I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, March 13, 2026

The Chronicles of Amber (1-5), Norwegian Wood, The Stranger, Ultralearning

I hesitated a little before writing a review of these books, mainly because I don't have many positive things to say about them, and to be honest I was a bit cautious to criticize books that are so widely loved. 

That said, a negative ou neutral review can be just as useful as a positive one, so I decided to share my impressions anyway. Also, I din't quite regret reading any of these books, even if the experience was not as valuable to me as reading Kafka, Wolfe, Borges or Moorcock, to name a few authors that might share some themes.

The Chronicles of Amber (1-5), by Roger Zelazny

This is a well-known series, listed in Appendix N of D&D. I read the first pentalogy, which, curiously, wasn't even finished when AD&D was published in 1977. It is a middling adventure fantasy: a mix of predictable ideas and genuinely interesting ones, quite reminiscent of Michael Moorcock's Elric and its concept of the multiverse. Its influence on D&D is obvious, particularly in the conception of demigods and the planes of existence.

The books are full of adventure, epic battles, knights and unicorns. The fantasy, however, is somewhat generic, and the naming conventions are curious (there are references to Avalon and Merlin entirely outside of an Arthurian context, for example). The characters, with the possible exception of the narrator, feel a bit shallow and hard to tell apart. The intrigue tends to rely on the same repetitive devices: someone pretends not to know what they know, or pretends to be someone else, or forges someone's death etc. This happens repeatedly across different books, and sometimes the scheming characters feel incredibly naive after many lifetimes in a court of intrigues.

Overall, it is an enjoyable, light and fun read, with something of a Young Adult feel, though there are a few darker scenes (some very good) and some interesting ideas around the multiverse. There are also cool, interesting twists that finish each separate book, although the ending of the pentalogy is somewhat confusing, and I felt no urge to continue to the remaining volumes, except maybe to reach a more satisfying conclusion, if there is one.

Unfortunately, the series falls a bit short of the works that likely inspired it, such as Anderson, Moorcock, and others. It does, however, surpass a good deal of modern fantasy, and remains a fun read that can certainly provide inspiration for your D&D games, especially at higher levels of play.

Norwegian Wood, by Haruki Murakami

I have to admit that some parts of this book are beautifully written, and that I read it almost compulsively, trying to figure out where the story was headed. Some passages are really quite good. Even so, the hype surrounding the book remains somewhat mysterious to me.

The novel follows a university student who is thoroughly disengaged from his own life, surrounded by deeply depressed people. The exception, perhaps, is the protagonist and his friend, who seems to attract an endless stream of interested women for reasons the text never makes entirely clear, given that neither of them displays any particularly positive qualities.

The protagonist is a hornier version of Holden Caulfield with considerably better luck with women, and seems to have a surprisingly easy time with them despite an apparent lack of ambition, social graces, or redeeming qualities in general. When he does choose to show restraint, he does so without any apparent moral conviction, and surrenders it again without much of a struggle. The other characters, for their part, are profoundly depressed, some to the point of suicide, others struggling with serious hardships such as cancer and poverty (with the exception of one friend that seems to be devoid of empathy and even more successful with women).

Although the protagonist mentions his interest in Western literature, the atmosphere of inexplicable gloom surrounding some of the characters reminded me more of Osamu Dazai than of any European influence. Though perhaps there is also some Camus at work here (and also The Catcher in the Rye, which the author mentions IIRC), as the next book suggests.

The depressing, existential tone is probably the whole point of the book. I didn't find it particularly enjoyable or enriching, but it may be an interesting experience if that sounds like something you'd like.

The Stranger, by Albert Camus

The Stranger is a classic of absurdism with an enormous cultural influence. Much like the previous book, it features a protagonist who is thoroughly disengaged from his own life and fate, but in an even more radical and unsettling way, and without the excuse of being a teenager. It is almost impossible not to wonder whether the protagonist has some serious neurological condition, though his emotional detachment does not make him any less irrational than the other characters, who are guided by their own equally misguided emotions, such as the romantic interest who insists on pursuing him despite his obvious indifference.

In Kafka's The Trial, the accused desperately tries to prove his innocence before a completely surreal judicial system. Here, the accused is indifferent to proving his own innocence, which is questionable to begin with, even when faced with a system that, while unhinged, seems to follow some internal logic and might perhaps have responded to a coherent defense.

The absurdity of the protagonist's thinking and the circumstances surrounding him are, in all likelihood, precisely the point of the book. But, as with the previous entry, that does not make it a particularly enjoyable read.

Ultralearning, by Scott H. Young

This is a book about intense, self-directed learning, and I found it quite useful. I reviewed and summarized it, and added a few study tips for 2026, over on my other blog, which focuses on self-development. If that interests you, check out that post and the others in the same blog:

https://allinspiringideas.blogspot.com/2026/02/ultralearning-by-scott-h-young-review.html

https://allinspiringideas.blogspot.com/

Wednesday, February 25, 2026

A Knight of the Seven Kingdoms (TV series, 2026)

 A Knight of the Seven Kingdoms is the best current TV series in the fantasy genre, as far as I can tell, and one of the best I've ever seen.

If you like anything Game of Thrones related, you're very likely to love this one.

It has the right amount of humor, idealism, grittiness, and violence.

Unfortunately, it's not one for younger viewers without some caveats. About half the episodes contain one or two crude (and completely unnecessary) scenes, and there is plenty of realistic blood and violence throughout. So while I'd otherwise recommend it even for 12 year old boys, parents should be aware of both before letting teenagers watch.

About the violence, I have to say this is some of the best medieval combat I've seen in recent memory. In many movies, armored combat is full of quick maiming and even decapitations. Here, an armored knight can survive several sword and dagger blows for quite a long time before falling or dying. Well, there is one quick decapitation that feels somewhat out of place, and some people might bleed a bit more than would be believable and keep fighting, but overall the melee is very impressive.

Why is this so good? I'd guess it has many shades of gray, like most of GRRM's work - and good or bad people are not necessarily fighting on opposing sides - but at the same time the main characters are likeable and moral (although far from perfect, one having limite size and other limited smarts) so you're always cheering for them. It is fun in a way House of the Dragon doesn't always manage.

The realistic combat always plays a part. The most skilled fighters often win, using power, brutality, and skill, which is a breath of fresh air after watching so many fantasy battles of petite warriors doing useless backflips. People are self-serving but rarely amoral or straight up evil, with a few exceptions.

In short, a great balance between chivalry and realism. And that balance turns out to be more than just a stylistic choice - it goes to the heart of what the show is actually about.

Why is Dunk a knight, or a good knight? Because of his weapons and armor? Because he was knighted? Because of his size and courage in battle, yet to be fully tested? Or because he follows the code of chivalry?

Watch it, and form your own opinion.

(BTW, the book is very good too!)

