Showing posts with label x5. Show all posts
Showing posts with label x5. Show all posts

Friday, November 20, 2009

A True Expert: Dave Cook Kicking Ass (Part 2)

[sorry, my earlier post was about to explode into an unwieldy amount of text...figured I'd break it up]

Let me just quote a paragraph from the text or two, so you can see why I just saw more and more awesomeness in the X4 and X5 modules:

In encounter 2 of Part 4 (X4:The Master of the Desert Nomads), the adventurers are relaxing with some caravan buddies, elated from an earlier victory over an attack by bandits (by the way, Cook makes good use of all the human "monsters" of B/X...bandits, Normal Men, nomads, dervishes, etc....not just character classes).

If the party remains, they will be the guests of honor at the night's feast. After a thick, syrupy coffee, the merchants will carry in a large platter of camel meat (still on the bone) laid on a bed of rice. Over this will be ladled burning hot grease and melted camel butter until it flows over the side of the tray. Lamshar will then invite the characters to eat. They will be expected to dip their fingers into the tray and pull out balls of meat and rice, dripping with grease. Lamshar and Khel will dine with them, offering the player characters choice bits of camel meat that they have pulled out. After the characters have had their fill (and to only eat a little would be insulting), the other merchants will take their place at the tray. The meal will finish with somewhat green dates.

!!!

Now all that text is DM's Eyes Only stuff...this is not boxed text to be read to the players (though both X4 and X5 include some boxed text). Cook creates a whole culture and adventure EXPERIENCE in under 30 pages of text.

Some might think, that with this kind of loving attention to the background material, the adventure would be short on action. No way. He still has room for a full set of wilderness encounters and a 60+ encounter dungeon (the Evil Abbey), as well as including half a dozen new monsters, pregenerated characters, and mini-mass combat rules. And that's JUST X4! X5 is another great 30 pages...this is practically a mini-campaign setting between these two modules.

X4 was published in 1983, the same year Mentzer's Basic set was coming out. X5: Temple of Death was also released in 1983. This is before Mentzer's Expert set or Companion rules hit...

X4 has no shortage of interesting tricks and traps (here come some spoilers folks). For example, back to the previously quoted encounter: all PCs taking part in the feast have to make a save versus poison ("I don't know if it was a piece of under-cooked camel or the green dates, but I'm not feeling so hot..."). Those that FAIL are up all night with indigestion. However, those that are AWAKE get a shot at stopping a sneaky little critter that ransacks the camp that night.

How cool is that? The characters that SUCCEED get to brag about their iron constitutions, but the ones who FAIL get a shot at being heroes later on!

There are a several of these kinds of switcheroos...an ancient Champion of Law that is so obviously the inspiration behind the Scorpion King of The Mummy Returns film (yep, it's now gone bad...)...others friendly NPCs that aren't what they seem (similar to The Jade Empire video game)...plants and double-agents. And am I the only one that sees the Nagpa monsters the direct antecedent of Games Workshop's Lord of Change greater daemon?

Cook also corrects one of the issues I have with X1: The Isle of Dread, though it sets a bit of a bad precedent to later adventure modules. In X1, adventurers can wander around a huge island wilderness for days or weeks without encountering anything but wandering monsters due to encounters being in certain set locations. Players (and the DM) basically have to get lucky (or fudge) if they want the party to run into a particular set piect. In X4 and X5, the wilderness map is set, but the location of the encounters are not...players will experience each encounter when the DM deems the time is right.

Now when I say this is a dangerous precedent I say it comes dangerously close to a linear railroad type adventure...where the only thing that can happen is "players succeed at encounter and move onto next" OR "players fail at encounter and die ending adventure." Adventure path or "story path" in the end all you're doing is living the author's fiction...with widely varying degrees of control (depending on the level of authored NPC involvement). When this happens, it doesn't matter how cool and interesting an adventure...your game play is no longer a collaboration between creative minds, and that's a shame.

Cook avoids this pitfall, and he does so through a number of ways:

1) With a couple exceptions, wilderness encounters need not occur in a particular order. The DM is just ensuring they occur...that's part of the adventure (just like dealing with the throne room or the demi-lich is part of the Tomb of Horrors...there are specific bottle-neck points).

2) Success or failure at a particular encounter does not necessarily derail the adventure. For example, in X5: Temple of Death players don't HAVE to get into the flying ship (flying ship? Yeah, as I said, both these modules are frigging awesome). And in fact, even though it would expedite some things, doing so leads to its own dangers (I shan't elaborate for the benefit of folks that haven't played).

