Sunday, 25 March 2012

Thalggu Needs Brains!

The Neh-Thalggu doesn't get enough love. An alien intelligence that warps in from other realms to steal the brains of powerful wizards like some bizarro truffle hound. 'Alien wizard ninja seeks delicious brains for fun, companionship'. What's not to like?
 
Look at him. He is avid for your skull meats. 
That is one pro-active, go-getting Slug Eat Your Face of brain acquisition.

The Brain Collector has been presented in a number of different ways over the years. It's variously been a kind of brain-fixated Mi-Go (in X2 Castle Amber and the AC9 Creature Catalogue), an enigmatic but non-hostile alien scholar (in Bruce Heard's Voyage of the Princess Ark series), or a massively powerful Mind Flayer-equivalent (3E's Epic Level Jokebook/SRD). We don't talk about its cameo appearance in the ill-conceived, ill-fated AD&D Mystara setting: that whole situation was just desperate wholesale corpse-robbing by late period TSR.

Of course, being 'only' a BECMI monster, the Neh-Thalggu gets no official D&D respect. That's only to be expected though; it doesn't have name recognition or marketability even on a par with second stringers like the Slaadi, the Githyanki, the Aboleth, or the Flumph. There's no Illithiad or Sea Devils creature culture book for the Brain Collector; no Neh-Thalggu of the Underdark sourcebook expounding on the nuances of their sophisticated cerebro-connoisseur culture. AFAIR they didn't even rate a mention in 3E's dedicated tentacles-and-alien-insanity sourcebook Lords of Madness.

Gaming popular culture is similarly left unaccountably cold by the NT. It even seems to have fallen between the cracks for those parts of the blogosphere that otherwise love their theramin-soundtracked science fantasy and/or Klarkash Ton-infused weird. No blog posts. No WTF D&D? citations. Not even a single passing mention in noisms' epic 2,000+ page Let's Read the Monstrous Manual compilation. Poll a hundred gamers and I'd put money that not one would have named the Neh-Thalggu as a top ten fave beastie.

Why is this? Is the whole 'We come to take your brain Mr Wizard' thing too adversarial for power-fantasizing bathrobe fetishists? Is the Brain Collector somehow UWP* 'bad form' in the same way disjunction is, but the Rust Monster unaccountably isn't? Or is it just that the Neh-Thalggu intrudes on the Mind Flayer and Aboleth conceptual niches?

* unconscious wizard privilege?

I think part of the problem is presentational. The write-up in the CC is a bit *meh* and the art is distinctly unflattering. Bizarre-looking: yes; arresting, inspirational and thought-provoking: no.


Neh-Thalggu LOEV photobombing

As written the BECMI Brain Collector is a No.# App: 1 ronery-ronery closet troll which pretty much acts as a wizard of d6 levels with fighter HD and a bite attack. The threat it presents depends largely on the luck the GM has with its 0-12 randomly determined spells. It's a definite test of GMing ingenuity to compose a meaningful 'eat the wizard's brain' threat with - for example - knock, infravision, floating disc, ventriloquism and locate object.

This being the case you could argue that the Neh-Thalggu is a classic old school monster; one where imagination and improvisational skill in using it trump listed abilities. But it still seems a little - well - naff for an intelligent 10HD otherworldly brain epicure.

Moving on to the Epic Level Jokebook (hereafter referred to as the ELH), this book claims that the BECMI write-up 10HD Neh-Thalggu are mere juveniles out on a first brain-looting spree, and that the full-grown Brain Collector is a 32+HD godbeast. Thanks to the ability sprawl endemic to post-Classic D&D the 3E ELH Neh-Thalggu reads like its several monsters rolled into one:
  • save-or-suck poison,
  • plane-spanning bite,
  • debilitating tentacles strikes,
  • Mind flayer-style brain extraction,
  • extradimensional nature (which enhances defences),
  • PC-equivalent spellcasting ability,
  • immunity to critical hits thanks to weird organ placement,
  • ability to teleport and/or flee to other planes.

Yeah, there is a LOT of power duplication there. That could easily be a power list for two or three different hit-and-run terrors, brain-seeking or otherwise.

However, if divested of power duplication and general Epic Level Jokebook cruft (+20 Insight bonus to AC? Hahahahahaha, no. As Mitchell and Webb would put it: "That's numberwank!"), the SRD Neh-Thalggu still offers interesting optional abilities for the creature in a Classic D&D game. Put the above powers into a d8 table and roll a couple to instantly individualise a Neh-Thalguu. That'll keep even players who've heard of the beasty on their toes, and will be a marked improvement on its current solitary one-trick-pony 'spells, then bite' tactics.

If you don't fancy rolling for additional abilities simply give the BECMI Neh-Thalggu some way of paralysing/stunlocking opposition, such as the similarly brain-eating Illithid already enjoys. Just give it carrion crawler tentacles* (or the use of a wand of paralysis**, or a cult of net-armed minions, or whatever) and an agenda: instant scheming alien kidnapper.

* Additional idea: Carrion crawlers = Neh-Thalggu larvae.
** This will likely be by GM fiat. By the book BECMI Neh-Thalggu are dirt poor, with only TT ‘C’ (average value 750gp and only a 10% chance of magic) to their unpronounceable tentacle-waggling names. By stark contrast the ELH Neh-Thalggu are the single richest monster in the book: triple normal treasure.

And the SRD Brain Collector has more to offer aside from its (absurdly broad) power list. Take a look at the text of the Neh-Thalguu SRD write-up:
A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. Neh-thalggus’ own language is a silent sign language 'spoken' with their writhing head-tentacles. They can also communicate telepathically with any creature that has a language within 100 feet.
-- d20 SRD
So as well as more powers than you'll ever need to make an interesting stalker/killer monster, the SRD Neh-Thalggu also has AS STANDARD:
  • Genius-level intelligence
  • Natural telepathy
  • Soul/personality preservation
  • Resurrection lock
A genius alien with tongues + magic jar on demand. That's a campaign archvillain power list in and of itself! All that's required is a GM call on precisely how much of a captured personality (memories? emotions? values? attachments?) the Neh-Thalggu can access. Slap that on the BECMI Brain Collector, and enjoy.

So here's to the Neh-Thalggu: always outnumbered, never outgunned.

Edit: found a Neh-Thalggu mini. It's a fantastic-looking kitbash of GW Tyrannid parts created by a guy screen-named Kep as part of his sculpt all the ELH monsters from scratch project. Behold the googly-eyed toothy magnificence HERE.


Pic Source: BECMI D&D AC9 Creature Catalogue, AD&D 2E Mystara sourcebook(?)

Monday, 19 March 2012

Lets Read... Mythus pt 5

Today we will be pushing henchmen through the door of the Advanced Mythus rules and listening for grinding, whirring and screaming noises. Also drinking heavily to numb the pain.

The Advanced Mythus section of the Mythus book is separated from the Mythus Primes section by another b+w Aulisio illustration, this one a two-page spread. We’re shown a bunch of warriors in Chinese armour resting in the shade of pillars or pagodas. Vaguely evocative, but not as compelling as the preceding Aulisio pics.