Sunday, February 08, 2026

Dark Fantasy Favorites

I really love fantasy in general, and dark fantasy in particular; however, I have the impression that authors and readers often confuse dark fantasy with violence, gore, nihilism, or sexuality.

The definition of dark fantasy deserves its own post (here is one attempt), but for now it's enough to remember that dark fantasy is an intersection of fantasy with horror — capable of evoking tension and fear — and tragedy, which in turn frequently portrays the fall (moral, physical, social, etc.) or suffering of its protagonists and supporting characters. Nihilism and moral ambiguity appear frequently but are not in themselves defining features of the genre.

The books below are some of my favorites in dark fantasy, which I consider not only very well written, but also examples of a deeper understanding of the genre.



Stormbringer, by Michael Moorcock. This is my favorite book from the saga of the albino prince Elric, which in turn is one of the most important works of dark fantasy, influencing countless subsequent works, like The Witcher, A Song of Ice and Fire, The Chronicles of Amber and so on.

However, this book is (in a way) the conclusion of the saga. So, my recommendation would be to start with the first book (Elric of Melniboné) and, if you like it, continue reading the entire saga. If you don't like it, skip to this final cycle, which is essential.

Worms of the Earth. Robert E Howard, author of Conan, has a darker edge in several stories, although Conan himself is a heroic character. This tale, one of Howard's darkest ones, narrates the story of the tragic hero Bran Mak Morn, the last king of the Picts, in a desperate struggle to save his people from Roman hordes or at least guarantee his revenge.

It's a perfect choice if you want to start with a shorter story.

Black God's Kiss, by C.L. Moore, is a tale about Jirel of Joiry, a (seemingly) French warrior, who finds herself defeated in her own realm and imprisoned by an evil enemy eager to humiliate her. Consumed by hatred, she decides to descend into the hellish Abyss beneath the castle to find a useful weapon against her rival... The plot resembles Worms of the Earth, and the writing is also similar to Howard's in tone, mixing action with fantasy and cosmic horror.

Jirel is not exactly a "female Conan" (nor the stereotypical princess, damsel, or amazon); she is strong and fierce, but has distinct enough characteristics to be interesting. For example, she is Christian and painfully aware that she's not just risking her life, but also her soul, even if she succeeds in her mission. Additionally, she is apparently the first notable female protagonist in the sword & sorcery genre.

Another excellent short story.

The Shadow of the Torturer, by Gene Wolfe, is one of the best dark fantasy books (and fantasy in general) I've ever read. The reading is a bit difficult because of the elaborate vocabulary, but it's incredibly rewarding.


The Broken Sword, by Poul Anderson (seek out the original 1954 version) is one of the best books in the appendix N, and it's been a huge influence on Moorcock and others.


Darkness Weaves by Karl Edward Wagner is one of the darkest of the bunch - or at least it has one of the darkest protagonists I've read recently. If you want Conan with a darker vibe, Kane is your guy.


Other books and authors

I should mention Clark Ashton Smith here; some of my favorite stories are The Vaults of Yoh-Vombis, The Beast of Averoigne, The Tale of Satampra Zeiros, The Empire of the Necromancers, The Isle of the Torturers, The Abominations of Yondo.

There are other authors like Poe and Lovecraft that I think fit more comfortably in the horror genre than dark fantasy, although some stories would certainly fit. Borges and Kafka have their own thing going on, that is not the same kind of dark fantasy found here.

I haven't enjoyed The Blade ItselfThe Black Company is good but not great IMO; same for The Witcher. A Game of Thrones is great but has no ending so far.

On the more modern side (post 2010s), I enjoyed the Lost Gods by artist Brom and Between Two Fires by Christopher Buehlman.

I really like dark fantasy, so you'll probably see other reviews here in the future (and some I've already reviewed in the past and didn't mention here). I welcome suggestions!

Sunday, January 04, 2026

Shadow of the Torturer (review)

Shadow of the Torturer (1980), by Gene Wolfe, the first part in The Book of the New Sun series, is an amazing work; so much that the first thing I considered when writing this is how to make this review more than just glowing praise and a strong recommendation.

So I'll start with a caveat: this book is definitely not an easy read. The language is baroque and intricate to a point that often surpasses Vance and Gygax. The subject matter is not light either; this is dark fantasy written by someone who understands dark fantasy. I often stopped reading the book to re-read a paragraph because it was too difficult or too insightful (and, to be honest, I had abandoned the book in the first chapter a few years ago before giving it a second try).

By the way, I read it in physical format, but if you have a device that lets you access a dictionary with a single click, it will be especially useful here. The author frequently employs archaic terms (and occasionally some Latin) where simpler words might suffice, yet he does so consistently and elegantly; it feels enriching rather than a gimmick.


The plot is about Severian, a torturer's apprentice who falls in love with a prisoner and has to travel due to the consequences of his trespasses, while at the same time growing from childhood to maturity. The (superb) world-building takes us through ancient ruins, secrets, lost technology, weird religions, half-forgotten myths, and a few strange creatures (that are not really important in this first book).

The near-absence of magic and monsters makes me wonder if I should call this dark fantasy or dark sci-fi; probably a mix of both, in the true weird tradition. The little magic there is seems to be of Clarke’s third law type (or a variation: any sufficiently forgotten technology is indistinguishable from magic).

But fantasy and sci-fi are far from the only influences of this book. Despite having a "dying Earth" setting and other similarities to Vance, the echoes of Kafka and Borges are often clear. Like these authors, Wolfe manages to create a world that is strange not only in its inhabitants and landscapes, but often in its thoughts and morals. I have to add that I found the characters also full of nuance and depth, not merely strong warriors, evil overlords or damsels in distress.

The influence of Catholicism, on the other hand, is both strong and somewhat hidden, as religion also seems to be partly forgotten and twisted in this dying world. Apparently, the author was a devout Catholic, but with a somewhat somber view of the world, as you can see from this quote:

“It has been remarked thousands of times that Christ died under torture. Many of us have read so often that he was a “humble carpenter” that we feel a little surge of nausea on seeing the words yet again. But no one ever seems to notice that the instruments of torture were wood, nails, and a hammer; that the man who built the cross was undoubtedly a carpenter too; that the man who hammered in the nails was as much a carpenter as a soldier, as much a carpenter as a torturer. Very few seem even to have noticed that although Christ was a “humble carpenter,” the only object we are specifically told he made was not a table or a chair, but a whip.”

Well, as you can see, I was thoroughly impressed with this book. It is certainly one of the best books I've ever read, not only because it seems to take influence from some of my favorite authors but because the writing is superb by itself. 

Yes, if you want some sci-fi, fantasy, or D&D ideas, you'll find it here, but there is so much more; it seems to elevate the genre to a new level. I am always doubtful if I should review a book without reading the whole series (which, by the end of the book, feels necessary - there are apparent five books in this "New Sun" cycle), but this was a really good one. 

Highly recommended.

Happy new year and may you live to see the New Sun!

