Wind Wraith – A Mörkdark Wavecrawl Generator for OSE – An in-depth review (part 2/2)

Read part 1 here.

Ships and navigation

The OSE rules, on which Wind Wraith is based, comprise a list of ships provided with stats and price tags. None of these matter, as Wind Wraith comes with its own ship types and rules. Judging from the illustrations, sailing technology of this campaign setting seems to be rudimentary, the finer art of rigging lost in the cataclysm that shattered the world. While some ship types are named so as to imply a certain type of rigging, like „sloop“ or „brig“, these names appear to relate to one-masted and two-masted ships, respectively, in general. The three-masted ship is called „tall ship“ accordingly. There are also several types of boats and exotic ships, like the puny coffin-pod, the shellmarine (a shell-submarine) or the tyrant’s war galleon powered by arcane engines.

The ships are provided with stats like a player character, with AC and ThAC0 (which is fine), and the six ability scores. Where have I seen this before? And why would anyone want to describe a ship in terms of strength, wisdom, charisma etc., instead of thinking about rigging, points of sail, hull structure and the like? To keep it simple for very dull players? Or is it because Lazy Litch is an Irishman? Ireland as a well-known fact being landlocked between the Celtic and Irish Steppes and the Atlantic Wastelands, we really shouldn’t blame him for having no interest in naval matters …

Now in all fairness, let us look at his ship character rules, starting with non-combat related stats.

A ship’s Charisma is defined as a measure of how comfortable life is aboard the ship. Awesome, I like this very much! The only other RPG I know which has a cosiness stat is the French system HOMEKA. Charisme here has immediate effect on the game as you can only hire crew, even without special naval skills, if you provide a ship having a Charisma score of 11 or higher. The requirements for hiring expert crew, which provide a range of benefits, are even higher. In practice, this means we can only hire simple crew for a tall ship (Cha 11) or a tyrant’s war galleon (Cha 12). For all other types of basic ships, we would first have to raise the Charisma by hiring certain experts (which is obviously not possible) or by providing upgrades to the ship (which requires naval adventuring in the first place). What? It would make much more sense to lower the hiring bar to 8 Charisma. Then, the only ships which would trouble our recruitment efforts would be the bare raft (Cha 6) and the claustrophobic shellmarine (Cha 7).

A further use of ship’s Charisma is that mutiny points accumulate against it before the crew will resort to drastic measures. A nice mechanic, for once!

Next, a ship’s Intelligence represents the crew’s navigational skill. The crew’s, not the ship’s, actually! Alright, the ship has an intrinsic base vale for INT, that probably means better ships stay on course more reliable. We will have to roll a 10 on a d20, modifed by the OSE INT modifier, when moving on the sea map in order enter the intended hex. The standard ships have INT scores ranging from 7 to 13, which corresponds to OSE language modifiers (the only modifier linked to INT) of mostly 0, or +1 for INT 13. So without expert navigators on board or navigational add-ons we have a 45% chance of getting lost / blown off-course each time we try attempt to enter a new hex (decent ships having speed values of 3 to 6 hexes/day or what I would identify as knots). This is another hint that knowledge of the but the most basic sailing technologies have been lost. Do sailors in this world measure speed using knotted lines? Do they navigate by measuring time and the position of the sun in its apex, or by observing stars? We don’t know that, but according to the rules, it will be a rather awkward journey to reach an intended destination within a 1-day sailing distance.

Then, a ship’s Wisdom measures the crew’s (!) collective experience. It is required to navigate through a storm. There is a weather table for percentages ranging from 0 to 100 (Are we supposed to roll a d101 minus 1?), wherein storms of different severities appear on 75 and above. Weather is checked in every hex and does not take into account previous results, so it is wild and unpredictable. D20 checks need to result in equal to or less than 3 to 11 depending on the strength of the storm, modified by the OSE WIS modifier. Which is a neglectable 0 or +1 for most ships the player character personae will want to take. Doing some simple math and approximations, we discover that ship-wreck will occur about every 8 hexes, in average, or once every two days of travel for most of the ships. While this certainly makes for exciting adventures, exploration will be frustrating. I wonder how merchants survive. At least, as the ships do not have a price listed, and there are no rules for building ships, the narrator (we cannot in good conscience call them referee or dungeon master in this context) has to hand them out for free, and our investment into acquiring ships does not weigh too heavy upon us each time we loose a vessel …

It is obvious that the author artistically penned down the navigation rules without ever playtesting any of them.