Chapter 10: Creating Advanced Mythus HPs


The opening paragraph of this chapter refers us to the following "How To" boxout:


Six step character creation. Seems simple enough, no more complex than the Mythus Prime chargen system to which we’ve already been exposed. But look! Lots of delicious new jargon. Something called Class Levels even get a mention, but this doesn't mean what you might expect from class-levelled game systems, like... nope, it escapes me.

[An aside: the Steps of HP Creation boxout was found lurking in the bottom-right hand corner of the page, in the spine, rather than at the bottom-left which would have made more sense in terms of both layout and context.  The problem of orphaned boxouts and peripatetic tables is an ongoing one in the Advanced Mythus chargen section, it obviously being beyond the wit of man to keep tables on the same damn page as their associated text.]

Having established last week that Chapter 10 is a big, fat whale omelette of a thing (60 pages!), we’ll be taking it nice and gently, covering only steps 1 and 2 of chargen this week. Remember folks: wading through haut gygaxian verbal porridge is an endurance discipline, not a sprint. The race goes not to the swift, nor the battle to the strong, but to he who taketh the time to let his liver recover between bouts of masochistic drunken bogsnorkelling.

Step 1, Part 1: Socio-Economic Class
Boom! Front and centre, and straight out of the box, your characters place is determined by his place in the social order. That old fraud Karl Marx would approve.

Socio-Economic Class in Advanced Mythus will look (ahem) more than a little familiar to anyone who's read page 82 of AD&D Unearthed Arcana. However, unlike the not-directly-related piece of cruft which was class in UA, SEC in Advanced Mythus is a pretty big deal as it determines which Vocations (character classes) your imaginary gonk is eligible for. Not that the text is anything like that tersely informative on the matter. Dear Lord, no.

The ten paragraphs of introductory material(!) we get on the matter veer hither and yon like a small, excitable child. Here it’s explained that determining social class first assists in choice of vocation (unlike /some/ unrealistic fantasy games on the market); there’s a plug for the never-published Unhallowed horror setting for Dangerous Journeys (which remained vapourware thanks to selfless TSR law troll action killing off both Djangos Gurning and GDW); this paragraph intimates the existence of such things as nonhuman races and Primitive Vocations (oddly-accented yokels from the fringes of particular culture areas); and that one over there explains that Aerth is a historical kitchen sink setting in all but name.

The reading level in this blizzard of information is worlds away from the hand-holding tones of Mentzer Basic D&D, and not in a good way. Look, I understand that role-players are expected to be intelligent and capable of following nuance, but there’s no excuse for dense, undifferentiated verbiage in a game book. Yes, yes. I get that Advanced Mythus is the Blessed and Ever-Righteous Gary in full flow, and that anyone who sees that name on the cover knows what they’re in for; but Mythus is not the AD&D DMG (the 1979 one, not any of the later pretenders to the throne). The One True DMG is dense because it reads like a technical manual. Advanced Mythus is dense because the editing department lacked the courage to take say "That’s shite!" and take a red pen to The Word of The Master.

"Igor! Ze tazerdrones!"

By way of illustrative contrast, take a quick look at the writing style of someone like Frank Trollman. For all that you might not agree with his opinions the man writes clearly and well. Short sentences with simple subclauses; unambiguous wording; clear, memorable headings; minimal jargon. That is how you write a book that people need to flip through in a hurry.

After all this textwallery, the real meat-and-spuds of the whole infodump is a simple d% chart on p 59. Said chart produces results weighted heavily towards the middle of the social scale. A Mythus HP is only 20% likely to be a Sancho Panza peasant, 50% likely to be bourgeois, and 30% likely to be some degree of chinless toff. So Advanced Mythus HPs are disproportionately likely to come from the middle and upper classes, which goes against all that poor-but-fortunate third son source material from which fantasy draws.

The bulk of pages 59-60 are taken up by further details on socio-economic breakdown, vocation and literacy rates by percentage of population. SEC 9 aristocrats make up around 0.1% of the population; peasants of SECs 1-3 comprise anything from 70-87% of the population. The remainder of pages 60-61 are more sociology, being all about Literacy and Class Relations. Literacy increases by class, as you might expect, although we’re explicitly told that some nobles employ "...servitors to manage reading and writing for them..." The Class Relations sub-section is a ~1,000 words rehash of the old Cleese, Barker and Corbett skit on class. This whole section can be thought of as something like an excerpt from one of the Magical Medieval Society books, but with all the game-useful material carefully filleted out. Its probably interesting in a Fernand Braudel way, but of limited utility for a game of *fantasy adventure*.

Half of page 61 is another (orphaned) table which finally describes SEC in terms of actual social station and vocation. It is *heavily* footnoted. I can’t see any logical reason why this table and the one from page 59 weren’t just combined. It would be a nice, easy one-stop-shop for this whole section.

P62: YMBS*, with a column of essay on SEC Class Mobility (TL;DR: no one likes a johnny-jump-up), and then a section on SEC Outside the "Culture Area". The latter is three paragraphs containing one useful sentence, this last being inevitably orphaned on another page. Long story short: exotic foreigners = SEC -1, primitive foreigners = SEC -2, barbaric foreigners = SEC -3. S'alright, but not a patch on the 'local bigotry' rules of GURPS Goblins. Can it adequately model, for example, the sheer absurd parochialism of a society where people hang a monkey in costume because they think it’s a French spy? I fear not.

(* "yet more bloody sociology")

All this guff finally gets us to part 1.2 of the chargen rules on page 63:

Part 1.2 SEC in Relation to Vocational Choice
Or, as my simple monkey brain prefers to think of it: "Hulk Pick Class Now!" More textwall, including the following gem of jargonic opacity:


plus a page-long table which finally gives us some actual, semi-useful information about the 35 Mythus Vocations. Behold the magnificence:




I know, right? How have you coped with a mere 4 (or 7, or 12) classes all these years? What’s that you say? By using your "I-ma-gi-nay-shun". How peculiar. Where might one obtain this 'depiction of horse repelling' you speak of?

So, Advanced Mythus (published 1992) offers more classes than AD&D (pub. 1977-79), but not as many careers as WFRP (published 1986). I also notice a disappointing lack of ratcatchers, mudlarks and graverobbers, which - as any fule kno - are necessary elements of True Scientific Fantasy. The table is the first time we see substantive mention of the five types of optional non-human, which includes three flavours of Elf. There’s really no mistaking who wrote this, is there? I fear we should brace for An Essay On the Taxonomic Characteristics of Faerie Types (And Their Preferred Pole-Arms) before too long.

Note to the confused: Level Range on the table above has *nothing* to do with any other fantasy game with which you may be familiar. It is instead the SEC that can pick that Vocation. HP SEC at Start is what your character's Social Class then ends up as. So your initial (rolled) social class determines what vocations you can pick, and your vocation then determines your standing in society. Clear now? Ok.