Friday, October 17, 2025

At the Earth's Core and Pellucidar

It was a huge tiger—such as hunted the great Bos through the jungles primeval when the world was young. In contour and markings it was not unlike the noblest of the Bengals of our own world, but as its dimensions were exaggerated to colossal proportions so too were its colorings exaggerated. Its vivid yellows fairly screamed aloud; its whites were as eider down; its blacks glossy as the finest anthracite coal, and its coat long and shaggy as a mountain goat. That it is a beautiful animal there is no gainsaying, but if its size and colors are magnified here within Pellucidar, so is the ferocity of its disposition. It is not the occasional member of its species that is a man hunter—all are man hunters; but they do not confine their foraging to man alone, for there is no flesh or fish within Pellucidar that they will not eat with relish in the constant efforts which they make to furnish their huge carcasses with sufficient sustenance to maintain their mighty thews.
- At the Earth's Core

This is another chapter in my Appendix N quest. In a previous one, I heartily recommended another book by the same author (Edgar Rice Burroughs), A Princess of Mars. If you enjoyed that one, you'll likely enjoy this one too.


At the Earth's Core and Pellucidar (the first and second books in the series, respectively) are very close in spirit to A Princess of Mars: the story of a man from Earth who travels to another place by accident (in this case, the Earth's core instead of another planet), discovers savage, weird civilizations, falls in love with a princess, fights tyrants, and becomes ruler of the world.

The protagonist, David Innes, is maybe just a tad less superheroic and self-confident than John Carter, and has a bit more humorous. Maybe the writing in these books is even a bit superior to the Barsoom series; the pace feels somewhat faster. Another advantage is that these two books form a coherent whole, with a satisfying ending (which I didn’t quite get in the case of Barsoom, having stopped on book two). There are other books in the series, but they were written a take place many years after the end of Pellucidar (even Tarzan will visit Pellucidar in book 4!).

But the pulp action and naïveté are still there, sometimes amplified. When Innes is chained to a random group of people, there’s a princess behind him and a king of another tribe ahead of him. The princess gets kidnapped several times, and the hero is imprisoned often. "Random encounters" often with important characters and fell unlikely to have happened by chance. The protagonists rules over others for no apparent reasons and staunchly believes he can create utopia with enough guns, factories and banning commerce.

Personally, I find Barsoom—with its weird aliens and monsters—a bit more interesting than Pellucidar with its dinosaurs, cave people and Smilodons (which probably influenced the appearance of such creatures in D&D and AD&D, and the how Hollow World setting from Mystara). Curiously, John Eric Holmes wrote a couple of sequels authorized by the Burroughs estate.

Still, Pellucidar has its cool features such as areas of permanent light and permanent shadow and mind-controlling pterodactyl-people (the scene where they hypnotize their meal is particularly creepy and cool).

In any case, both books are enjoyable reads and will probably influence my current project.

Read more about the Appendix N and other fantasy books HERE.

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Some of my books like Teratogenicon and Dark Fantasy Basic are included in the Halloween sale!
You can find more OSR and D&D picks from other sales here (affiliate links).

Tuesday, September 02, 2025

Manic at the Monastery (OSE adventure review)

Disclosure: The author has contacted me to offer a review copy.

From the blurb:

Manic at the Monastery is an old-school adventure for character levels 1-3 that has players exploring the secrets of an ancient monastery wracked with a psychedelic affliction. Rumors are spreading that the enigmatic Veiled Emperor has returned to Glynmoor, and there have been strange happenings near the monastery. Brave the horrors within and uncover the source of the madness before it spreads.

Manic at the Monastery comes with an Old-School Essentials version and a Worlds Without Number version. I've only read the OSE version. I'd suggest level 3 is more appropriate, which becomes obvious with a quick look at the bestiary—there are also several deadly traps that will certainly kill most level 1 (and probably level 2) parties before they explore most of the module.


This adventure has all the traits that are expected in an OSE adventure: random encounters, random events, rooms described in bullet points, good opportunities of exploration, combat and role-playing, a clean layout and terse language. 

The art is a bit sparse, most of it is simple, B&W and not particularly impressive. The maps are straightforward enough and some sections are duplicated for ease of reference.

So, what makes this adventure stand out? First, it is very grounded and setting-agnostic, which I enjoy. There are no orcs or dwarves here, only humans. The monastery is easily adaptable to any setting or even to a real-world-inspired scenario.

It has good thematic coherence, with one single threat being the source of most problems. It doesn't have the successive rooms of skeletons, giant bats and goblins that I usually find tiresome.


The adventure is a bit gritty; there is real risk here, even for 3rd-level characters. It contains a "ticking clock" of sorts; spending too long in the dungeon is dangerous. I find this very useful. 

It can serve as a good introduction for a campaign as it has some indications of an incoming doom of sorts, although this is not described in detail here (the author is planning on sequels).

I might have used this module in my campaign, come to think of it. Maybe one day I will; right now, the PCs are level 7-8 and it would be too easy.

It reminded me of The God That Crawls at first, mostly because of the religious setting (and because it would apparently kill the level 1-2 PCs that are supposed to enter it), but I think there is one useful comparison to be made with that famous module. While TGTC is full of weirdness and stuff that can affect your entire campaign, MATM is smaller, safer, terser, easier to run and to insert in your setting without much hassle.

If that's is what you're looking for, I'd recommend checking Manic at the Monastery out.

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Thursday, July 31, 2025

Hyperion and The Fall of Hyperion (short review)

I've read the first book a few years ago. This month, I gave it a re-read and delved into the second book. The Hyperion Cantos is comprised of four books; I haven’t read the final two and I'm not sure if I will.

But the first two were cool enough to mention—so here we are.


Hyperion is just great sci-fi. The story is about a group of interstellar pilgrims journeying to the planet Hyperion’s Time Tombs—a mysterious place that seems to move backward through time and is haunted by the metallic horror of the Shrike: an uber-powerful, four-armed monster that feels nearly unbeatable. Fortunately, it seems currently trapped on the planet, dedicating its existence to killing and torturing humans—many of whom are impaled on a metallic tree to suffer forever.

Each pilgrim tells their story and motives as they go, and each tale is captivating in its own way (the two stories about ageing are my favorites). They're written in different sci-fi styles—cyberpunk, military, science-fantasy, horror, and so on. Some stories are better than others, but they all made enjoyable reads, IMO. Even better, they connect in satisfying ways, and sometimes one story gives a previous one an unexpected twist. With this tapestry of tales, Dan Simmons paints a rich setting, full of wonder and pain.

The book deals with various themes, especially religion and technology, but also artificial intelligence, time travel, transhumanism, sentience, ecology, war, the purpose of art and suffering, free will and predestination, sacrifice, and so on. And it does so with amazing depth. The discussions about A.I seem relevant today, and the other themes are timeless.

The first book, therefore, is highly recommended—with the small caveat that it doesn’t have a proper ending, which only comes in Fall of Hyperion (kind of).

