Showing posts with label Carcosa. Show all posts
Showing posts with label Carcosa. Show all posts

Wednesday, July 27, 2016

Initial Thoughts: Barrens of Carcosa

As with Carcosa Module 5, The Yuthlugathap Swamps, Barrens of Carcosa is a 32-page saddle stitched AD&D module by Geoffrey McKinney. You can buy the module on Lulu.

Barrens has no art aside from the cover piece by Luigi Castellani. It suffers more acutely than Yuthlugathap Swamps from the print quality with the color hexmap on the back; since most of the hexes are a tan color, the numbers are almost completely illegible. You more or less need to reference nearby hexes to have any chance of figuring out what the number on a tan or yellow hex is.

The last page of each module notes that four more Carcosa modules will be forthcoming as well as sixteen "Wilderness" modules. This is a rather ambitious plan, to be certain!

In terms of its content, Barrens of Carcosa is a step above the Yuthlugathap Swamps, and I'd suggest reading it first. Not having to go through quite so many lizardman strongholds means that there is more room for the weird content that Geoffrey specializes in. There are many more villages and generally more humans in the Barrens, including a few small jungles and a modest desert.

The Cthulhu Mythos looms much more present in Barrens of Carcosa. There are several Great Race appearances, multiple cults, and the excellent City of Pillars ruled by Alhazred himself (and, of course, a copy of the Necronomicon). This last area is implied to be an area worthy of its own module detailing both the city and the dungeons of Alhazred below.

High technology themes also come back into the setting here, with a few powerful technological areas. One small village goes into orbit periodically, and there is a powerful Overmind in a corner of the map. It was a relief to see that this theme is still present, although not very thoroughly so. I found the suggestion that the orbital village's technology doesn't work outside of its hex really disappointing, the kind of "only in this area" effect that cheapens modules.

Fewer of the hexes are concerned with learning magic-user spells, although there are still a few of these. There are a decent number of Spawn of Shub-Niggurath, and many are connected in some way to an adjoining hex. One strength of these modules is that a solid minority of the entries have clear ties to another location. A couple even reference the hexmap in the original Carcosa book.

There are some deliciously double-edged encounters in this book, particularly the Logician (hex 2811) and the village of Ullcha (hex 3001). These go much beyond the simple theme of threats and have both wonderful and horrible things in them. I won't go into detail, because you should read about them yourself.

The hex description format feels more claustrophobic in Barrens than it did in the Swamps. There are more entries where a full monster write-up would be useful; for instance, the giant scorpions in hex 3209 would have been welcome as a Monster Manual type of entry. And there just isn't enough given in the write-ups for either the Orbital Unit or the City of Pillars; either would require a great deal of prep by the referee before players stumbled into them.

It becomes increasingly clear that Geoffrey's art-free interiors are a weakness of the offering. One of the main reasons is that a good idea is hard to find again when flipping through the module. Illustrations, even fairly crude ones, provide solid mental references to remember where a stand-out piece of content was. The organization, which relies solely on hex number (there are no page numbers), tends to compound this in the modules. It also would help in the case of Geoffrey's unique creatures, which are always freakish and benefit from the pen of an illustrator, as seen in Isle of the Unknown.

Not having any art or any text outside of the hex descriptions (plus the brief overview of Carcosa at the start) also severely limits the modules' ability to offer unique details. There are almost no unique "magical" items, although there is an Elder Sign or two. No spells are present except ones already found in the AD&D Players Handbook, which is deeply disappointing for a setting that had previously taken a totally iconoclastic approach to magic. This makes them really difficult to slot into an existing Carcosa campaign with sorcerers instead of magic-users.

(I do know from the original Carcosa and the Psychedelic Fantasies modules that Geoffrey tends to put things out in this format; but information design has come a long way in the OSR and it is a step backward to have a plain layout with no art. And it's particularly painful after the LotFP releases.)

I also have a small quibble about the treasure present. Despite the general lack of hard currency or sources thereof in Carcosa, treasure listings tend to feature standard AD&D coinage (copper, silver, electrum, gold, platinum), and sometimes uses four or five coin types. This is a minor annoyance but it does not feel right for a weird setting. Defining one coin type and sticking to it would have been more in keeping with the tone of Carcosa.

I also find the division of the books into four modules distracting. Each covers a hexmap in some detail, but it doesn't feel appropriate to have them broken down in the way they are. There is no progression through the four modules, and vanishingly few references to other modules in the text. A unified index for the four books would really have helped. One has the sense that the division is to follow a pattern rather than out of necessity.

To be clear, these are my reservations with a book whose content I find very strong. I offer them primarily because I think it could have been really an incredible product if Geoffrey had chosen to do these as a follow-up to the LotFP Carcosa tome, using the same system, with a crowdfunding campaign allowing lavish illustration throughout a single hardcover book. There are some great ideas in these modules and they are worth picking up, but they're a step backward in a lot of ways from the releases that have been done through LotFP.

If you like Carcosa-style hexcrawls, this is definitely worth the $12.99. There are a lot of encounters in this book that are worth the cost of admission, and as with many products like it this can be mined for details in a campaign that doesn't strictly follow Carcosa.

Wednesday, July 13, 2016

Initial Thoughts: The Yuthlugathap Swamps (Carcosa)

While I don't really do a lot of reviews, particularly because for RPGs I think playtest reviews are more useful than "I read this" reviews (excluding Bryce Lynch at tenfootpole.org, who has objective criteria and does a heroic number of reviews). But I think Initial Thoughts are a good way to put forward my first impressions of a product, and it's a good way to indicate that my thoughts might change over time.