Let us press on. Trudging, trudging, the slow weary walk of men with nothing left but the will to simply soldier on.

Step 2: Heroic Persona Statistics

The section on putting numbers on your imaginary gonk starts on page 64 with a page-long breakdown of TRAITS, CATEGORIES and ATTRIBUTES. (Sgt Major-style screamytext as original)

The three TRAITS will be familiar anyone who has followed us here from Mythus Prime. These TRAITS are then broken into two Categories apiece (Mnemonic and Reasoning for Mental, Muscular and Neural for Physical, and Metaphysical and Psychic for Spiritual). Each and every Category has three Attributes: Capacity, Power and Speed. Capacity is the most important of the three, as it defines the upper limit for the other two Attributes within a Category. The other two also do stuff.

All told this gives your Advanced Mythus HP a grand total of (3+6+18 =) 27 ability scores. This is all totally reasonable, and clearly not at all the result of a lack of actual playtesting with actual human beings. I mean, how could you even play a MEANINGFUL CAMPAIGN(tm) with anything less than 27 ability scores? Such a thing boggles the mind! The whole exercise would be little more than a group of friends sitting around playing at a chaotic, unstructured form of Magic Tea Party. Entirely unsustainable, I'm sure you'd agree. Such a game could never last 40 years and go through ten or more editions...

(That low crump you just heard? That would be the sound of sarcasm exploding from the stresses of overclocking.)

We’re also shown how to jargonize each of these 27 scores in that special Mythus way, which gives us such immortal lines as: "...high SMSpd helps you to be punctual and meet deadlines..."

(See what I mean? Where do you even start to parody that?! It's like a flawless fractal of self-satirisation.)

Page 65 is a full-page colour illustration by Paul Daly of a knight being fitted for armour by smiths. It is workmanlike in execution, and the ‘forging and girding’ imagery is appropriate for a character generation chapter, but the piece still seems more suited to a /Life in Medieval Times/ illustrated history book than a hard-charging fantasy RPG. YMMV.

Page 66 is entitled What The Numbers Mean. It attempts to put all the soon-to-be-generated scores we met earlier into context.  We're told that human range is 1-20, with 1-5 being crippled in that Attribute, 20 super-exceptional, and 10-11 average. Pretty much ultra-orthodox RPG, nothing here that would cause a RQ or D&D veteran to either flip the table or move from their existing game. The reader is cautioned - in italics no less! - of the absolute human maximums of 30 for Physical Attributes and 40 for Mental/Spiritual Attributes.

We’re informed that an HP’s total score in a given TRAIT sets a hard cap upon all K/S area (trans. skills) that use Attributes dependent upon that TRAIT. So, if you’ve a total Physique score of 75, no Physique skill can be higher than 75%. It’s a nice little wrinkle, but I’m not sure how often it would come up in play. And then halfway down the page we find this piece of textual Slaadjacking:


I’ve read that a half-a-dozen times and am still suffering from a bad case of "WTF? Where did that come from?" It's like finding a landmine in your breakfast cereal or something.

Page 67 finally (mirabula dicta! Hosannas and hallelujahs! and vuvuzelas for all!) tells us how to generate ability scores for Advanced Mythus HPs. You can generate them one of two ways:
  • Point Distribution: one score per Category (50, 45, 45, 40, 40, 35), splitting the points as you see fit between its Attributes, or
  • Roll for it: 2d6+8 no less than 18 times, assigning these scores to the HP's 18 Attributes. Capacity, Power and Speed are summed to give the Category Score, and the two Categories are summed to give the TRAIT. Got that? Good.
Rolling produces slightly higher scores on average, and players are expected to play the dice as they fall. As Grand Wizard Gaxyg wisely informs us: "nothing ventured, nothing gained". Each method comes complete with a brief worked example for those poor souls already too infoburned to do simple sums.

Note that by the maths no Advanced Mythus character is ever less than average at anything. We saw this special snowflake-ism before in the Mythus Prime Appearance rules, and I fear we'll be seeing it again.

Aerth needs heroes! 
(but only pretty people need apply)

As well as finally giving us numbers Page 67 also reintroduces Wound Level (WL), one of the derived characteristics introduced in Mythus Prime. And this time it brings its dodgy dope-smoking mates Critical Level (CL), Effect Levels (EL), and Recovery Level (RL) with it:
  • Wound Level is an HPs ‘dazed’ threshold (75% of your Physique TRAIT) - if an HP takes this they are seriously wounded
  • Critical Level an HPs ‘drop unconscious’ threshold (90% of Physique TRAIT)
  • Recovery Level is an HPs ‘no longer injured’ threshold (10% of Physique) - if you’ve regained 90% of your Physique then you don’t feel injured any more. It is also suggested that Recovery Level can do double duty as an HPs negative damage before death threshold.

Your HP has two separate Effect Levels -- one for Mental TRAIT and one for Spiritual (80% for each) -- which are his resistance to mental or spiritual damage. I have no idea how these numbers are used in play. All I know is that they exist... and that the room is ever so slightly spinning.

Page 68-69 is a double page colour spread by Darrell Midgette and Lee Meyer of some generic adventurer types being loomed at by rocks with blue eye spots. More Midgette & Meyer illos pop up throughout the chargen section, sometimes one page, sometimes two-page spreads. All that I can decently say about them is that such art would be offered gentle critique and encouragement on Deviantart.

And this brings us to page 70: Standard HP Descriptions and K/S Area Bundles, which is a whole other swimming pool of porridge I elect to save for another day.

Wow. Was that ever a grindy slog just to determine class, career and stats. Twelve pages of eye-glazing, attention-repelling wordage, and a couple of useful tables. Things I might actually steal for my game? Sadly, there's nothing I haven't already nicked from other places that do it better.

So far Advanced Mythus is making me all kinds of sad. WFRP, Traveller and Cyberpunk 2013 had already done far superior jobs of chargen as mini-game. This has been chargen as aucturial exercise. A definite 2/10, must try harder.

Advanced Mythus: my face when...


Next time: more Advanced Mythus chargen

Pic Source: Dangerous Journeys Mythus rulebook, Collected Curios

Monday, 12 March 2012

Lets Read... Mythus pt 4

Welcome once again to Let's Read Mythus, in which our hapless hero hurts his brain (and liver) by mudlarking for hidden gems in EGG's infamous descent-into-self-parody-as-performance-art piece: Dangerous Journey: Mythus. And you thought Hackmaster was the pinnacle of playable gaming satire.

Today we're going to look at the last few section of Mythus Prime, the training wheels version of Dangerous Journeys:Mythus. We will be covering Upgrading to the Advanced Mythus Rules, the GM's Section, and the sample adventure.

Chapter 7: Upgrading to the Advanced Rules

Foreshadows all the ways in which you'll make your character more complex for when you graduate to using the full fat MAdvanced ythus rules.

TL;DR: two pages of non-useful text which could just be replaced with: "Turn to page 56."