Fall of Hyperion is also a fine book—and for me, it was definitely a page-twister, as I was eager to find out how the story ends. It often takes dark turns, resembling a horror movie like Alien or dealing with truly grim themes like genocide and torture. Unfortunately, it's a bit too long, a bit repetitive, and I felt that the horror lost some of its impact due to the wait and the fact that many characters seem able to survive apparent death one way or another (a trend that, I believe, continues in the last two books).

Overall, I found the first one much better, but the second one does live up to most of the promise.

This series feels influential—I feel the second one could have inspired The Matrix, for example—but isn’t quite that famous. I found the first one a better read than Dune (which I haven’t finished), which has several adaptions. Apparently, there’s a book or TV series adaptation of Hyperion in the works, which I’d certainly watch.

For the D&D fans, Hyperion offers cool ideas for monsters, religions, and dungeons. I wonder if Planescape’s “Lady of Pain” was inspired by the “Lord of Pain” moniker given to the Shrike. The Cadaver Collector is also reminiscent. When I first read the book, I was struck by the depiction of a Church of Pain—full of tight corners designed to cut and hurt visitors. And the idea of dungeons that travel through time is just too good to pass up!

In certainly thinking of taking some inspiration for my next RPG setting. But that's probably a subject for another post.

Sunday, April 06, 2025

A Farewell to Arms, VALIS, And the Truth Shall Make You Flee, Braving the Wilderness, Psycho-Cybernetics

Here are some very short reviews of some books I've read lately. The one-sentence summaries (in italics) are not entirely mine, but copy-pasted from AI (and edited by me) to save you a few clicks.

I gave each book a rating, but to each might have been influenced by my expectations - so my judgement of Dostoevsky (one of my favorite authors) is probably a lot harsher than an author I haven't read before., and so on. Highly subjective, of course.

I avoided the number 7 because it is too easy to choose 7 when you're unsure, so I forced myself to choose between 6.5 and 7.5 when that was the case.


A Farewell to Arms by Ernest Hemingway (rating 8/10): Set during World War I, this novel follows the love story between Frederic Henry, an American ambulance driver in the Italian army, and Catherine Barkley, a British nurse. The story explores themes of love, war, loss, and existential struggles, as Frederic grapples with the chaos of war and the fragility of human connections.

This is a good book, but I found it depressing and soul-crushing, so maybe you should avoid it if this kind of narrative bothers you.

Anyway, I have the impression this is the opposite of a war book, not only because it is anti-war, but also because it subverts many of the usual tropes. There is no heroism, no epic victories, not even dramatic defeats - people are wounded and killed by error or accident, often by their own troops, and most soldiers are uncertain why they're even fighting. In any case, it is still an interesting portrayal of World War I.

Maybe Frederic can leave this war behind one day, but no one can escape the realities of life and death.

VALIS by Philip K. Dick (rating 7.5/10)A semi-autobiographical, philosophical science-fiction work, this novel delves into the mind of Horselover Fat, a character based on the author himself. It explores themes of reality, divinity, and madness as Fat tries to understand the visions of a mysterious entity called VALIS.

If you like PKD, this is probably a must-read. In a way, it ties together many of the author's ideas about religion, reality (and alternate realities), conscience, and so on. I don't find it as interesting as his short stories but it is still an enjoyable read. 

I started reading without knowing how autobiographical it was. But apparently PKD has been through things that could actually fit some of his outlandish stories.

And the Truth Shall Make You Flee by Daniel C. Jones (rating 8/10): This book examines the psychological and social barriers that prevent people from seeking and accepting truth. It challenges readers to confront their biases and fears, offering insights into how we justify our beliefs rather than genuinely exploring evidence.

I've been obsessed with cognitive biases lately, especially confirmation bias. I've started a new blog discussing some of these ideas, but I'm unsure if I can add much to the discussion.

Anyway, this book was recommended to me by the author, who happens to be connected with me on X - a happy coincidence, since I only use X for RPG talk.

The book is about confirmation bias. I think understanding this bias is an extremely important tool if we hope to have any understanding of reality at all. I think the author manages to explain this bias while giving a fair shake to both theists and atheists, for example.

Braving the Wilderness by Brené Brown (rating 5/10): This non-fiction work examines the concepts of belonging and authenticity. Brené Brown argues that true belonging requires embracing one's vulnerability and individuality, even in moments of solitude. The book inspires readers to find strength in their uniqueness and connect more meaningfully with others.

This reads to me like standard self-help. The core concept is interesting and helped me reflect on being myself while still trying to be belong to something bigger. In short, you can never feel like you belong if you're just pretending to be someone else in order to adapt.

A fairly interesting and useful idea but could probably be explained in a much shorter format.

Psycho-Cybernetics by Maxwell Maltz (rating 8/10)A self-help classic, this book focuses on the power of self-image and how it shapes our behaviors and outcomes. Dr. Maltz combines principles from psychology and cybernetics to teach readers techniques for improving confidence, overcoming negative thought patterns, and achieving personal goals.

This also reads like standard self-help. However, it not only has a better "ideas-per-page" ratio but it was also written in 1960, and I guess it must have inspired several more famous self-help books. 

It could also be shorter, but I found myself writing down at least one central idea from each chapter. If you like self-help stuff, you should read this one.

The most memorable idea for me was that the author, a plastic surgeon, realized that several people traumatized by their own looks (with or without a reason) would still find themselves very ugly after being "fixed" by surgery. I've heard about some experiments with (fake) facial scarring that could confirm these impressions; I think the subject deserves further study.

It makes you think about how much of self-perception - and, well, reality - is just in our minds. Maybe this is a common theme in several books mentioned here.

Saturday, February 15, 2025

Tehanu, A Maze of Death, Fouché, White Nights, Sacculina (micro reviews)

Here are some very short reviews of some books I've read lately. The one-sentence summaries (in italics) are not mine, but copy-pasted from AI to save you a few clicks.

I gave each book a rating, but to each might have been influenced by my expectations - so my judgement of Dostoevsky (one of my favorite authors) is probably a lot harsher than Fracassi, which I haven't read before. Highly subjective, of course.

I avoided the number 7 because it is too easy to choose 7 when you're unsure, so I forced myself to choose between 6.5 and 7.5 when that was the case.


Tehanu by Ursula K. Le Guin (rating 5/10): This fourth book in the Earthsea series follows the story of Tenar, now a middle-aged widow, and her journey of self-discovery and empowerment

I really like LeGuin and I'd recommend everyone to read A Wizard of Earthsea. However, Tehanu almost bored me to tears. There is little to no action. By the end of the book the protagonist meets failure because... she cannot get the lord of the land to help with the dishes.

It's curious because "From Elfland to Poughkeepsie", another text I really like by the same author, seem to point in the exact opposite direction: making fantasy fantastic, not mundane.