The Yuthlugathap Swamps is one of four first edition AD&D modules released by Geoffrey McKinney (all four are on Lulu here) for his Carcosa setting. Originally released as a very controversial OD&D supplement in 2008, Carcosa got an extremely deluxe release from Lamentations of the Flame Princess in 2011. These don't require either.

It's rather confusing that Geoffrey called this "Carcosa Module 5." He's said that his goal is to re-release the hex map for Carcosa in four more modules following the same format. Eventually modules 1-4 will detail the original map, and 5-8 detail the four map quadrants due south of it.

The new modules are first edition AD&D modules and assume that you have the first four AD&D books. It works better if your copy of Deities & Demigods has the Cthulhu mythos; if it doesn't, you might want to look here. If you are used to Carcosa following an OD&D or LotFP type of system, this will require a bit of adjustment. The adventures repeatedly reference AD&D monsters (in Yuthlugathap, primarily Lizardmen and various slimes and oozes) and spells in a way that previous Carcosa material did not.

In terms of presentation, it is bare bones. Each module has a color cover image in a style generally reminiscent of old TSR modules. There is a hexmap on the back, printed in color. Unfortunately the map is not reproduced in black & white on the interior; this would have made the numbers easier to read. As it stands, some of them are almost totally illegible. The interior is two-column text laid out pretty much like Geoffrey's line of Psychedelic Fantasies modules. There are no interior illustrations, and there is a lack of page numbers.

After a brief overview, the module consists of a series of hex descriptions. A lot of the entries for the Yuthlugathap Swamps are descriptions of Lizardman strongholds. There is a clear rivalry between the various tribes that is set up in a huge, deadly web of conflict. Characters can get involved in this, and the module could probably be used as the basis for a Diplomacy-like scenario with players taking the parts of various lizardman tribe leaders.

Human tribes are scattered mostly to the east, some pretty good and one quite horrible. There are a number of dinosaurs and Spawn of Shub-Niggurath scattered around the swamps as well. The Spawn are always given some kind of unique twist. A few aren't at all malevolent or even very harmful to human life.

Then there are the really weird areas, which are solid gold. These are the kind of things Geoffrey excels at, and they're evocative and flavorful. Some give wondrous boons, including a number that teach magic-user spells. Others give horrible banes. My favorite reference is that there is a Pillar of Tsathoggua that involves the geas spell (a nod to Clark Ashton Smith's "The Seven Geases"). The Ghost-Lights are a great twist on the traditional Will o' the Wisp, with various odd effects from contact such as having to eat more or becoming amphibious and needing to be submerged in water daily.

All of the entries are solid. There's not much here by way of space aliens and technology, which I think is a function of most of this module being swamps; peeking ahead, Barrens of Carcosa seems to have more technological wonders. Sorcery seems to have been either left in the northern part of Carcosa or simply not mentioned in favor of AD&D magic use. This is jarring for those who are accustomed to either OD&D or LotFP Carcosa.

At the going rate, there are definitely $12.99 worth of ideas in this module. A bunch are really wonderful. You could do an interesting hexcrawl in the godforsaken swamps of Carcosa or adapt a number of the locations to a different setting. I'll be doing a similar Initial Thoughts entry at least on Barrens of Carcosa.

Wednesday, January 21, 2009

The Joy of Random Encounters

I ran a game this evening - first actual play I've had since November. I just wanted to share a couple of tidbits here while events are still fresh.

Probably the stand-out for me this evening was a random encounter. The players were going through a corridor, and reasoned it would have a secret door; they sent enough characters down it that I actually rolled a 1 on the square with the door and it was revealed. The door went into a pocket, and the players failed their surprise roll. The kobolds on the other side didn't fail theirs, so they took a round of dagger-throwing. The kobolds were evenly numbered but the players, with much better AC, managed to take them down without fatalities. The characters looted the kobold room (I think it was actually the only keyed piece of treasure in the session) and were searching for secret doors when I rolled a 1 on my random monster check.

Now, as a referee I always prepare my listing of random encounters. I wanted something icky, worm-shaped and Cthulhoid, but not too high in hit points, so I rolled up a quick, squishy Spawn of Shub-Niggurath using the charts from Carcosa, and it came out to pretty much exactly the kind of beast I needed: ugly, a bit frightening, totally new and unknown to the players. They thought quickly and used a button on the inside of the secret door room to shut themselves in. Then they got one of those moments of ingenuity that you just can't fabricate: they realized that the door seemed to be able to open or close by pressing a panel, and that they might be able to use this against the Spawn. I rolled a quick check, giving it about a 35% chance that the secret door would work like they expected (not have to recess all the way before it began to close) and it came up in favor of their idea, so they managed to neatly bisect the Spawn. I assigned 2 dice of damage for this; it would've been a save or die if the enemy had been less....thing that should not be-ish. Taking down the remaining half - what, you expected it to just die? - didn't take long, and they discovered that the blood was acidic, which they managed to bottle and sell for a bit of a profit.

Of course, I probably could've come up with a suitably Cthulhoid encounter without the charts in Carcosa, but it was fun to have a whole bunch of different options to stat up the kind of creature I needed for a very particular niche. I was also very pleased with the lateral thinking to get around the fight, which turned the whole thing from a "you see something weird" "we run / kill it" into a memorable encounter.