPK. Since there are still some other survivors left in our settlement, the TPK is not game over.

2016-12-18-16-52-36-kingdom-death-settlement-phase

Settlement board

Settlement phase. In some ways the payoff to playing Kingdom Death is the settlement phase. It is sort of like a fun, collaborative, non-homework version of building a character in games that require complicated character builds. However, unlike complex character building, success in the settlement phase depends not on voluminous knowledge of the rules text and combos, but rather on success during previous showdown phases and a few choices about what to prioritize. Also, as discussed below, I think that the settlement is the primary fictional element of play in Kingdom Death, not the survivor. As you can see in the image to the right, the settlement phase also has its own board, which similar to the hunt board is a one-dimensional track that walks players through the procedure.

Prepare to Die

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Defeated by ground fighting (TPK)

The survivor is not the primary element of play in Kingdom Death. The settlement is. When you lose a survivor, that is a setback but the settlement’s remaining population acts as a buffer (and the slain survivor’s gear is not lost but automatically returned to the settlement). As I understand it, settlement wipes are certainly possible (though I do not know how common). If you would be frustrated by such a loss after, say, 20+ hours of in-person play rather than experiencing it as the dark closing chapter of a story to remember, this might not be the game for you.

One strain of traditional D&D play is similar to this approach, where the setting and adventuring party are the first-order units of play and the adventurer is, while not disposable exactly, at least not central. I have run games like this before and participated in them and I think that this approach offers a unique potential for engaging play. In such a game, impartially resolved catastrophic failure is possible but not fatal to the campaign, increasing the potential stakes of decisions. Kingdom Death is a far more focused game than D&D but it provides examples that could be adapted to a D&D game centered around developing a party or settlement. In fact, I do not think it would be that hard to run an OD&D game using many Kingdom Death mechanics directly, perhaps replacing magic items and treasure with resource drops and settlement crafting and adapting monster decks to D&D monsters.

Metaphysically Ambiguous Dark Fantasy

Beyond gameplay though, the aspect of Kingdom Death that originally drew my attention, and sustains my interest, is the aesthetic and setting which reminds me of two of my other favorite fantasy franchises, Berserk and Dark Souls. This is not that surprising, as I understand that Berserk is an explicit influence on the designers of Kingdom Death. These three, Berserk, Dark Souls, and Kingdom Death, make up what is for me a dark fantasy trinity. All three have complex, well-designed, internally consistent worlds with ultimately ambiguous canons. There is enough detail to keep my interest but not so much that the audience ever really knows exactly what is going on.

The world of Kingdom Death is an endless plain of stone faces lit occasionally only by lanterns. Why? Where did the survivors come from? Who knows? Despite the detailed and baroque monster design, all three of these franchises also have an ultimately restrained sensibility that rests more on mythical resonance than raw newness. None of the three franchises are shy about recruiting cliches, but the cliches are never used thoughtlessly and often adjusted (though never entirely subverted, which I also appreciate).

For example, the background text for the Black Knight, previously a collectible model but being developed into a game expansion in the current Kickstarter:

They say if you take a lantern that never lit down the trail of corpses and past the whispering stars you will find an ancient figure atop a crest of determined faces. Treasured by a hidden cult of loyal squires, the figure will awaken for only the most honorable of challengers. For generations, the Black Knight has unknowingly defended a settlement of people hidden in the ruins of its home.

Assembly

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What wraiths look like from now on

These were the first miniatures of any kind that I have ever assembled. As noted above, the mini parts come attached to sprues as cast in the factory and must be clipped out. There are no official instructions, but I found the guidance on Vibrant Lantern satisfactory except for the phoenix and the watcher. I used this one for the phoenix and this one for the watcher (both linked to from Vibrant Lantern). For general advice, I found this conversation useful. Several issues tripped me up that might be obvious to experienced model builders. Below I address some of these issues. Hopefully that will be useful to other gamers with similar levels of experience.

Tools. You need to buy at least two things to assemble the minis: sprue clippers (I got Citadel Fine Detail Cutters, $35) and plastic glue (I used Plasti-Zap, $4). A model file would be helpful to clean up join points but I did without. Another useful tool that I did get was a clamp (Irwin One-Handed 6″ Bar Clamp, $12).

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That’s right, those are all individual hands

Glueing. The plastic glue begins to set quickly as long as you do not jostle the pieces, so the technique I found most useful is to find a way for gravity to hold the parts together so that you can go do something else (the clamp can help with this). To be safe, I generally attach a few parts and then let them fully dry overnight before adding anything else. You can have multiple models in progress, but do not clip parts before you are ready to attach them because it would be easy to mixup or lose parts. Assembly was time consuming in a hurry up and wait manner but not exactly difficult. I found the absurd complexity of the process somehow motivating. I used up a full ⅓ oz bottle of Plasti-Zap to assemble four survivors and all seven of the core monsters, so I would recommend buying more than one bottle of glue.