Anyway. Read A Wizard of Earthsea and keep reading until you stop liking it. Books 2 and 3 are decent, but the first is my favorite. This fourth book is probably for hardcore Earthsea fans only, and it will not please them all.

A Maze of Death by Philip K. Dick (rating 6.5/10): A complex and thought-provoking sci-fi novel where a group of colonists on a distant planet must unravel the mysteries of their existence

Far from my favorite PKD novel, still interesting in the exploration of themes like religion and shared realities and fantasies. As it often happens with this author, his vision still looks relevant decades later. The ending is... very peculiar to say the least, but maybe not great.

If you like PKD, you'll probably enjoy it.

Fouché: The Unprincipled Patriot by Stefan Zweig (rating 9/10): This biography of Joseph Fouché delves into the life of the cunning and enigmatic French politician who navigated through the turbulent times of the French Revolution and Napoleonic era

Such an awesome book! A short, fun read for anyone, and it is also full of ideas you can use for your role-playing games. His story is full of war, intrigue, violence, and backstabbing. Fouché is an amazing character - he would make an amazing villain or patron - maybe both!

Of course, if you are interested in the French Revolution, this is a must read.

(Sidenote: Zweig also wrote a Dostoevsky's biography that I didn't enjoy as much and will not review).

White Nights by Fyodor Dostoevsky (rating 6.5/10): A melancholic yet hopeful tale of a lonely dreamer who falls in love with a mysterious woman over the course of four nights.

This is one of Dostoevsky's earliest works. I have never read anything bad by Dostoevsky. This is not his best, but already shows some signs of an author who would soon become one of the greatest (if noyt the best). It reads like a silly love story at first but manages to get deeper as you go.

Overall, a short, enjoyable read.

Sacculina by Philip Fracassi (rating 7.5/10): A gripping horror novella about a group of friends who encounter a terrifying and parasitic creature while on a fishing trip. 

A pleasant surprise! This is a decent horror novella by an author I didn't know. Reads like an exciting good script for an one-hour movie. A quick, exciting read.

It has echoes of H. P. Lovecraft and Algernon Blackwood ("The Willows"). If that is what you like, you'll probably enjoy this one.

Thursday, January 23, 2025

AD&D DMG cover to cover - Part XI, p. 174-215 (Appendices C, D, E - Random monsters)

We've been reading the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view.

Check the other parts of this series here.

Today we discuss random monsters!





APPENDIX C: RANDOM MONSTER ENCOUNTERS

This includes extensive tables for random monsters. These are bigger, more detailed, and overall a bit better than the weird B/X / OD&D tables. Whales are not encountered in any kind of "water", but only in "deep water", etc.
"the only monsters which are included are those in MONSTER MANUAL. Two notable exceptions to this are those the mezzodaemon and nycadaemon which are found in the AD&D module D3, VAULT OF THE DROW (TSR Games, Inc.). If you do not have this module, simply ignore results calling for these monsters and roll again." 
A weird choice, but okay; the author found these two creatures important enough to be part of the core.

This section includes encounters in dungeons, outdoors, water, underwater, airborne, astral, ethereal, and also psionic encounters, whatever these are.

I'll admit this looks like it is too much for me. Underwater adventures are maybe 100 times less common than forests, at least in my campaigns.

First, there are random dungeon encounters. I do not think this is a great idea but the tables are detailed enough that they may help you create your own dungeon, with a proper theme and hopefully some coherence. 

There is a big focus on balance here; in theory, players can only find the strongest dangers if they travel deep enough (alike wilderness encounters, where they can suddenly face a couple of dragons). This has indeed some "mythic underworld" vibe, with little regard for naturalism/realism/etc: the deeper you go, the bigger and more numerable the monsters become. You can find a dozen bandits on level 1, but there is 120 of them if you find them on level 10.

You can also find adventurer NPCs, each extremely detailed, including random magic items. It is not clear how - and why - are these tables different from the ones in the appendix P.

The book recommends you prepare several parties/NPCs in advance. Looks like a lot of work, but fortunately we might have some tools like this one to make it automatic.

Underwater encounters are simple enough, but detailed - they are "are divided into those which occur in fresh water and those in salt water (seas and oceans). Each division is further broken down by depth - shallow and deep water encounters". Not much to comment here, and not much use for me as noticed above.

ASTRAL & ETHEREAL ENCOUNTERS are next. These are completely baffling to me. The explanation might be elsewhere; I might have read and forgot about them, or skipped it (probably they are the result of some spell?). The glossary indicates there is an explanation in the PHB, so its my fault for not reading it first. 

After some research, it seems these pertain to a certain spell, so maybe they should be include in that context. Like underwater encounters, I feel these won't be used often.

In any case, these are evocative and very interesting. It makes astral/ethereal travel feel dangerous and exciting.

PSIONIC ENCOUNTERS may happen if PCs are using psionic powers - these apparently can attract demons and other entities, which is sinister. These seem to manifest out of thin air (since the yellow mold doesn't move IIRC), so I'm not sure why the book suggests "Roll until an appropriate encounter occurs, ignoring inappropriate results" for this particular table only.

OUTDOOR RANDOM MONSTER ENCOUNTERS is the meat of the chapter. It has tables and subtables for Inhabited areas, Uninhabited areas, Castles, multiple types of terrain in various climates (artic, subartic, temperate, etc.), plus some setting conditions like "faerie", "Pleistocene" and "Prehistoric".

Well, Pleistocene is part of "Prehistoric", but here it means "Age of Dinosaurs", as indicated by the table. The book adds: "Feel free to devise your own encounter matrix for Jurassic, Triassic, or other period with non-aberrant creatures.". 

Why are there no mountains, hills river or seas in the age of dinosaurs? No idea. Probably it is the other way around: in D&D-land, you'll only find dinosaurs in these places.

Pleistocene conditions are somewhat to Sub-Arctic Conditions, without fantasy creatures such as trolls, etc.

I can IMAGINE the Pleistocene/prehistoric tables could be combined for a pulp/S&S campaign, but then you'd also need a river/sea table without nixies, hobgoblins and such. as written, maybe they are meant to apply to certain "lost world" parts of your settings - despite dinosaurs and mammoths being found in the regular tables too.

Putting everything together looks like a bit of a headache, but hopefully this too can be automated (I am sure there is an online roller somewhere, please let me know in the comments!). This one is based on 2e.

AIRBORNE RANDOM MONSTER ENCOUNTERS is short and sweet: "simply use the appropriate
OUTDOOR RANDOM MONSTER ENCOUNTERS table [...] but an encounter occurs only if the creature indicated is able to fly or is actually flying."

CITY/TOWN ENCOUNTERS are meant for unexplored cities, basically. They seem to happen incredibly often ("every three turns"), probably because you meet people all the time in a city, but many will simply ignore the party. 

Checking that often must be a bit of a hassle in practice; maybe we could just check a few times a day for "memorable" encounters that are likely to approach the party.