Long-form Bitching and Whining:
And I quote: 
A good way to start your campaign on the advanced track is to first add on the rules for Difficulty Ratings (DRs) and Joss Factors (JFs).
Please ignore the *gluk, gluk, gluk* noises. That's just me topping up my buzz in 'hail fellow, well met!' celebration of all this exciting new jargon.

Difficulty Rating I grok ...I think. But Joss Factor. Wassat den Dave, the amount of patchouli-scented waifey action girlness inherent in your character? No? It's a secret is it? Oh great. And now I can't unsee Advanced Mythus characters as weird Sailor Moon/Voltron abominations whose ongoing adventures in groovy hippy-space are sound-tracked by Monster Magnet.

The rest of this section is the 8 steps of upgrading to Advanced Mythus characters, and some unilluminating waffle on other game mechanics.

Complexificatifying Your Heroic Personadudeamabob


Yes, 'rewarding'...

1 Determine TRAITS, Catagories and Attributes. 
TRAITS each have two Categories, each of which breaks down into three attributes. Here's the boxout showing how one TRAIT shakes out into many different numbers in Advanced Mythus:


If I'm reading that right, /one/ stat just exploded to /nine/. What in the name of the Future Buddha?! I'm going to need a new liver, and probably some new swear words, by the end of this.
2 Roll for Joss. 
There's that fat foot-fetishist again. But of mechanics and use in play? Nadda! not even a page reference.
3 Calculate Damage Levels (DLs) and Effect Levels (ELs). 
These are things. They are part of the game. We know no more. Their unseen rules hover over us like an implicit threat.
4 Convert K/S areas. 
Apparently Advanced Mythus characters have three additional automatic skills: Etiquette/Social Graces, Native Tongue and Trade Phoenician (the common language of Aerth). We're referred off to page 70 for details.
5 Determine K/S sub-areas.
I assume this is Mythus-ese for skill specialisations. Referred to Chapter 10 and the master skill list on pp99-100.
6 Calculate Personal Heka. 
Apparently there's a more complex advanced method in Chapter 13. (A type of bankruptcy, IIRC my American law correctly.)
7 Establish General Persona Information. 
And I quote: "...all we can say is turn to Chapter 10, and have at it!" There we will find Quirks and rules on Handedness. My heart swells with joy.
8 Adjust Financial Resources.
Apparently you don't have enough stuff. You need to refer to Chapter 10 to add more detail to your Possessions Categories and Special Connections. (I'm sure the latter is a euphemism for something... But no, it just means NPC contacts/associates.)

"Refer to Chapter 10. Refer to Chapter 10."

It's like listening to the ravings of a lawyer's parrot. I'm just grateful there's no 'Take a drink for every time you're referred to a rule that hasn't been explained yet' option in the Mythus drinking game: I'd be getting my stomach pumped already.

And no, I won't be using the information given in this chapter to generate an Advanced Mythus character, simply because there's not enough information here to 'upgrade' said elter ego. All we have to work from is a bunch of page references and noises off.

Pro-tip for wannabe writers of game (or other) documentation: habitually referring to things you don't even define until later in the book is *lazy, bad and wrong*. It shows you can't organize things sensibly, and also makes the reader want to kick you right in the sack. Just bear that in mind, m'kay?

And... back to the matter in hand.

Advanced Combat
A paragraph telling you to - and this is no word of a lie here - "...go and study Chapter 12 carefully." And did I just see the words 'speed factors' used there? This bodes.

Complete Heka
Refers you to Chapter 13, and to the Mythus Magick book. A load of "moarcomplexities! MOAR!!1!" guff which introduces the idea that there are such things as Full and Partial Heka Practitioners. No useful explanation of what these are (naturlich!). There's also a semi-interesting paragraph on Vows of Faith and Pacts with Evil, which introduces the idea of characters dedicating themselves to supernatural entities in return for power. That sounds very swords-and-sorcery: "Blood and souls for my lord Arioch!" and so forth.

The Gamemasters Section

Pretty sweet Janet Aulisio pic of some cerement-wrapped, pointy-hatted cultist-types standing amid mist-shrouded monolithic columns.


IMO *this* should have been the cover art for Mythus, rather than the generico Elmore effort. I mean, that's sword-and-sorcery villain portraiture gold right there. Lord Azzur of Blacksand approves this look.

'Nuff gushing, on with the winnowing.

Chapter 8: Running the Mythus Prime Rules
One paragraph pep talk for the GM, followed by a one paragraph puff piece telling us how great Epic of Aerth is as a setting book which offers "...adventure, intrigue, role-playing, exploration and action...integrating fantastic elements into a working and believable world". This is a lie. Epic of Aerth is a dry, boring factbook which represents the nadir of Bronze Age of Gaming 'systematise the fantastic' fetishism. That bloody book should be a case study in "how not to do it, unless you actually want to bore everyone's ass off" setting design.

(Sorry, that was a bit off-topic. My Epic of Aerth critique in the style of Dr Seuss' Green Eggs and Ham can wait until another time.)

Targeting a Campaign Locale
Seven paragraphs of verbiage (1+1/4 pages!) tell us that an entire world is too vast in scope to be a useful starting area, and that you should drill down to a local area in one nation on one continent.
"In fact, here's our recommendation: Locate your campaign's base in a large village ... somewhere  nearby will be an entrance into the mysterious labyrinths of Subterranean Aerth." 
A village near a labyrinth, you say. What unprecedented "...quantum leap in roleplaying..." (source: DJ:Mythus back cover blurb) is this? The innovation! It burns!

Beginning Your Campaign
Half a page to say 'set up some situations, have the repercussions of what the players do lead to new situations.' (eckles) "Well gorsh, dat's very cleva. I never fort of dat." (/eckles)

Setting the Value of the Base Unit Coin
The return of the BUC. Remember that guy? Three paragraphs repeating the idea that one BUC = $1 in purchasing power and explaining that on Aerth the BUC is a bronze coin weighing an ounce. So, yeah, another naked steal by Mythus Prime from the BRP-system (see, for example, the money system used in the Stormbringer RPG).

Then we get a table of relative metal values, complete with a footnoted insight into the composition of my old enemy:

Yeah, pretty much.

Here is the table, reproduced for your viewing delectation:



Along with it are some potted descriptions of the fantasy metals of Aerth: Adamantine (super metal), Hekalite (magic metal), and Oricalcum (triple value Atlantean gold). Rejoice, oh my brethren. We now know what percentage of Adamantine you should alloy with iron... Oh, but not what it bloody does. I'll let Deadwood's Mr Wu express my feelings on this. [link NSFW for swearing]

One thing to be said of the metal values given in the table above is that they're a marked departure from the coinage system used in that obscure little fantasy game which made EGG's name. Not sure about those base metal costs though. I don't see why people would travel from Phoenicia to Cornwall for tin at 1/20th of a BUC per coinweight in order to make bronze that reduces the value-per-weight of their copper by 80%. And I'm betting the values are based on 1992 market prices. Call that last a hunch based on...