3) In both modules there is a centerpiece dungeon that players will eventually find, and unlike, say other modules, there is nothing linear or pre-scripted in what happens once "on-site." Hell, the dungeons don't even include the boxed text that is present in the wilderness encounters! They are wholely Old School dungeons, complete with Gygaxian ecology and wide open for exploitation by creative adventuring parties.

4) There is no force used upon the PCs through the machinations of NPCs. Players are still calling the shots about what happens in the adventure.

For all these reasons, I don't feel the modules are forced or contrived. Heck, they're even less so than the Desert of Desolation series, with which they share certain superficial traits. Despite the lower production value, Dave Cook's two-part series may actually blow the Hickman and Weiss masterpiece out of the water. Well...it's hard to say, though, as I've had such a love of the I3-5 series for so long.

As far as a B/X adventure? It is easily the best pre-packaged adventure I have ever read for B/X or BECMI. Hands down...it is head-and-shoulders above both B2: Keep on the Borderlands and X1: Isle of Dread. And seeing as how THOSE two made my Top Ten All Time list...well, I might just have to re-do the list.

The thing is, Cook's modules are not designed for kids. Or maybe they are, but they have a very mature, adult sensibility. The power of organized religions? Demons and possession? The need to use wits and stealth over hack/slash/fireball tactics? This ain't no pick-up game for ten year olds, no matter what the Expert set box says.

Of course, we ARE talking Dave Cook here. The designer behind I1:Dwellers of the Forbidden City and A1:Secret of the Slavers Stockade. Snake people and slavers? The guy has a Swords & Sorcery mentality that doesn't quit.

And he brings that S&S style to both X4 and X5. THESE are the potential of the D&D Expert Set...THIS is the kind of mentality I am trying to bring to my Companion set. If Cook had written the sequel to B/X instead of Frank Mentzer, I might have never moved over to AD&D. And, heck, I HAVE made B/X my game/drug of choice after all these years...

Dave Cook is my F'ing hero. Like Gygax and Arneson he should be up on the pedestal of RPG Masters. And, yes, I do realize the total irony with which I write that given his spearheading the design of 2nd edition AD&D leading to the saturation of TSR with sub-mediocre material...but you know, anyone who could take the original mishmash of AD&D and re-organize it has got to be appreciated for design chops regardless of how one views the end result...and I DO appreciate it, even as I loathe the game itself.

Mr. Cook, even as I try to dissuade folks from playing 2nd edition, I will heap praises on your name for your Expert work. And X4 and X5 are shining examples of why B/X is indeed the best version of the game to play. Bravo, sir.

Um...but one, little, tiny issue, Mr. Cook sir. Encounter #2 in the Catacombs? In X4 on page 28? There's no such thing as a "permanent Magic Mouth spell" in B/X D&D...there's no Magic Mouth spell at all.

But one flaw in two modules (for a guy publising in two editions at the same time), is pretty flawless in MY book.
: )

A True Expert: Dave Cook Kicks Ass

Sometimes I worry that I'm a crashing bore. Sometimes I worry that someone I know is going to read something uncharitable I say about them and feel hurt. Sometimes I worry that I'm going to step on someone's feelings just because I couch my opinions with in a bit of inflammatory prose.

Mostly though, I don't worry too much about it...I know I've got my insecurities, and my worries are only as strong as my thought that I'm throwing typos and grammatical errors left and right. If I stopped to worry about all this...well, I guess I'd just be reading blogs instead of writing one.

But folks who've been reading know that I do detour off into the occasional attack post regarding...oh, pretty much everything at one point or another. But those same readers know that I save an especially large share of my bile for a particular edition of D&D...the 2nd edition. I mean, I have turned the cold shoulder to D&D3+ and completely ignored the fact that 4E exists at all. Why, why must I rail against all things 2nd edition.

Um...habit? Who knows? Who cares? Damn...it's just one guy's opinion!

However, in launching so many attacks at the game, it's possible (however slightly) that I might be pissing all over David "Zeb" Cook, the lead designer for that particular edition of the game. I don't know...does he consider it his "baby?" Well, anyway, if it seems like I've got a bone to pick, let me state right for the record now that I do NOT.

Dave Cook is a frigging' genius.

Maybe genius isn't the right term...I want a term like savant, but in my head that always has the word "idiot" at the front and I don't think of Mr. Cook as an idiot. Master might be a better term...you know, like the Old Masters of the Italian Renaissance?

Dave Cook is one of the true masters of D&D. If Gygax is the equivalent of Da Vinci, Cook has got to be Michaelangelo. Maybe that's not a fair comparison (Robert Kuntz might feel he's heir to the Michaelangelo title)...but certainly Dave is one of those Ninja Turtle names.