Also worth noticing that ordinary people seem to be a small percentage of encounters. I'd assume there are more, but unlikely to make memorable encounters. As written, these tables make cities extremely  dangerous, full of demons, undead, and bandits, maybe even more than the cities of S&S like Lankhmar.

BTW, this is where you can find the infamous "harlot table" that describes encounters with "brazen strumpets or haughty courtesans".

We also get ANOTHER table to generate magic items for NPCs, for reasons I cannot fathom.

APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES

This is, basically, a generator of random demons, devils, etc.

I LOVE this chapter. This is a precursor to Teratogenicon and all similar books.

Basically, it makes each creature weird and unique, from head to toe, including stats. Here is one example created by this generator:

Demon #1
---------------------------------------------
Frequency: Uncommon
No. Appearing: 3
Armor Class: 0
Move: 15"
Hit Dice: 9
No. of Attacks: 3
Damage: 3-9 (Mouth), 2-12 (Each Arm), 
Special Attacks: Summon/Gate, Spell-like Abilities, 
Special Defenses: Acid Immunity, Weapon Immunity, Cold Immunity, 
Other Abilities: None
Magic Resistance: 45%
Intelligence: High
Size: L
Psionic Ability: Nil
Strength and To Hit/Damage Bonuses: 18 (00) (+3/+6)
---------------------------------------------
Appearance:
Head: Human-like  / Knobs
Overall Visage: Wrinkled - Seamed
Ears: None
Eye Color: Metallic
Eyes: Huge, Flat; Two-Eyed
Nose (If Necessary): Slits Only
Mouth: Tusked; Tiny
Bipedel Torso: Ape-like
General Characteristics: Short and Broad
Tail: None
Body Odor: Urine
Skin: Leathery/Leprous
Skin Color: Reddish
Back: Normal
Arms: 2Hands: Taloned
Legs and Feet (As Applicable): Suctioned
Pictured by Grok using data above.

This technique is great to keep things fresh and keep players guessing, although all fiends share some traits (e.g., magic resistance).

Teratogenicon extends this reasoning to other creature types: undead, aberrations, monstrosities, etc.

APPENDIX E: ALPHABETICAL MONSTER LISTING

A list of monsters and their stats. Probably based on the Monster Manual. No stats for the mezzodaemon, but more than 20 lines for hydras with varying number of heads.

Overall, these appendixes are good, despite some redundancies, weird choices, and mixing things of dissimilar importance without clear distinction, which seems to be a common trend in the DMG.

NOTE: there is a California Wildfire Relief Bundle on DTRPG. It has lots of Savage Worlds (including Savage Worlds Adventure Edition) and a couple of OSR games. "By This Axe I Hack!" and "There and Hack Again" are the most interesting to me.

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Monday, January 13, 2025

AD&D DMG cover to cover - Part X, p. 169-173 (Appendices A, B - Random dungeons/wilderness)

The project is back after a long hyatus!

We've been reading the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view.

Check the other parts of this series here.

The meat of the book is finished; now we move on tho the appendices, and these are almost as important as the main text (in fact, there is often no clear reason for why something is in the appendix rather than another chapter).

Today we discuss random dungeons and wilderness!

Unfortunately, I'm not a big fan of those; I invite anyone who has more experience with them to share it with us in the comments!

Anyway.

APPENDIX A: RANDOM DUNGEON GENERATION

This part contains brief advice on how to make a dungeon and multiple tables to generate one randomly.

I am not a big fan of random dungeons; I find them nonsensical and often cliched.


Last time I need a "dungeon" I took a castle map online and populated the rooms in an interesting, coherent manner - according to a theme (haunted castle) - and I was very satisfied with the results.

Can the Appendix A provide something more flavorful?

I'd have to try them in practice. I never actually did; I remember seeing some examples online, but nothing impressed me. Please let me know about any examples you have!

But let's see those tables.

There are 5 "start areas", which seem too weird and not sufficient. With the exception of number 4 (maybe?), they simply do not resemble any actual building, nor do they give an "mythic underworld" vibe (dungeons always start with stairs and they have lots of stairs - maybe they are "created by a mad mage" stuff).


In the same manner, the tables indicate long corridors and lots of 45º degrees passages.

In short, this produces a very specific type of dungeon, ideal for mapping on a square grid, but not much else. Your result will look like a "vanilla D&D dungeon", but not like a cave, castle, ruin or spaceship.

The tables that fill these rooms are a bit better; basically, they add monsters, treasures and traps. Enough variation to make things interesting.

Appendix I adds more interesting stuff to dungeons. Why not put it closer? No idea. But we'll get there!

(BTW: my own book Dark Fantasy Places has some ideas on these topics).

Curiously, the book indicates that "the random dungeon generation system is easily adaptable to solitary play", which is a play-style that became much more popular in recent years.

In short, maybe a cool mini-game, but doesn't seem to create great dungeons, unless the DM adds a lot of input.

EDIT: as waywardwayfarer note in the comments, there is an app inspired by the appendix A. Try it for yourself to see if this is the kind of game you want: https://www.blogofholding.com/dungeonrobber/

APPENDIX B: RANDOM WILDERNESS TERRAIN

This is similar to dungeon generation, but shorter. The first paragraph explains that:
If a wilderness expedition moves into an area where no detailed map has been prepared in advance, the random terrain determination system below can be utilized with relative ease for a 1 space = 1 mile, or larger, scale. In using it, however, common sense must prevail. For example, if the expedition is in the north country the forest will be pine or possibly scrub, while in tropical regions it will be jungle. Similarly, if a pond is indicated in two successive spaces, the two should be treated as one larger body of water. The Dungeon Master must also feel free to add to the random terrain as he sees fit in order to develop a reasonable configuration. In any event, the DM must draw in rivers, large lakes, seas, oceans, and islands as these features cannot easily be generated by a random method.
I don't think random wilderness is a good idea, for several reasons: first, it often produces incoherent maps. It would also take a HUGE time and effort unless you automate it - even a small area requires hundreds of rolls. In addition, mountains can be seem from many miles away and it'd be absurd for the PCs to suddenly find one.

You'd be better off just drawing your own map in advance without any help - which is FAST and EASY. 


The DMG seems to recognize these limitations and only suggest you use this "where no detailed map has been prepared in advance".

There is only a couple of tables here: terrains and inhabitation. Only 10% of hills (and ZERO percent of mountains) contain forests, which seems weird. The DM probably has too choose those, or he'll get hills with forest in the middle of the desert.

Again, my Dark Fantasy Places has some additional tables that might be useful.

If you use 1 hex = 1 mile, the map seems a bit crowded (one hex out of six has something, from single dwellings to cities of 10,000 people). 

Still, it does a decent job of balancing small hamlets, cities, castles and ruins. This is evocative stuff. Unlike mountains, you COULD conceivable find a small castle/ruins in the woods by accident, and it could be the beginning of a great adventure.