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The four prologue survivors

Basing. Each mini base is two parts: bottom and inset. The core game comes with a small number of special face inserts. This is just a cosmetic detail, but you will not have enough for all the minis. I used four of them on the prologue survivors. Hopefully, the 1.5 Kickstarter will include an add-on to get more face inserts. See discussion of stone face bases here and here. There is no special correct placement of minis on bases. Just glue them on however looks reasonable.

Gaps. While most of the parts fit together well, if you are anything like me you will still end up with some fit gaps in the assembled models. The phoenix was the biggest offender here (use more clamp, I guess). I have heard good things about Tamiya Basic Type Putty (which is itself gray) and so will likely look better than Green Stuff before painting. I have not used either of those myself yet.

Expansions

I have not yet used any of the expansions in play, but as I understand it several of the expansions offer alternate campaigns (Dragon King, Sunstalker, and Flower Knight) while others offer monsters that can sub in for core game monsters. The Gorm can be hunted early on (otherwise the White Lion is the only monster that can be hunted during the first few lantern years). The Lantern Festival, which was intended to extend a campaign past 20 lantern years, was cancelled because the designer was not satisfied with how it worked. The Lantern King model is amazing though, so I hope it becomes available in some form. The upcoming Nightmare Ram (available through the new Kickstarter) is intended to offer some sort of dungeon crawl experience. See here for more. It looks to me like the game should play just fine with no expansions. The core game alone, if you dig the style, should provide lots of replay value.

Conclusion

My handsome pal Josh modeling the showdown board

My handsome pal Josh modeling the showdown board

Play was smooth and none of the phases were that complicated. The hardest part of playing the first time is finding the various kinds of cards (there are a lot of different kinds of cards). A few of the mechanics seemed like they could be streamlined in minor ways. For example, weapon and monster accuracy is a target number (used to hit) while strength functions as a bonus that is compared to a toughness target number. Both kinds of stats can have bonuses and penalties. It is also easy to get a few of the stats mixed up (strength versus accuracy, movement versus speed, and so forth).

I never felt like there was choice paralysis, even when we were making decisions about items to craft during the settlement phase. I can see how that might change as you build more settlement locations and have more kinds of resources to draw on but hopefully the complexity increases gradually. I am not yet sure which elements of the game are best served by cards and tokens as opposed to just writing things on record sheets, but so far I am enjoying the physicality of everything. At this point, I am kind of a super-fan of both the world and game mechanics, but I am not blind to the fact that there are a number of drawbacks which make Kingdom Death a big commitment and probably not for everyone.

Additional Resources

Chris Handley’s videos with Beasts of War are the only decent actual play videos I have found. They have so far released lantern year one, lantern year twolantern year threelantern year four, and lantern year five (I have not watched all of them yet). Chris’s Instagram has many nice examples of painted models too and is worth checking out for inspiration (and check out his amazing hair!).

Disclaimers

First, I am far from a Kingdom Death expert. That said, I have assembled all the core game monsters and played it, so I can speak to some aspects of setup and play. Hopefully the fact that I am neither a diehard board gamer nor a miniature person might help me speak to other similarly casual gamers that nonetheless find the Kingdom Death vision compelling. Second, I am backing 1.5 for the upgrade pack and some expansions.

 

Well-written RPG book survey

I mentioned this on G+ already, but I figure it makes sense to post here too.

Prompted by this post over at Monsters & Manuals, I became curious about what other people thought were examples of well-written tabletop RPG writing. So I put together a short survey.

Click here to take the survey if you have not already and feel free to share. I will probably leave it up for a few more days or a week and may summarize the results on my blog afterwards.

Kane ebooks

Image from Amazon listing

Image from Amazon listing

This is just a friendly note that all or most of the Karl Edward Wagner Kane books are available cheaply now on Kindle. You can get the whole lot of then for less than $30, if you are willing to accept the Amazon DRM. (That link is an ugly embedded search, so if it stops working just do a general Amazon search for Karl Edward Wagner.)

I just discovered Kane over the past few years along with some of the other swords & sorcery classics. For those not familiar, he is basically an antihero sorcerous version of Conan that is even more of a wish fulfillment fantasy, does not have the interesting flaws of the other anti-Conan Elric, but somehow still manages to be a fun and interesting character. My only real criticism is that the dialogue is a bit anachronistic to the point of being distracting, but I enjoyed the stories I have read anyways.

There are six Kindle books, and one is labeled book 7, so I guess the collection is not complete yet. But it still seems to be a good value for books that tend to be stupidly expensive on the physical secondary market.