Alas, the awful naval combat

It should come as no surprise that naval combat shuns all notion of spacial scale, as did the maps. Instead of a proper tactical OSR combat system, we get a sophisticated narrative naval combat system, centered on the narrator and forgetting the players.

We will use the ship’s speed, initiative, DEX, STR, CON, ThAC0, AC, hit points – so all investment in the form of add-ons or crew will pay out. However, the only decisions the players can make at this point are: fleeing (possible only having the faster ship or winning initiative in the encounter), approaching for boarding combat, or not. If no party flees the scenery, and at least one party decides to approach for boarding, there will occur three rounds of ranged combat. There is no consideration of speed differences between ships, rigging and points of sail. Spells are taken account of in ranged combat and boarding melee, and there are some creative ideas like casting web to slow projectiles or wizard eye to gain a tactical bonus. However, some standard spells like fireball, which would have a devastating effect under OSE or similar rules, become ridiculously inefficient.

One crew member will die for every 3 points of hull hp damage – good rule! The players are supposed to „weave narratives of how the death unfolded“ for their crew – not so good, storygamer!

In melee, a certain number of d4 will be rolled for damage. The author has some notion stirring in the back of his mind that the players may be bored, as they are denied proper tactical decision making and must endure the narrator’s never-ending prose, so he has solution: Distribute the damage dice equally among the players so that everyone gets to roll dice! No kidding. This is a real instruction on page 94! Had the author playtested his rules, he would have seen where his players would have stuck the damage d4s.

OD&D Book III contains naval combat rules (though somewhat cumbersome and flawed in the points of sail), the AD&D 1E DMG expands and streamlines them, even OSE has some rules elements for naval combat. It is very well possible to create working naval combat rules relying on those rules building blocks.

Ship upgrades

We get a double page of exciting ship upgrades, listed with their name, benefits and required building material. For instance, an ice cannon requires a frost giant heart and a sapphire to build. Can anyone build it? Or only a magic-user of say 9th level and above? Or is that exclusive to some NPC guild? At least the weapon is given a range (400′) – which doesn’t matter in naval combat, see above.

Or let’s get a wind orb to increase our ship’s speed! We need a crystal orb and a wind mage „of high level“. What is „high level“, Lazy Litch? Are we supposed to MAKE IT UP as we need for our narration? Perhaps it would be easier to go for rune sails instead. We need magical kraken ink and a rune mage. What is magical about kraken ink and what is a rune mage? The latter is neither a Wind Wraith class nor (as far as I know) an OSE class. So many great ideas, entirely undevelopped.

Ship encounters

A 4-page generator table titled „crew generation“ will actually provide us with ship to be encountered. The first page is a list of 20 ships, the following pages seem to be true generators, the columns to be rolled for independently.

A sample ship and its random crew: The Everwind, flag: circle with an island, is of collosal size and carries 3 windmills, gardens and grazing grounds. Reputation: 5 – barely known (why?). Secret weapon: a set mirrors of mirrors that portal cannon balls. Ship culture: A psychic mastermind captain controls the crew, their individuality is only an illusion. Ship type: crystalline (this column on the 3rd page is often at odds with the description column on the 1st page). Captain: a human fused to the ship! Crew: infected with arcane parasites (these are selected from their own table). Ship upgrades: Acidic cannon balls. Cargo: 10 sheep. Mission: smuggling. Specialist on board: the best navigator on the sea!

We get strange and inspiring results. Not all combinations fit easily, but we can adapt them and build on the ideas we are confronted with. Great! However, rarely the ships correspond to the standard ship templates we saw earlier. It would be nice to have a generator for ordinary ships beside the weird ones.

Also, there is no encounter table for the sea. How often do we encounter ships? What are the chances in dense seas and in sparsely populated areas? Whom will I meet in the trade network areas and whom far-off any island? MAKE. IT. UP. Encounter tables would have been such a reliable and well-known OSR tool, alien only to adherents of narrative games.

Constructs, Monsters, Parasites

The construct generator is accompanied by information on where they are created, how they are repaired and how to program them. Yes, player characters could learn how to program an arcane construct to their use! Strangely, some constructs have armour class above 10 and some below – is it an ascending or a descending AC system? The use of ThAC0 indicates descending class, i.e. Armour class values between 10 and -10. I am truly at loss here.