BTW, if you want LOTS of tables about the subject, you can check this post in Knights & Knaves Alehouse. Again, it looks like too much to tackle without automation but it is FULL of cool ideas!

Coming next... RANDOM ENCOUNTERS AND MONSTERS!

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Wednesday, September 18, 2024

D&D 2024 is FREE

There is finally a free version so anyone can check this out:


As I've said before, I'm unlikely to play it, but I can still take a deeper look at the free version. Today, just a few impressions from a brief glance.

First, it is really nice to have a free version available.

I think the system looks a bit better and crunchier. Lots of additional options in the PHB.

Some obvious errors such as darkness/concealment didn't get corrected.

Apparently the "outlander" background is no more, which I found odd; please correct me if I'm wrong. 

Also it seems now certain classes are "forced" into certain backgrounds, but you can pick any race/species as they no longer affect abilities. Dwarves, halflings and humans have the same speed now.


The martial classes get some much-deserved toys to play with. But there are no significant improvements. 

For example, this style was already bad and they've made it WORSE:

Great Weapon Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

This one was sub-par and now it is mandatory for anyone with the soldier background (which seems to be the go-to "martial" background):

Savage Attacker
Origin Feat
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

Of course, the combination of these two bad traits makes them EVEN WORSE, as savage attacker makes it less likely that you will apply your meager damage bonus form GWF.

They are probably assuming you will compensate in other ways (other feats, for example).

The fighter is slightly improved.

I wrote extensively about 5e weapons and armor before (if you care about this stuff, check these links), so I'll add a couple of extra comments on that.

The armor types are still a headache for OCD players, with some light armor being heavier than some medium armor, etc.

The weapon properties are a cool addition. But they make combat a bit more complicated and are not particularly sensible. I prefer my own.

The longsword and the mace have the same "sap" trait, for example. The shortsword (and many other weapons with the "vex" trait) curiously seem to only function if you have more than one attack, which is odd. The greatclub is still basically useless because quarterstaff - but at least it has a function (pushing people). The pike still weights 18 lb with the same reach as the 6 lb glaive.

But, overall, I give them props for trying.

"Light" and "Heavy" weapons still mean big and small, regardless of weight.

Muskets and pistols are part of the weapon list, no longer optional DM stuff.

Crafting rules: nice and simple but also seem to indicate everyone who can craft anything makes 5 gp a day, so they can all afford a "wealthy" lifestyle. Otherwise they can probably save enough money to get a "wish" spell in a big city once every few decades, which is interesting but not game-breaking. OTOH raise dead costs only 2500 gp - a couple of years of saving money and living in modest conditions.

The bloodied condition from 4e is back, which is nice.

Overall, this is not what I'm looking for. I'm a bit flabbergasted by the number of small problems I could find in a brief glance.

However, I'm still curious about the system and other people's impressions. Did they improve the ranger, monk and barbarian? Are spells significantly different? Did they fix or break anything else? What else do you like or dislike? Let me know in the comments!

Friday, July 26, 2024

In praise of Lamentations (LotFP)

I recommended Lamentations of the Flame Princess (LotFP) to someone online and they asked what's so special about it.

I had already compared it to other similar systems here:

Famous for its gory, mature, bloody art and themes, and some interesting adventures, but for me the rules are the best part: well organized, streamlined, and even somewhat rebalanced. Seems inspired by Mentzer's B/E. It strays a bit further from Basic than any of the ones mentioned above, but still roughly compatible. I find most of the changes (cleric, turn undead, 1d6 thief skills, encumbrance, the summon spell, etc.) very positive and preferable to the original rules and other clones. The basic rules do not contain anything explicit or gory except for one spell (summon) that might cause sexual violence. Free version here.

As you can see, there is a free version; if you prefer, go read the book instead of this little overview! The version with art is also worth it (if you are not discouraged by some blood and gore)

Notice I do not run LotFP, but my own game, Dark Fantasy Basic, with a few updates.

But if you want to know why I like LotFP, here are some my favorite aspects.


The fighter gets +1 "to hit" per level and a few simple combat maneuvers. Other classes do not get any bonus after level 1, which I dislike but at the same time admire for its radical simplicity. 

Clerics and magic-users can use swords, however, which I like.

Clerics get to choose turn undead as a spell; it is not an intrinsic ability anymore. A cleric takes many hours to prepare spells - as many as the highest level spell being prepared. They deserve the nerfing IMO.

The magic-users start with read magic plus three random spells, and gains ONE new random spell per level. This is perfect IMO. Notice the simplicity: the fighter gets +1 to-hit, the MU gets one new spell, etc.

The MU can still get other spells through research, scrolls, etc. Spells like fireball, which I dislike, are simply removed. The summon spell is expanded (to 10 pages!) to generate random creatures that the MU cannot always control - and it can be used from level 1!

The specialist is probably the most interesting class: he has the same 1-in-6 chances that most other classes have to perform certain feats/skills, but he gets skill points each level to distribute as he wishes between stealth, climb, search, etc. Sneak attack is also a skill - having 4 points means you QUADRUPLE damage. There are ten skills, which sounds about right to me.

Overall, the rules of the game are simplified and well organized. I like most of the options the author takes (simplified encumbrance, silver standard, simplified weapons, streamlined attribute modifiers from -3 to +3, a few combat maneuvers, etc.), and they are very adequate to the "dark fantasy" genre I enjoy so much.

There are a few things I'd change, of course (combat feels less deadly than most B/X games for several reasons, I dislike the usual 5 saving throws, would like to give the fighter more tools to play with, or more customization in general - no multi-classing here, etc.), but this is just me.

The rules are both SIMPLE and feel COMPLETE, which is hard to do. The spells go to level 9, characters go to level 20 and beyond. There are innumerable small tweaks that improve the usual B/X rules, too many to analyse.

If I were to run a OSR dark fantasy game I didn't write - and couldn't change a thing - this is one I might use.

So, while I don't run LotFP, I have run several modules - Qelong (awesome), Better Than Any Man (which is very good and FREE!), The god that crawls (review here), etc. 

I don't think it is useful to make generalizations (well, I've made a few here) - some are great, some are bad, look for reviews here or elsewhere. In this post, I just wanted to talk about the basic rules.

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Saturday, April 27, 2024

ORWELL @2081 - the PDF is now available!

ORWELL @2081*, by my friend Jens, is now available on DTRPG in PDF format, as mentioned in his blog.

As I've mentioned before, this is an interesting RPG - one of a kind, really.


Maybe you could see it as the "current" version of the classic Paranoia* - once we were afraid once war, treason and constant vigilance, now we are threatened by social media, AI, infantilization, pharmaceuticals, fake news and, well, constant vigilance again.

It also reminds me of Misspent Youth* or Cyberpunk* somewhat. 

But these are just references - ORWELL (or Ø2\\‘3||) has its own thing going on.

The writing is provocative and enticing; it paints a very grim picture of the future (and present...). 