Mr. Cook's old school cred is not in question...he was working at TSR for a long time, and prior to AD&D2 worked on a whole slew of things. Just looking at the works credited to the man on wikipedia, I see a whole lot of stuff that I've owned and continued to own, all of which I certainly enjoyed in my youth: Unearthed Arcana (with Gygax), Star Frontiers, A1:Slave Pits of the Undercity, B6:The Veiled Society, BH2:Lost Conquistador Mine, X1:The Isle of Dread (with Moldvay). I can honestly say that I have used and played everything I've ever owned that was written by Dave Cook. And some things...noteably X1 and I1:Dwellers of the Forbidden City...I have used and played extensively with multiple gaming groups.

Of course, just being the hand behind a lot of good product isn't enough to qualify one as a "master" in my book. Lawrence Schick hit a homerun out of the park with S2:White Plume Mountain, but in my opinion one (exceptionally wonderful) adventure ain't enough. And quantity's not enough either...Doug Niles, I'm looking at YOU.

[there I go talking smack again! bad JB!]

It's only the last couple days that I've decided Cook is firmly in the master category...and this is DESPITE AD&D2 and the non-weapon proficiencies of Oriental Adventures. I've been reading his modules X4:Master of the Desert Nomads and X5:Temple of Death.

They are superb.

Taking into account his work on X1:The Isle of Dread, I can only come to the conclusion that Mr. Cook is a true master of B/X, ESPECIALLY mid-high level play or what might be termed "Expert D&D" (hell, even I1:Dwellers of the Forbidden City is designed for characters level 4-7). No wonder of course when one considers he was the main force behind the incredibly underrated (in my opinion) D&D Expert Set.

Underrated? Hell yes! I played Expert for a loooong time just subbing in the AD&D Monster Manual before I ever got a DMG or PHB. And many of the standard rules from the Expert set were simply 'ported in to AD&D once we started playing AD&D, including all wilderness movement and naval combat stuff. Sure Expert, like Moldvay's Basic, was just a streamlining and codifying of the original LBBs, but they were done in such expert fashion that they were a lot easier to use than either the LBBs or AD&D. And let us not forget that aside from a few extra clerical spells and Larry Elmore art, Mentzer's Expert set is pretty much word-for-word the Cook/Marsh book. And a lot of people still prefer BECMI and the Rules Cyclopedia.

But let's talk about X4 and X5. Wow. Just wonderful. First off, now I understand why the Expert set bothers to throw both Nomads and Dervishes into the mix. Cook uses every last scrap of Expert goodness in these two adventure modules. After playing through it, players will never relegate ESP and Dispel Evil off into the realms of the "optional miscellaneous" and creative use of spells in general is going to be particularly important. Heck, just about every magic item in the Expert set makes an appearance in one place or another, and scrolls and potions feature prominently...the NPCs sure aren't afraid to use 'em to good advantage!

The monsters are clever and their tactics explicit (very nice for a DM, very challenging for the players...and thanks to the fact this is B/X not 3.5, combats are still a dream to run). The new monsters are especially cool...comparing the Soul Eaters to the Death Leeches of CM2 for example and Cook's creations win hands down as interesting, challenging, while not being "F the players" AND they all have nice "personality." I prefer the new critters in X4 to the ones in X5 (the Fraggle Rock geonid look downright silly), but the Dusanu and Malfera are totally worthy opponents.

There are a LOT of demonic type creatures in the game...monsters like the Malfera, Spectral Hounds, and Soul Eaters all hail from different dimensions or planes (the Nightmare Dimension? the Vortex Dimension?) that don't conform to any particular "D&D Cosmology." I LOVE this. Cook displays what the REAL potential of B/X is...you can make your games a grim Sword & Sorcery tale and completely leave out the Immortals of BECMI or the planar/clerical specifics of AD&D and later games. B/X has THE EXACT SAME OPEN-ENDEDNESS OF OD&D, except that the rules are better written and organized.

And Cook only uses what he's got...unlike Moldvay's X2:Castle Amber, there is no speculation of what a 25th level character would be like (c.f. Stephan D'Amberville). The highest level character in either book is 14, where he ended his own Set. His additional rules are nothing that would later need to be retconned.

For example: the people of Hule worship Chaotic deities. Which Chaotic deities? Who knows? Who cares? Doesn't matter because they are DEITIES and they work in mysterious ways, granting strange powers to some and undying life to others, and flaming damnation to the poor souls that drop down the wrong chute. Ha! Does everything need to be codified (BECMI, D20...I'm looking at YOU)? Nah...I don't think so.

These modules reiterate all the things I love about AD&D that I hated in later editions...edginess and open-endedness ("an anything goes mentality"). Except it uses B/X...wow.