Sample construct: HP 35, (ascending type?) AC 18, ThAC0 20; fuel type: ground flesh; Attack: Psionic Mind Control Ray; build: silver-coated branches and vines form a large humanoid; programmed function: Capture & Research; deactivation: complete darkness; core: a cursed painting; special functionality: shrink to hand-size.

Monsters are determined either according to the depth layer of the sea or according to landscape type when they inhabit an island. The generator is interesting, except that I would not randomly determine stats like armour class, ThAC0, hit dice, morale and saves randomly. The general description should dictate armour class and hit dice, the HD being linked to a ThAC0 and saves.

Sample bathypelagic (i.e. 3rd sea level) monster: Urchin soldiers, HD 3, AC 9, morale 5; weakness: gold; attack: ray of distortion; fears: the possibility that it is inherently evil; wants: to collect skulls; colour/texture: green exoskeleton; saves: D16 W8 P14 B5 S9; attack style: berserker; ThAC0: 11; personality: manipulative, daring, dramatic, inventive; magical abilities: attack in your dreams once it has learned your name.

You can further variate the monster by adding mutations, variations, behaviours.

One type of monster, the Seaweed Dragon, has its own template. This mutated bastard will use its breath weapon against your ship’s hull to infect it with anaerobic bacteria. Unfortunately, there are no rules for how long it takes the bacteria to immobilise the ship, grow a membrane over it and suffocate the crew.

Arcane parasites, strange spell energy that seeped into this dimension and keeps multiplying, are detailed in a list of 16 entries. You really don’t want to become infected with any of these!

Miscellaneous bits and tools

Underwater locations: a list of 20 ideas for things to discover in the depths.

The People of the Deep: Their description is extremely poetic and I promise you will be shaken by the nature of their disturbing souls. Is this an expression of the artists self-perception? Or a well-aimed jibe at critics unfairly pointing their ghoulish fingers to the flaws in his masterpiece?

Kêtoskrill and the Capillary City: A floating island and the society toiling to keep it afloat. What is capillary about it? For sure, the author seems very fond of the word „capillary“.

Potion recipes (closely guarded secrets).

Random treasure: basic, advanced and rare. Some have a g.p. value, others don’t.

Lots of art.

Conclusion

This ghoul, in a rough and relentless manner, has drawn its readers‘ attention to many flaws and oversights in the design of this setting generator. Did you count how often I wrote MAKE IT UP? Wind Wraith is not the maritime Yoon-Suin it wishes to be. However, the author-artist is gifted, he is creative in a way I could not emulate. Are his visions redeeming his lack of understanding of OSR gaming culture?

If you are a collector of coffee table books, this beautiful piece of art will do greatly beside your Whitehack, Black Hack, Knave, Cairn, Shadowdark, Mörk Borg collection. You could also use it to create a joint artpunk security area between your Zak books and your Pat books (Only, what to do with The Maze of the Blue Medusa? I hid my copy behind a painting). This book is for you!

One Piece manga fans, you too will rejoice, this book is exactly for you!

This book is also for you, if you are a veteran referee who likes to tinker with your own rules and tables anyway, and you just want to find a weird inspirational setting with plenty of brilliant ideas to trigger your follow-up ideas. Yes, this game is definitely for me.

This book is not for you, if you are even slightly afflicted with artpunk intolerance.

I tried very hard to rate this beautiful book 3 out of 5 for inspiration and creativity, but. The design flaws are more than just a few oversights by an inexperienced „aspiring OSR content creator“, instead I detect an utter disregard for rules and a case of sterile non-player authorship. Although I do like the Wind Wraith setting, and I am considering running a campaign, based on gameability considerations, my final verdict on this never playtested gaming supplement can only be:

2 out of 5 tiny undead druids running in a hamster wheel to power an arcane construct.

Published in: on November 30, 2024 at 9:43 am  Comments (4)  
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Wind Wraith – A Mörkdark Wavecrawl Generator for OSE – An in-depth review (part 1/2)

Another artpunk auteur appears, an adorer of alliterations and achiever of angst-ridden art! Lazy Litch crowdfunded and delivered this exquisite grimdark wavecrawl setting generator in a beautiful gold-colour imprinted hardcover, spelling gloom, doom and hexploration. 144 pages provide us with evocative black-and-white illustrations depicting a strange and grim world, with tables and rules for generating this OSR campaign setting, and plentiful of deranging, fascinating and most entertaining ideas of how to populate this shattered world.