Some Cost Examples
A column to tell us to base game costs off RL costs (meal = meal, sword = gun, nag = beater car, courser = sports car, destrier = Grand Tourer, labour = as RL equivalent) and to double and redouble prices for superior and excellent quality items. No explanation of why you'd want to pay more than the baseline cost though.

Awarding Accomplishment Points
One column. Average of 4-6 not-at-all-XP per session. A couple each for Success, Length & Difficulty of adventure, and for Roleplaying. All very 90s RPG in its assumption that experience for killing-and-stealing is wrongbad. We're cautioned that the Advanced Mythus experience system is different (and doubtless more complex).

Creating and Using Other Personas
Breakdown of types of Other Personas. You may recall from part 1 that 'OP' is Mythus-ese for 'NPC' - any character controlled by the GM. We're told to refer to Chapter 15 for more detail. Which surprises me greatly.

Subtypes of Other Persona (OP) include:
  • Evil Personas (EP) - the opposition
  • Friendly Personas (FP) - help during adventures
  • Mundane Personas (MP) - scene fillers and bit part players
  • Monstrous Personages (MPGs) - vampires and the like
  • Heroic Personages (HPGs) - patron and mentors
(*gluk gluk*)

Oh wow. Are the words 'mook', 'villain', 'extra', 'monster' and 'patron' unknown in Mythusworld? Instead of simple, evocative, plain-English words with a bit of traction and cultural resonance we get a shotgun blast of acronyms. This makes me a sad - and drunker - panda.

Pages 41-44 inclusive are rules for creating OPs. I use the word 'rules' advisedly. Perhaps 'guidelines', or possibly even 'vague suggestions', is more fitting. These can be boiled down to "give them what they need as appropriate to the context of the game". Really? People paid actual money for a book that contained that advice?!

Page 43 has a boxout with five sample magickal(sic) devices; mechanically simple fantasy standbys like armbands of strength, magic bolt wand, sword of speed, etc. Page 44 has 15 sample powers for inhuman beings. These are likewise straight from fantasy Central Casting (poison, regeneration, flight, fear, etc).


Using Mythus Prime Rules in Advanced Mythus Scenarios
Two pages to say 'ignore the complex numbers, use only the basic scores'. I'll give Dave Newton credit for the almost unimprovable line "Once again, there is a lot of ignoring to be done here...", which could be the tagline for this whole misbegotten exercise in ludic archaeology. Page 45 is rounded out by a boxout with a couple of sample statblocks.


These are refreshing in their brevity, although the writers still feel the need to tell you what a 'zombie' and a 'gypsy' are. Thanks for that; I had absolutely no cultural referent for these things.

New theory: Mythus was seriously aimed at the hitherto untapped 'intelligent Martian' gamer market. It was intended for people visiting from another world who had never even heard of roleplaying, or fantasy fiction, or of using their initiative and imagination.

Chapter 9: High Time at the Winged Pig
The introductory adventure for Mythus Prime. The Heroic Personaeonaeonaeas go to a bar in a half-detailed village to seek work as mercenaries escorting valuable cargo cross country.

No. Really. "You all meet in a tavern..." In 1992.



We get:
  • Map of a generic village.
  • Plan of the bar.
  • Rules for 5 pub game 'mini-games' to introduce characters to using their skills before...
  • the inevitable brawl breaks out (a non-fatal PvP=0 introduction to the combat rules).

And that's it. The 'adventure' - such as it is - ends there. No fantasy elements: no monsters, no mystery, no real peril. Nine pages that should have been a 2-page (at most) introduction to an *actual* fantasy adventure.

Having read that my egg-sucking football hooligan heritage urges me to throw things and chant "What A Load-a Bollocks!" (can't find a link to the actual chant so here's two Cockney geezers instead, the sentiment's the same). I've seen better from single page Critical Threat drop-ins in late-period Dungeon magazine. There's simply no comparison between A Gaming Night Wasted at the Flying Pig and, for example, any One Page Dungeon you care to mention. This displeases and disappoints me greatly.

And that's the Mythus Prime rules: 46 pages of blahblah and a 9 page non-adventure. The whole wordy slog relieved by occasional oases of mild interest, and some passable, if generic, fantasy art.

Just by way of unmerciful comparison, here's what a fan-compiled One Volume OD&D managed to pack into 46 pages:


Basically that's the whole of the players' side of the game! Actual substantiative rules too - no "refer to another section/book" fob-offs - for chargen, money, gear, living costs, henchmen, spells, adventuring procedures, wilderness movement, experience. Oh, and an example of play too. And the One Volume OD&D book isn't half as densely formatted as Mythus: there's a *lot* of artwork and whitespace in there, easily 50% of the page area.

What's my point here? Probably something simple like: brevity is a virtue, especially if half your rules are in another section of the book entirely.

Next time: We set tentative, trembling foot across the threshold of the Tomb of Polysyllabic Acronym-Spattered Horror known as the /Advanced Mythus/ rules. Who knows, we might even find a full-fledged game system in there.

(*checks*)


Chapter 10: Creating Advanced Mythus HPs - pp57-117 inclusive?! Oh. I wonder if I can borrow Edison's vodka brain irrigation machine...


Pic Source: Mythus rulebook, One Volume OD&D, teh interwubz, Phillip M. Jackson's Collected Curios

Monday, 5 March 2012

Lets Read... Mythus pt3

This week's harrowing of the horror covers Heka, Combat, Character Advancement and Play Advice. Also nad-seeking tazer drones and the truth about what happens if you crossbreed Freddy Mercury and Lemmy.

Chapter 3: Heka
Heka is to Aerth as electricity is to Earth: ubiquitous and utile. Apparently the houses of the wealthy are lit by it, food is preserved by it, and buildings are built with its assistance. This *could* be all kinds of awesome, but there's always a risk that this magic-as-utility take will turn out TEH LAM0RZ. Kitschy efforts like the BECMI Book of Wondrous Inventions [link mildly NSFW for swearing], TSR's Amazing Engine Magitech setting and *shudder* Eberron (Keith Baker's love letter to JRPGs) outnumber brain-stretching tour de forces like Riskail: that's just a fact of life.

Magic use distribution is very Runequesty: everyone gets access to some, specialists get access to more. There's no "You are a fighter, so your magic is the power of hitting things" role protection in Mythus. If you invest in the skills, you can dabble in magic.

There are supposedly three sources of Heka:
  • Preternatural - derived from mundane animals, vegetables and minerals. Quartz crystal is cited as both a common source of Heka, and as a battery for same, which is taking the Heka = electricity thing a little far IMO.
  • Supernatural - Found on other planes. 10 times as powerful as Preternatural Heka.
  • Entital - exploited by gods, demons and the most ambitious of wizards. 100 times as powerful as Preturnatural.
So, the spookier and more woo-tastic a thing is, the more Heka it generates. Fair enough.

Heka Values
How much Heka do you get? That's worked out differently for each Vocation (class), generally as 2x total STEEP (points) in your Heroic Persona's (PC's) magic-relevant K/S areas (skills). Thankfully you'll only have to work this out when you create your character. Oh, and again when you increase any of your magic-related skills.