The art is dark and awesomely creepy, check this out:


The layout is clean and good looking.

The system is quite unique, using 3d12 and various twists that distinguish it from the D&D-like RPGs I'm used to. 

Anyway, here's the blurb:

    Welcome to a very dark world ...

    The setting is Europe in the year 2081, unified under one totalitarian party called The Family. The United States of Europe (USE, for short) are a playground for all the bad ideas this century has already come up with (and some of the classics from the last 100 years). Citizens are rated by an arbitrary and mean Social Status system, puberty blockers are mandatory for all but the Elites. All of this is shrouded through a huge media ruse: reality is hidden behind a fully augmented and gamified layer, maintained by an AI implanted at birth and controlled by The Family. Citizens never grow up, just grow older and if they aren't high in social status, they are bled and used for everything they have, most of the time without even realizing it. That veil is lifted for some, and with that comes resistance (or opportunity).

    It’s a game that assumes players are open to exploring all kinds of ideas and willing to put some thought into the stories they tell and experienced DMs who want to explore a system that challenges them as well. It is also a satire of a dystopian future that may not yet fall upon us …
I'd recommend you check this one out especially if you like:

- Tragic/satiric views of our possible futures.
- Very dark humor.
- Games such as "Paranoia" and "We happy few".
- Books like 1984 (Orwell), Brave New World, and The Futurological Congress, or anything by PKD.
- Black Mirror.
- Amazingly creepy art.
- An innovative, unique system.

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Tuesday, April 23, 2024

HYPERBOREA Player's Manual (review)

I'm a fan of sword & sorcery. I read an played several RPGs in the genre, but hadn't read Hyperborea 3e, mostly because it felt to extensive to me (the whole thing is over 600 pages, with the PHB being around 320 pages.

I finally bought the PHB and found that there is much to like about this game, and fact it is not as complex as the page count would seen to indicate.

BTW, I've been reading lots of S&S RPGs to acquire ideas for my own games (I hope to write a new one someday). There might be more reviews of S&S games to come...

So here's my review. I'll tackle it chapter by chapter. Since I'm familiar with the D&Disms and AD&Disms the game uses (I assume my reader is also familiar with those), I glanced over some parts, so let me know if I missed anything.


A brief note about art

This book contains amazing B&W art all over, including pieces by (my favorite!) Russ Nicholson and other OSR luminaires. It looks great!

A brief note about organization

The book's table of contents are pretty terse and not hyperlinked. The index, however, is very good.


Chapter 1: Introduction 

This chapter describes what is an RPG, how to roll a d3, and other things you probably don't need, but also contains a great breakdown of the S&S genre and why this is a S&S game.


Chapter 2: Character Generation

First, a short (and sweet!) primer on the setting, which I'll skip because most of the setting is in the DMG (but I must say it sounds AWESOME), then a summary of the PC creation process.

Chapter 3: Statistics 

Attribute and statistic generation (several methods are presented). System-wise, the books is "streamlined AD&D", which I love. See the Strength and Dexterity tables, for example:


This is clearer than AD&D, although I cannot help but to think that a "test of Strength" could simply be rolling under strength and you wouldn't to check the table/sheet.

Like AD&D, I find Hyperborea relies unnecessarily on tables, but the system is straightforward enough that you might as well choose to ignore half of them - which is good.

Other statistics are similarly streamlined: you have fighting ability, casting ability, a single saving throw (with some exceptions)... AWESOME stuff, since it is a lot simpler than matrices, THAC0, saving throw tables, etc.

Chapter 4: Classes 

This is where the book really shines. "Four principal classes (fighter, magician, cleric, thief) and 22 subclasses are available for play". Impressive.

Each class is described in 2-4 pages, so while there is a lot of overlap, the classes themselves are not complex.

Fighters are AD&D-ish - d10 HP, extra attack on level 7, weapon mastery, cleave, etc. Magicians get familiars and the usual spell slots. Clerics get a turn undead table, and thieves a d12 skills table. Needless to say, this could be simplified further, at the cost of becoming less AD&Dish. 

Each class and subclass has starting equipment, which is love.

The subclasses are an interesting set of options. The books contains different (but similar) classes for barbarians and berserkers, rangers and hunters, etc.

There is lots of redundancy here, but the book is very complete - you have all the usual suspects (paladins, assassins, druids, etc.) plus plenty of alternate archetypes.

Chapter 5: Background

This chapter describes hyperborean "races", deities and languages. Races include vikings, greeks, "half-blood picts", etc., each with a different weight, height, skin color, and culture, but not really different statistically. 

Obviously, "viking" is not a "race" in the real world, but this kind of language is very common in S&S books.

I have to say it is refreshing to see a fantasy game without elves and dwarves!

Deities are a mixture of Greek, Lovecraftian, pulpy and D&Dish - pretty good and very appropriate to the S&S genre.

Chapter 6: Equipment

This chapter contains an EXTENSIVE list of equipment with detailed description. There are some oddities - the falcata, short sword, and short scimitar are described as separate weapons despite being identical, and AFAICT the horseman’s pick is better than ANY of them (it is cheaper AND  better against plate, with no downsides).

I'm probably nitpicking because I'm obsessed with medieval weapons; this chapter is very complete, describing both equipment and some services (but not hirelings).

I love the way Hyperborea treats armor, giving medium and heavy armor some damage resistance, and adding two types of shields instead of one - overall, making armor more important. I'm extremely tempted to use this in my games!

Chapter 7: Sorcery 

I skimmed over this one. It is the longest chapter in the book by far (except classes/subclasses). But I can say it is very complete/detailed and seems genre appropriate. Here is an example of both things at once:



Chapter 8: Adventure

Adventuring rules: time, movement, light, hirelings, etc. Encumbrance is left to referee discretion, except for armor. There is a d6 task resolution that boils down to referee fiat, if you don't want to use attribute checks.

Chapter 9: Combat

This chapter includes not only combat but also encounter reaction. It contains several special combat situations and combat maneuvers. It is more detailed than your average D&D game without becoming cumbersome, which I appreciate. Unarmed combat has plenty of detail in jsut one page - and is a vast simplification over AD&D. There is a combat matrix, but it could be easily replaced by Target20 if you don't want to check it (AC is descending).

Appendix

The appendices describe names for each "race", armies and strongholds for each class and subclass when they reach level 9, and a small note explaining that RPGs are cooperative efforts.

Conclusion

I really enjoyed reading this book. 

It has great looks, great rules and is simpler than I imagined, even tough it could be reduced to 100 pages or less if you prefer something more minimalist. Still, it is simpler and clearer than AD&D RAW and has tons of additional options in the subclasses - while maintaining perfect compatibility to AD&D modules, monsters, etc.

The S&S vibe is on point, the author really seems to know the genre. I'm curious about the setting and might get the setting book someday.

If you like AD&D and S&S, this book is a must have! Buy it here.

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