We enter an apocalyptic world, flooded and imbued with weirdness. The gods are dead, reality itself is broken, strange constructs and arcane parasites scourge what is left. Isolated communities cling to islands trapped in geomatrically shaped micro-climates in fragmented seas. Some dare to trade across the sea, fewer dare to explore. Tyrants rise to shape the world according to their will, yet their quests for renewal and glory will bring the world only faster to its inevitable end.

Player characters will fight for their survival, where resources like metal, wood, food and sweet water are rare. They will want to acquire a ship and to explore unknown shores, find riches on nearly inaccessible magical islands, and perhaps come to some understanding of their weird surroundings, learn how to use unique crafts and constructs. They even might explore the abyssal depths of the seas. Perhaps they even will find out about the origin of the great catastrophe, and about the doom this broken world awaits.

Introductionary adventure

The player characters start their adventure ship-wrecked on the icy island of Enceladus. Their tasks are to find warmth and shelter, food and water, and to build a raft in order to leave. Their stay on the island is complicated by the presence of a weird construct hunting intruders and by a mysterious, inaccessible tower. The adventure comes with what the author and artist thinks is a map. However, it lacks a scale. Distances between locations on the island are given only by walking time. This is not a map, it’s a point crawl! For narrative game masters this may be sufficient, for an OSR referee it’s not. Keep in mind that the players will want to return regularly to this island, which is relatively easy to access once the construct has been dealt with, as the island shelters an immense treasure: a large lake fed by hot springs! As we learned from the foreword, fresh water has replaced gold pieces as the standard currency. Later in the book, we will learn that 1 daily ration of water equals 1 gp in worth (I will comment on the implications of such an economy further down).

The adventure is structured as a puzzle: There is only one specific way to overcome the obstacles to find wood and rope required for building the raft. No other way to assemble this puzzle will work. This is a poor way to design an adventure. Skip it, DMs, and MAKE UP your own.

Creating player character personae

First, we receive some teaching concerning running an OSR game and character death – the kind of advice a narrative gamer would give after reading some OSR primers. Also, we receive a list of defined XP awards for specific achievements, like discovering a new island, building a large ship (yet there are no rules for ship-building in this book!) or toppling a tyrant. This is great, as these are well-definded feats to be accomplished (unlike story XP in 2E, for instance, or milestones in 5E, which subjugate players to the DM’s tyrannic rule and deprive players off reedom and adventureous spirit).

Then, you can roll up your character’s background, which will be linked to some useful skill or item. As this is the first table in the book, I will point out a minor recurring design flaw here: On some tables, you roll only once, and you read all the entries in the entire line (as in this table here). Other times, you are supposed to roll once per column and combine the results (this is the generator principle from Yoon-Suin that inspired the author). The reader has no way of knowing in which way to use a table, except by reading several entries to come to an interpretation of which type of table that is. Not a big problem, but two types of graphic design for the tables could easily have solved it.

Next, you pick a character class from OSE (or similar OSR system) and create the character as usual, or you choose one of the following Wind Wraith specific classes:

Sea-Elves: In analogy to the elf class, but has the best survival skills in a sea-based setting.

Entomologist: Sort of a magic-user mutated by self-experiments, has power to control large insects (similar to familiars). Entomologist advance like elves on the XP tables, and probably have spells-per-day as a magic-user (this part is missing from the class table). A large list of arcane insects is provided. I like these insect-mutants very much, this class is a great idea!

Wind mages: An integral part of the setting, often to be met on the generator tables in the book. These are magic-users specialised in wind spells, obviously. The rules for this class are hidden far to the rear of the book (p. 129), for some reason.

World generation

This world is shattered and its seas are separated by boundaries (e.g. arcane webs, invisible walls, walls of fog) which are difficult to cross. The „World Map“ consists of mere 4 by 5 hexagonal spaces, on which we are to define, depending on our campaign needs, one to seven seas, each consisting of 1 to 5 world map hexes. No scale is provided!

The author suggests that different DMs could run each one their own neighbouring sea. Excellent! This is some Advanced OSR advice here, in compliance with the spirit of the 1E DMG!