Got that? Good.

Castings Available
Mythus Prime characters can only use Archetypical Castings. No creating spells on the fly like in Mage; you do what Ars Magica would call 'rotes' and D&D would call 'spells'. Oh, and you can only cast spells in which you have a relevant K/S area. Logical, I suppose.

Sample spells? They're all the way off in Chapter 13 (or fork out more $$$ for the Mythus Magick book).

Note: I flipped ahead to look at the spells on offer and they are ... less than inspiring ... in their evocation of a richly imaginative world of wonder and mysticism. In fact they are so tedious I now desire command of a flight of semi-autonomous bollock-tazing quadrotor drones: only thus can my displeasure be sufficiently expressed.

Casting
  1. Select casting, note time, effect and duration
  2. Expend Base Amount of Heka required to cast
  3. Refer to Casting Difficulty table for modifier to STEEP based on the Casting Grade (trans. "spell level") of what you're doing. This can be anything from Easy (x3) for a Grade I spell, up to Extremely Difficult (x1/10) for a Grade VI+.
  4. Roll under modified STEEP on d% to cast. Autofail on a 99-00. Note: If the Grade of the Casting is greater than the Heroic Persona's maximum possible treat casting as Extremely Difficult (you can fill your own D&D-isms in here)
  5. If successful, calculate effect.
  6. Reduce effect to take opposing magick into account.
  7. Subtract total Heka used in casting from HP's Heka amount.
So nice and simple then.

Heka Recovery
Similar to D&D, but with some Runequest-ish touches. Full recovery with a night's rest, 1/2 if rest is disturbed. 10 Heka/hour recovered for meditation/esoteric study.

Castings take time to activate depending on their power and complexity. Anything from one Combat Turn for Charms, 5CT for cantrips, 1 Battle Turn for spells, 5BT for forumulae and 1 or more Action Turns for Rituals. All very logical, if a bit reductionist.

Page 23: A boxout with three worked examples of spell casting. This clarifies things nicely for the easily confused and small of brain.

Then we're onto the subject of Heka reservoirs, which are kind of cool. You can use gems, pentacles or pyramids to store Heka for later use. Charging a reservoir costs Heka = its value in BUCs + the Heka being stored. So, say you've got an ornamental stone worth 100BUCS, you can dump 110 Heka into it, and draw on 10 of that at a later date. Gems are one use only (they crumble when drawn upon), pentacles and pyramids can be re-used. Pyramids even generate their own Heka over time. There are rules for overcharging your Heka reservoir, which is likely to make the thing explode in your face for non-trivial damage.

There's nothing to say you can't swap reservoirs with other characters, which sounds like it could mitigate healbot chores somewhat. "You want healed? Got a reservoir charged? I ain't wasting Heka on you. Might need it to chill a side of beef later..."

Chapter 4: Combat
One short paragraph of introduction, and then we're straight into the skull-breaking. Nice and quick, no blahblah. I call Dave Newton.

Mythus Prime combat is profoundly RPG Orthodox in structure. The writers might play fast and lose with jargonics, but combat sequence is Holy Writ And Not To Be Tampered With.

Long Version:

1) Check for surprise, Party vs. GM d% roll, lower roll wins. All members of the side winning surprise get to act first.

2) Individual initiative (on d10, lowest to highest). This is kinda cool, coz the GM doesn't even have to count down initiatives, just call out "1, 2, 3, 4" and have people go when their number comes up. Initiative is also one on the few mechanics not given a distinctive Dangerous Journeys-ism.

3) Attack: roll under Combat skill on d%. Less than 1/10th of skill = max damage. No option to do wacky Hong Kong Action Theatre/RISUS stuff by using non-combat skills in a fight. Pity that. Mythus Prime is avowedly abstract in placing combatants and the text actually say that "Details of weapon range, attacker's reach, changing positions, etc. are left in the gamemaster's capable hands." Whether this is nicely old school in its abstraction, or too bloody lazy by half, is likely a matter of taste.

4) Damage is #d6 (determined by weapon type) minus armour. You take damage directly to your Physique (which is /startlingly/ familiar to someone who's just spent three months immersed in verious iterations of GCX). If damage exceeds Wound Level (75% of your Physique TRAIT) the HP is dazed (half all skills, +2 init penalty for rest of fight). This takes effect immediately. Once damage taken exceeds Physique TRAIT the HP is dead. And I here quote: "That's right. No whining or complaining - once that happens, your Heroic Persona is dead. Time to create a new HP!" Nice to see good ole spike-sitting old school puritan rigour in effect.

5) Once everyone's had their turn roll initiative for next round.

TL;DR: hitting = Runequest, hurting = Greg Stafford's K.A.Pendragon.

I find it mildly interesting that stabbing someone with a sword in Mythus Prime is mechanically less complicated (5 steps) than inflicting bad juju on them (7 steps). This is a direct inversion of D&D's fire-and-forget magic.

Armour
Six types of armour (Leather/Padded, Reinforced Leather, Metal & Leather, Chain Mail, Plate+Chain, Plate), each of which can be either full- or half protection (1/2 protection, 1/2 price). Full Leather protects for 6 points, Full Plate for 16.
Nice little rule: the more metal there is in your armour the greater the bonus damage you take from electrical attacks. Don't know how that got in there, but I like it.
Armour prices are 750 BUC for full leather, up to 30,000 for Full Plate. Shields have prices, but are described as nothing more than window dressing. *sigh* So that's everyone who can talk their GM into it using two-weapon style then.

Weapons
1 attack/round, 2/round with punches, 1-per-2 with crossbow.
Body - Punch does 1d3, kick or headbutt does 1d6.
Melee - spear does 3d6, longsword does 4d6 damage, greatsword does 6d6.

Reach is GM fiat, and the suggested melee reach ranges seem ... generous.


The people of Mythus-world obviously have severe problems with scuffing on their knuckles thanks to their weirdly ape-like arms.

Missile - thrown go Physique in feet, bows and slings 100-200 yds. No range modifiers, so have fun sniping foolios with pinpoint precision from a furlong off. Damage is 2-4d6.

No prices for weapons in Mythus Prime. Those are over the hills and far away on pp236-239.

Heka in Combat
One page. Pretty simple spell point system, but probably far too fiddly and beancounterish for regular use by humans.

3 example defensive uses of magic:
  • Heka Shield - spend base cost to erect, then expend Heka to negate damage 1-for-1,
  • Anti-Heka Barrier - spend a base cost to erect the shield and budget per round to negate others' Heka use,
  • Magic healing (Oh look. Refer to elsewhere. WhrrrwhrrrwhrrrBZZZT!)

3 example offensive uses:
Heka can either attack Physique, Mental or Spirit stats, which is fun.
  • Heka darts - spring from the casters finger and strike unerringly. Hmmm, now where have I heard that before?
  • Illuminate Enemy - magic IR painter: expend Heka, enemy becomes massively obvious and easy to hit.
  • Charm, Fear, etc. - Spend activation cost + enemy's TRAIT to inflict. I'd not tell the caster what the TRAIT was and require them to bid for it blind auction fashion.