Next, for each sea, we will have to draw 2 trade winds and 2 ocean currents. These don’t need to satisfy any real-world plausibility, as we are in weird reality-shattered world here. However, in an example we see that the ocean currents are meant to intersect. They don’t unite and separate, they literally cross each other. No thought is given to what turbulent phenomena happen at this intersection, this is just two naval trade roads crossing, and that’s it. And no, a current should not double a ship’s speed, it should add or subtract a fixed value to the ship’s speed. Well ….

Then, we move on to the „Sea Map“, which consists of 12 by 18 hexes to be filled. Again, no explicit scale is given for the map, and here our problems start. How does a hex on the world map translate into hexes on the sea map? No teaching what-so-ever is provided by the lazy Lazy Litch. Luckily, St. Gygax has illuminated us by providing his holy scripture, the DMG. Basically, we can fit as many sea map hexes as we wish into the (unscaled) world map hex. For instance, we could define a world map hex to contain six sea map hexes along a border and 11 hexes across, which would nicely fit onto the double page sea map. Or we could have smaller seas, e.g. 5 hexes per border, 9 hexes across a sea hex. MAKE IT UP! But how big is a sea of one to 5 world map hexes? How big is one sea map hex? The author provides us with the information that a ship can cross a number of hexes per day equal to its speed value, modified by wind and currents. We can work with that! Ships (later in the book) have speed values between 1 and 10, most player ships will have a speed between 2 and 6. Though the author, in true narrative gamer fashion, refuses to define time and space, we can assume the speeds to be given in knots, i.e. nautical miles per hour. Thus, a sea map hex would measure 24 nautical miles across. You can easily do the math for your world map hex now. However, we may ask why the world map consists of hexes at all? Is this some fetishised OSR thing, everything has to be a hex map (except when it’s an artisitic point-crawl island depiction). It would have been so much easier to have Traveller-style subsector tiles arranged on the world map. The rectangular sea map would then correspond to a sea subsector nice and neat, no hex conversion required.

Before we finally fill the sea hexes, we determine general features of the sea: Its archetypical name („The Solitary Singularity Sea“), its Leviathan (a giant hermit crab), its impending cataclysm (everything gets sucked into the singularity and crushed). We won’t hear about the cataclysm again, because each sea will spawn a tyrant who brings his own cataclysm. So we have two world-affecting cataclysms waiting per sea. That’s life! This is a per-line-table on page 22, comprising 9 sea archetypes, but we are going to customize our seas by using the next table (seven pages later, consisting of 20 lines or results, so we could generate a variety of 180 seas in total).

We generate it’s name, again(?!), („The Riptide Rift“, so we get the Singularity Rift Sea or something like that), the leviathan („The Murderous Mud Mutant“, so we know now it’s a Mud Mutant Crab) and nature (frequent earthquakes and tsunamis).

Now, we are going to fill the sea map!

First, as an option, we may mark sea depths per hex. A nice overview table defines the sea depth zones, surprisingly even stating the depth in feet, how to access them and what can be encountered, down to the Hadopelagic aka. the Chilling Underworld, where, somewhere, the Wind Wraith slumbers!

Island distribution: We are told to distribute either 15, 25 or 35 islands on a sea, depending on whether we want islands distribution to be sparse, medium or dense. Now a sea spans 1-5 world map hexes, so I guess density is per world map hex, not per sea. Yet, as discussed above, we don’t know how many sea map hexes per world map hex the author-artist had in mind. Artists and mathematics! In the end, we can only MAKE UP how many islands we want to distribute.

We know that there has to be a trade hub island and its trade network to further islands, following the trade winds and currents. Also, there will be another, unconnected trade network belonging to the tyrant. The tyrant will control his home base island, a prison island and some subjugated islands forming his network. When we have established all trading islands, we can just mark unknown islands for exploration on our map. There may even be some floating islands!

The tyrant

There is a 8-line table for the type of soldiers (e.g. „Algae Assassins“) the tyrant will align under his banner, and their stats (Nice! Stats!). This is followed by a a true generator-type table for a d30 and 3 columns to combine to parts of a tyrant title („The Geometric Steward“) and to find out his agenda (e.g. enslave people to work on connecting all islands to one big continent).

What follows are examples of fully fleshed out tyrants, and we will see that there is much more about them than the generator-table told us so far. The first one is the Wind Wraith himself, an additional hidden tyrant to be placed in one of the seas. I am not going to spoil his secret in this review, but his background is crucial for understanding the setting. Then, we have descriptions of the Static Empress, the Trident Queen and the Carrion King. I totally love them! The Static Queen experiments in order to understand and transcend reality, while her Volt Knights conquer the sea. The Trident Queen is a mad benevolent sea-elven ruler, micro-controlling and missmanaging her expanding realm into starvation – imaging Mao’s China or present-day North Korea under a beloved Queen caring for her people and protecting them from harmful malcontents! The Carrion King wants to save the world by raising a dead god. All his efforts are directed to finding and assembling the huge divine body parts.

For each fleshed-out tyrant there is a „timeline of events“ in eight stages, detailing their advance in quest and conquering, their growing army, and the general effects on the population. The timelines lack a proper time scale, except for the Carrion King who will conquer one island every 1d4+1 weeks. So the stages are just narrative guidelines for telling the advancing agenda (luckily not in „clock“ form). Or we could wargame the tyrant’s advance, but there is not much supportive material in the book for that. No problem, referee, MAKE IT UP!

It would be hard to come up with some better tyrant by using the generator. I would definitely use the pre-made tyrants in my campaign milieu, they are brilliantly conceived!

There is also a 20-line table (or is it a generator?) for describing the tyrant’s stronghold.

Island generation

As stated above, there is a number of key islands linked to the trading networks, to resources, but also bases for rival crews. The other islands will be weird!

Now we get to plenty of pages for generating these islands: morphology, geology, unique weather patterns (each island being enclosed in a geometrical membrane, e.g. d20-formed, containing the local weather), types of artificial islands, magical geology, resources, enchantments, structures on the island and their state of repair, traps and enchantments, and their seclusive or freakish population. These tables so far seem to be intended for unconnected islands to be explored, and the results will be strange, the islands hard to access, and the inhabitants hostile or otherwise problematic. Not all entries on the tables will easily combine, so just ignore results which don’t combine – or make the combination extra-weird.

Sample random island: Morphology and Geology: huge (18 square miles), spiral shape, tall volcanic peak & volcanic island, pink shell sand, tropical rainforest. Weather, common: endless drizzle; uncommon: drought; rare: sickly necrotic mist. Magical geology: lava river, spawns 1 fire elemental per month. Resources, common: fresh fruit; uncommon: giant beehives; rare: healing berry bush (for healing potions). Enchantment: The island is invisible until you make physical contact with it.

You can also create levitating or moving islands and deep sea dwellings.

Then we have a table titled „Traders, Guilds & Shops“ – they could be on islands connected to the trade hub. Moving islands – 10 entries. A fish table detailing what fish one can catch („Purple Ghoul Herring“) and how much rations to get per day – this number is rather low. Is this table for player characters fishing? Per fisherman? Otherwise fishing could not sustain an island population. Anyway, we don’t know the population number of our trading hub or of associated islands. Numbers are only provided for the more outlandish island dwellers.

Trade hubs, their goods and services, ruler, guardian, current crisis are detailed in the follwing tables. Even taverns and some NPC realtions are explored. Faction and NPC generators are provided. There is a sheet for penning down a NPC relation net.

Sample random faction: The Cult of Gunpowder. Hideout: The Tower of Salt. Goal: ideologically opposed to healing magic, will sabotage its use. Rich in knowledge, in need of lifestock. Secret weapon: a bard whose song causes mutiny and discord. State: in decline, can’t find new members. Structure: monarchic (royal bloodline). Leader: Horrified about wrong path, has left and founded a new, more extreme organisation.

However, the D&D tradition of providing population sizes and militia numbers, crucial for any OSR game leaning onto its wargaming roots, are missing. We must MAKE THEM UP!

The economy

There are no price lists for goods, so you need to rely on other game publications to shop our items. 1 g.p. in other settings equals one daily ration of food or water, the latter also being the preferred currency. So instead of carrying a purse with coins (which are really cumbersome in 1e), we now have to roll huge water barrels before us when we go to the market. Probably the trade hubs will introduce a certificate of ownership inscribed on a sea shell, while the inhabitants will store their water reserves in a well-protected communal storage facility. However, no such considerations are to be found in this book.

Also, by not including price lists, some good opportunities to describe the setting have been wasted. In the class descriptions we can read which materials the class will rely on. Sea elves for instance use armour made of coral, shell, cartilage, bone or driftwood. What types of armour are then available to sea elves, are there drawbacks with certain materials, does it affect the price?