Healing Wounds
Heal 1 Physique/day, 2/day with bed rest. Remember that Physique is 20-60 for starting characters. Convalescing? Bring a good book.
First Aid heals 1d6+1. Which is uncannily similar to the old D&D standbys of potion of healing and/or CWL.
Herbalism heals 2-12/day. Them's good herbs!
Heka can be used to heal, and you can boost the amount by expending extra.

The chapter ends with an "Example of Combat" boxout takes up most of page 28 and is liberally scattered with Mythus jargon. I think something strange is happening to my brain; I can just about follow what's being said.

So, five pages of rule for combat so abstract it makes B/X blush. Speaks for itself I think.

Chapter 5: Improving Skills and Abilities
A page to tell you that Accomplishment Points (APs) are awarded by the GM. 5 is average, 10 exceptional. These can be expended to improve skills (1 AP per +1%) and TRAITS (3 AP per +1%). New skills are bought for 5 AP at 5%. Increasing TRAITS after character generation doesn't improve skills that depend on them. That took 2/3rds of a page.

There is pretty cool Daniel Gelon pic of a gnarly Lemmy-looking manticore with Freddy Mercury teeth lunging at some scimitar-armed dude on a flying carpet, so the page isn't completely wasted.


Proper manticore that! Not like the overgrown Mexican Hairless that the 3E MM tried to fob us off with.

Chapter 6: Playing Your HP
A page and a bit of actually useful advice on how to be a good player. It bluntly says that "Knowing your HP, knowing the game, and knowing as much as possible about the real world and fantasy add up to being a good player."

There's a paragraph on being a courteous gamer and gentle admonissions encouraging respect for both the enjoyment of others, and for the effort the GM has put into the game. There are suggestions that communication between players and GM is the key to mutual satisfaction. There's even a short (4 point) numbered list of things even the greenest of neophyte players can do to enhance the game:

1 Learn from your fellow players.
2 Help your fellow players to be better.
3 Assist the GM to be the best.
4 Be considerate of all others in the group.

This breath of fresh air and common sense is followed by a three page Example of Play. It is an example of play. You have probably read one. This means that you do not need to read another. And that's all I have to say about that.

Next time: Upgrading to the Advanced Mythus Rules and The GM's section of Mythus Prime.

Pic Source: Mythus rulebook.

Sunday, 4 March 2012

FF-only WM tables

Half-formed thunks on dungeon stocking using /only/ the curate's egg that is the Fiend Folio. This meme was cool when Jeff Rients (the instigator), Zak S , Fr Dave and Joshua of RB were doing it. I expect my input will kill it deader than disco.

Edit 6th Mar 2012: Jeff Rients, the Grand Wizard of Gonzo, hath compiled a link collection of FF fanlove. So much goodness!

TL;DR: What I've found in the course of my nosings:
  • If you're using MM+FF, you're 30-40% likely to be rolling Fiend Folio monsters at L1-4.
  • L5+ Fiend Folio monsters are poorly represented in MM+FF, with only a 16% chance of appearing at best. This drops to only 7% for L8.
  • NPC parties turn up from 5-12% of the time, with seemingly no rhyme or reason as to frequency by level.
  • Dragons turn up 2% of the time on L4-8, 3% of the time on L9, and 9% of the time on L10. Li Lung (earth dragon) only until L7.



Note on the Tables

The freq # on the tables below is derived from the percentage chance of encountering that creature on the MM+FF WM tables in the back of the Fiend Folio. I've taken it as a direct indicator of relative scarcity in FF-only world. Why? Because the orthodox "common/uncommon/rare/very rare" frequencies in the AD&D monster listings are just so tediously sensible. Needs more gonzo.

The #number at the bottom of each table tots up the numbers in the freq# column. It might be useful in making short and sweet FF-only random encounter tables, like, I dunno, these ones: FF only WM tables.pdf

Dungeon Level I
freq #Creature# enc
1Al-mi'raj1-4
2Bullywug3-18
2Carbuncle1
2Dire Corby2-5
3Gibberling6-17
4Jermlaine6-20
2Mite3-18
1Norker2-8
2Ogrillon1-4
4Snayd1-8
7Tween1
1Xvart6-15
#31

  • L1 has little variety; just a bunch of runty humanoids and a couple of beasties with odd forehead adornments. It's like all the least imaginative parts of Star Trek as a dungeon level. :(
  • Gibberling, Jermlaine and Snayd comprise ~30% of all L1 encounters. But then they are "kobold, goblin, orc" by other names...
  • Notable exception: the luck-tweaking Tween. This weirdy is by far the commonest single monster type on L1: ~22% of encounters! Ask your DM how multiple Tween luck manipulation powers interact... (throw things at him if he bottle it and claims they cancel out)

Level II
freq #Creature# enc
2Assassin Bug2
2Coffer Corpse1
2Crabman2-8
2Flind2-8
3Flump2-8
1Galltrit1-4
2Goldbug1-12
4Gorbel1-8
4Grimlock2-12
1Gryph1-6
2Ice Troll1-6
1Nilbog1-6
3Poltergeist1-8
2Quaggoth4-10
3Skulk1-8
4Volt1-8
2Vortex1-8
#40

  • Fiend Folio VTEC kicks in yo! on L2. Flumps, Gorbels, Nilbogs and Vortices all bring their own brand of crazy to the dungeon. Also, gnollchucks.
  • Gorbels, Grimlocks and Volts appear a lot. 1in10 chance of each if playing FF-only.
  • Finally! a use for that turn undead ability that's been clogging up the cleric's character sheet to no apparent purpose.
  • Ogrillons are missing from the WM table. Unsurprising considering that neither of their progenitor races exist in FF-only D&D.

Level III
freq #Creature# enc
1Adherer1-4
1Astral Searcher2-11
1Babbler1-4
1Berbelang1
1Blindheim1-4
1Bonesnapper1-3
1Dark Creeper1
1Death Dog3-12
1Enveloper1
1Firedrake1-6
1Firenewt2-16
2Fire Snake1-6
1Forlarren1
1Frost man1
1Gambado1-4
1Garbug, violet1-3
1Huecuva1-4
1Imorph1
1Iron Cobra1
3Kenku1-4
1Mantari1-3
1Meazle1
2Mephit1
1Necrophidus1
1Qullan1-6
1Scrm. Devilkin1
1Sheet Phantom1
1Shocker1-3
1Stunjelly1
1Symbiotic Jelly1
1Thoqqua1-2
1Tirapheg1
2Whipweed1-2
2Witherweed1
#40


  • L3 is Fiend Folio heaven! Adherers, zapfrogs, thermal worms, killer jack-in-the-boxes, crazy snakes (iron, firey, and skeletal), several types of malicious imp, and a variety of angry wall hangings. This is the Fiend Folio that the cool kids rave about.
  • No Osquip listing on the WM table? For shame! I can't stand the little buggers myself, but they're a Fiend Folio classic.
  • Kenku are the single commonest encounter. Expect lots of kidnappings and suchlike crow-ninja antics, especially with the Dark Creepers in town too.
  • Nice variety, with only 1in10 chance of weed- or fire-themed beasty attack.