Further, there are no trading rules. As soon as the player characters are in possession of a ship, there are basically three things they can decide to do: exploration (we have rules for that in this book), warfare and piracy (see naval combat, below) and trade. How does availability affect the price for goods bought in bulk? Classic Traveller has trading rules, many other RPG systems have trading rules, even 2E Al-Qadim has trading rules. Wind Wraith doesn’t. Sigh. We will have to MAKE THEM UP as this setting cannot be run without.

Now let us shift our attention to the ships (which come without a price, of course). The ship templates do have a cargo capacity value (yay!) ranging from 1 to 6. What does this number mean? We have to MAKE IT UP (nay!), as there is no explanation in the book. Cargo capacity could be the number of weekly food and water rations for a maximum crew, for instance. Thus, a brig having a cargo value of 3 and a crew maximum of 40 men (they/them) would be able to carry 840 daily rations of food and an equal amount of water, which amounts to a value of 1680 g.p. Loading food and water for 1 week for an ideal crew of 20 men would take 280 „g.p.“ of available space and leave you free to load 1400 water rations as loot or trade currency.

No religion

So, the gods are dead. There may be some weird sects, but we can be certain that no greater temple will be offering services like Raise Dead or Remove Curse. That will make adventuring extremely perilous, massively affecting game balance. Healing magic is mentioned, though.

What about player character clerics, how are they affected by the lack of gods? Can they only access to spells up to 2nd level, for instance? Again, we need to MAKE UP a lot of world building content ourselves.

In part 2 of this review we shall talk ships, navigation and encounters.

Published in: on November 29, 2024 at 3:51 pm  Comments (2)  
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Warteliste für Cauldron 2025

Noch keine 24 Stunden ist die Anmeldung für Cauldron – The OSR Euro Con möglich, da ist sie bereits ausgebucht. Und das obwohl wir den Veranstaltungsort gewechselt haben, um eine höhere Teilnehmerzahl zu ermöglich. Wer dennoch teilnehmen möchte, trage sich in die Warteliste ein – in den 11 Monaten bis zur Veranstaltung dürften noch ein paar Plätze frei werden:

https://cauldron.pesa-nexus.de/de/index.html

Es gibt eine weitere Neuerung: Wir stellen ein kleines Kontingent preislich reduzierter Karten zur Verfügung. Wem der Vollpreis (190€) zu sehr zu schaffen macht, ist eingeladen die Orga für die Freischaltung eines reduzierten Tickets zu kontaktieren. Dies tun wir gerne, denn wir decken mit dem Preis lediglich die Kosten und spielen ohne Hürden AD&D.

Published in: on November 22, 2024 at 8:29 pm  Comments (3)  
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Im Reich der Nibelungen

Eine Fantasy-Rollenspiel-Umgebung im Königreich Burgund und der magischen Nibelungenwelt

Du musst nicht Mittelhochdeutsch lernen und das Nibelungenlied in den alten Handschriften studieren, damit die Personnagen deiner Spieler in Drachenblut baden, Walküren freien und magische Schwerter schmieden können – Martin Mertens hat für uns die Essenz des Nibelungenlieds extrahiert und in ein handliches, spielfertiges Büchlein gepackt. Er beschreibt auf 36 Seiten prägnant und für den OSR-Leichtkost-Sammler mit geringer Aufmerksamkeitsspanne schnell erfassbar aufbereitet Burgund als historisch-ahistorisches Dichtkunstwerk, welches 5. und 13 Jahrhundert miteinander verschmilzt, mitsamt einer Karte im genreüblichen Hexfeldformat, außerdem die Tugenden des Rittertums, Heidentum und Christenheit, sowie die magische Wildnis und Unterwelt der Nibelungen. Es folgt die Personnagenerschaffung in den Charakterklassen Ritter, Hexe, Pfaffe, Schlitzohr, Jäger*in, Spielmann und Walküre.

Die Regeln basieren auf dem Ultraleicht-Regelwerk Swords & Wizardry Continual Light (auch auf Deutsch erhältlich in der Übersetzung des viel zu wenig gepriesenen Rorschachhamsters), man kann jedoch genauso gut ein fortgeschrittenes („Advanced“) Regelwerk wie bspw. ALRIK als Grundgerüst verwenden, die spielmechanischen Anpassungen schüttelt sich ein versierter Spielleiter rasch aus dem Ärmel – die eigentliche Fleiß- und Denkarbeit für das Nibelungen-Setting nimmt uns dieses Büchlein ja ab.

Darin tritt auch das kreative Geschick des Autors hervor: Um die magisch-mystische Atmosphäre des Heldenepos einzufangen, hat er sieben magische Gesetze erstellt, die zu beachten Helden auf Fahrt ins Reich der Nibelungen angehalten sind: „Grenzgänger“, „Allein oder zu siebt“, „Nur drei Dinge“, „Schonung und Schuld“, „Der dritte Streich“, „Verloren im Nebel“ und „Wundersamer Wandel“ bestimmen auf spielerisch interessante Weise die Anderwelt der Zwerge und Ungeheuer.

Es folgen einige Regelergänzungen für S&WCL für die Abhandlungen von Nibelungen-Abenteuern sowie ein kurzer Ausblick auf das Kampagnenspiel, ein Glossar, ein wohlfeiler Charakterbogen und Danksagungen und Leseempfehlungen.

„Oh Schreck!“ entfährt es dem Ghoul. Hier stoßen wir auf „Consulting: Ron Edwards“, „Mentor: Eero Tuovinen“. Nun ist es durchaus herzerwärmend, wenn jene, die früher den urtümlichen Rollenspielmodus des Dungeon Crawls Unverständnis und Verachtung gegenüberbrachten, heute Interessierten den Einstieg in die Old School Renaissance ermöglichen, doch unter Leseempfehlungen finden wir sowohl Philotomys Betrachtungen als auch Eeros Muster: A Primer for War.

Ich weise hiermit energisch darauf hin: Ultraleichtkost-Regelwerke wie S&WCL haben ihren Daseinszweck als Einführung, sie sind jedoch nicht als vollständige Regelwerke zu betrachten, da es in ihnen nur so von Lücken klafft. Zu oft halten sich Suchende nach dem Pfad der Erkenntnis dann an sogenannte Primer wie ebenjenes wortreiche aber geistesarme Muster, aus denen sich jedoch keine sinnvollen Lektionen für echtes Kampagnenspiel extrahieren lassen.

Auf Nachfolgeveröffentlichungen zum Reich der Nibelungen bin ich hoffnungsvoll gespannt. Der Autor deutet an, durchaus ein Kampagnenspiel vorzusehen, in welchem es möglich ist, zum Herrn aufzusteigen. Wird es möglich sein, Ländereien und eine Burg nach konkreten Regeln zu verwalten? Wird es erforderlich sein, eine mundäne oder magische Streitmacht aufzustellen, um dem drohenden Hunnensturm standzuhalten? Auch Ehe- und Nachkommen-Spielregeln sind denkbar, sowohl was menschliche als auch übernatürliche Partner und Sprösslinge betrifft.

Abschließend möchte ich noch die zurückhaltende Gender-Sprache loben. Hier und da taucht mal ein Sternchen auf, nicht aber in einem Maß, dass den Textfluss auch nur annähernd stören würde, sondern bewusst und sinnstiftend angebracht statt ideologisch-kämpferisch. Auch inhaltlich wird hier nicht amazonprimisiert: Nur ein Mann kann Ritter werden, nur eine Frau Hexe oder Walküre – die Setzungen des dichterisch-historischen Settings werden respektiert. Da können sich manche Rollenspielautoren der Gegenwart etwas abschauen.

Dieses OSR-Setting ist insgesamt empfehlenswert – ich gestehe diesem sagenhaften Setting-Band 5 von 5 verräterische Zwerge zu.

Published in: on November 10, 2024 at 11:15 am  Comments (3)  
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Interview mit einem Traveller: Marc Miller im ZBR

Wie viele X-Boot-Sprünge waren nötig, wie viele MegaCredits mussten fließen, damit die Zock-Böcke Marc W. Miller, Master Mind hinter Traveller und Titan des Abenteuerrollenspiels, vor das Mikrofon bekommen konnten? Traveller, das bahnbrechende SciFi-Rollenspiel, erschien erstmals im Jahr 1977 und hat bis heute immer wieder neue Regelwerke und Varianten durchlaufen. Hier geht es zu Teil 1 des Interviews im Zock Bock Radio (in englischer Sprache), in welchem Miller über scheiternde Karrieren, universelle Weltenprofile (UWPs), Außerirdische und sein Engagement gegen Rassismus spricht.

Published in: on November 9, 2024 at 10:00 am  Comments (1)  
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