Level IV
freq #Creature# enc
2Bloodworm, Gt1-3
2Caterwaul1
1Dark Stalker1
1Denzelian1-2
1Disenchanter1
2Ettercap1-2
1Eye killer1
2Firetoad1-3
1Flailsnail1
2Garbug, Black1-3
2Grell1
2Hook Horror2-5
2Kamadan1
1Kuo-tou2-12
1Lava children1-6
1Meenlock2-5
2Sandman1-2
1Scarecrow1-2
1Shadow demon1
1Son of Kyuss1-2
2Tiger fly2
2Y.musk creeper1 (+ YMZombies = # of flowers)
#33

  • Lots of penny packet fights with second-string heavy metal bands on L4.
  • Only Kuo-tou (and yellow musk zombies) turn up anything like mob-handed.
  • Dragons finally put in an appearance, in the form of the Li Lung. They can turn invisible at will and create roof-collapsing earthquakes to which they are immune 1/day, so expect TPKs.
  • The Meenlocks will chant "one of us, one of us" in your nightmares, and then make it so.
  • Disenchanter? Warning: multiply rust monster by disjunction effect and brace for butthurt players.
  • Flailsnails. Why? Because f***ing FLAILSNAILS!


Level V
freq #Creature# enc
1Crypt Thing1
1Elf, drow3-12
1Githyanki1-4
1Githzerai1-4
2Ice lizard1-2
1Khargra1-2
2Phantom Stalker1
2Svirfneblin2-5
2Tentamort1-2
1Trilloch1
1Umpleby1
1Xill1-2
#16


  • Here be poster boy scheming humanoids with their own cultures, magic and class-levelled bosses: Drow, Gith*, and the vile Smurfnoblins. When does /cloudkill/ come onstream?
  • The Xill want to make sweet ethereal love to your paralysed/subdued body.
  • Phantom Stalkers paw at you surprisingly ineffectually for L5 creatures. 1-4/1-4 and a one shot 6d6 fireball? Ogrillons hit harder!
  • Crypt Things are on the WM table despite a listing of In Lair: 100%. Eh? how does that work? Schrodinger's Crypt Thing or sommat...?
  • No entry for Caryatid Columns. Them girls are real homebodies.
  • No listing for Doombats either, even though they're a L5 creature described as living in underground caverns.


Level VI
freq #Creature# enc
1Apparition1
3Hellcat1
1Lizard King1
2Penanggalan1
2Protein Polymorph1
1Slaad, red1
1Spirit Troll1
1Sussurus1
1Terithran1
2Troll, giant1-2
1Vision1
#16


  • L6 is the first of the billy-no-mates levels inhabited by too-cool-for-company loners. Thank goodness for the Dungeon Random Monster Level Determination Matrix in the DMG, otherwise "1 of... 1 of... 1 of..." would just get tedious.
  • Hellcats are the single commonest encounter, probably looking to sign on with a better class of Lawful Evil boss downstairs.
  • Lizard kings have no lizardmen to lord it over in FF-only D&D. Ronery ronery rizardking-in-exile.
  • Charles Stross-written, Russ Nicholson-illustrated commie chaos frog in easy access loincloth will give you BAD touch. ("It's Slaady time!" "No dad, no!")
  • One Vision. No, not the cheesy Queen song, or the Marvel superhero, but a adversarial GM not-undead with exception-based powers of aging you to death only if you believe it capable of doing so.

Level VII
freq #Creature# enc
2Cifal1-2
1Devil, Styx1
1Eye of Fear and Flame1
1Giant, mountain1-2
1Groaning Spirit1
1Guardian Demon1
1Guard. Familiar1
1Lamia Noble1
1Magnesium Spirit1
1Nonafel1
1Revenant1
1Slaad, blue1
1Troll, gt 2head1
#14


  • Another 'on-yer-billy' level. Only the Cifals (commonest single encounter btw), giants and 2-headed troll seem to want to engage in conversation.
  • Between the undead and infernals the cleric is going to be earning his keep.
  • Lamia nobles join the lizardkings in exile. At least they can lord it over non-lamia...
  • Magnesium spirits self-sabotage by lurking at a level too shallow to fulfil the stated requirements for them to leave this Plane. Eejits.
  • Wot no Mezzodaemon? They're described as being easy to summon to the Material Plane.
  • A second dragon type finally(!) makes an appearance. The Tien lung and its 50% chance of 1-6 Wind Walker cronies.


Level VIII
freq #Creature# enc
1Death knight1
2Giant, fog1-2
2Retriever1
1Skel. Warrior1
1Slaad, green1
#7


  • Two types of sword-swinging militaristic skeleton, one chartreuse chaos frog, one type of (hunched up) giant, and demon mecha-spiders with death ray eyes. L8 is weird.
  • The Retriever is listed as an L7 creature in its description, but makes cameos on deeper dungeon levels. Maybe its looking for something?

Level IX
freq #Creature# enc
3Achaierai1-2
2Nycadaemon1
3Retriever1
2Slaad, grey1
#10

  • This far down the locals are all extra-planar. Dungeon L9 is deep in the mythic part of the mythic underworld.
  • The Retriever gets another appearance, which is a bit odd.
  • Note the British spelling of 'grey' for the grey slaad. Possibly an indication that the charcoal chaos frogs are oh so frightfully British, what-what? Expect monocles, eccentricity and tea etiquette arguments.

Level X
freq #Creature# enc
3Demon Prince1
2Elemental Prince of Evil1
3Lamia Noble1
3Slaad, death1
1Slaad, lord1
#13


  • It's all chaos and evil down on L10. Even the dragons only go there in pairs.
  • The poor outclassed Lamia Noble seems to be listed in error. They're L7 monsters according to their description. Although the image of a Lamia noble slithering through the level looking for an exit as quietly as possible is fun...

Conclusion
The FF-only dungeonscape is weird and a bit sparse away from levels 2-4. No gygaxian naturalism yard trash (fungus, centipedes, spiders, rats, cave crickets, etc) here. Instead we get a level 1 composed of scads of humanoids leavened with a few Borgesian bestiary monsters, then several layers of outright bizarro, and then a layer of big name subterranean humanoids with extended write-ups. After that things taper down to a mix of weird fantasy and scifi-ish stuff, and finally to "all demons all the time". Even the dragons (when they finally rear their oddly-moustachioed heads) are weird and a bit non-dragonish.


Yeah, you've got some classic, iconic D&D monsters in the mix (death knight, drow, hook horror, kuo-tou, slaad, etc), but the overall feel of the underworld presented by the Fiend Folio is such a gonzo departure from the norm that I'm not sure whether or not FF-only D&D would cross that nebulous line into 'not-D&D'.

Pic source: weknowmemes.com
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