The Island of Lost Spells (Rough draft)
The few years has seen something of a revival in classic gaming. Most notably Castles & Crusades and OSRIC trying to revive the 1st edition of AD&D, but some others, including a new version of Runequest, Paranoia, some supplements for Classic Traveller, and I think even a new-ish version of Tunnels and Trolls.
But this module (and the whole product line) flew under my radar completely. It's a revival of The Fantasy Trip and the old Microquest adventures from Metagaming, at least in spirit. It even comes in a ziplock bag!
If that doesn't make sense to you, some history: in the 70s and early 80s, there were a number of small games that were either in very slim boxes or in ziplock bags. Basically they came with a small booklet, a sheet of counters (thus a bag or box was needed), and a map or two. Most of them were wargames, but some were roleplaying games as well, or hybrids.
The Fantasy Trip from Metagaming was probably the most successful of these hybrids. It started off as a man level gladiatorial combat boardgame - "Melee" for hand to hand and "Wizard" for magical duels, but evolved into a role playing game with the addition of a supplement called "In the Labyrinth" and advanced versions of Melee & Wizard. And eventually there was a line of adventures for the system as well, called "Microquests". These were also notable because most (all?) of them were sort of like those Choose Your Own adventure books, suitable for solitaire play.
This product, "The Island of Lost Spells" (indeed all of Dark City Games products as near as I can tell), are meant to replicate those "Microquests", and it does a very good job of it.
It consists of a 32 page booklet (digest sized), a fold out hex map, a sheet of cardstock counters, and 4 page rules booklet. The hex map is marked with a number of generic rooms of various sizes, and with location indicators (like A, B, C, D)
The rules are pretty simple. Basically characters have 3 stats and possibly a few skills (not a big list, and each tied to an attribute), and to succeed in a task of some sort, they have to roll under the stat (or stat+skill) on 3 d6s (or 4 d6s in some cases). Armor is rated in points, and stops damage. Damage is applied to a character's Stength stat.
The adventure has the PCs exploring legendary ruins on an island, which in ancient times, was the home of a group of magicians. But first, they must putter around a village and equip themselves. And then get a boat out to the island.
It's for one to six players, but it's "programmed" so to speak, essentially like a Choose Your Own Adventure book or Fighting Fantasy, but with less prose and more RPG. Basically you start at entry 001, then pick from a variety of options, and so go to entry x, y, z, etc.
For much of the adventure it's pretty straightforward. But once you get into the actual ruins itself, it gets a little more complex. You need to use the included hex map you keep track of where you are in the room. This can get to be a little tricky, especially if you have cats.
Anyway, as you explore the ruins, you'll come across critters to fight, things to investigate (often requiring a successful skill check of some sort to reveal information), and occasional an NPC.
I would say that the adventure itself is well designed. Somewhat less linear than I expected, and a lot more complex.
On the other hand, there was a lot of page flipping involved. And while I understand how the positioning can be important for combat, it's also somewhat unwieldy in practice
But this module (and the whole product line) flew under my radar completely. It's a revival of The Fantasy Trip and the old Microquest adventures from Metagaming, at least in spirit. It even comes in a ziplock bag!
If that doesn't make sense to you, some history: in the 70s and early 80s, there were a number of small games that were either in very slim boxes or in ziplock bags. Basically they came with a small booklet, a sheet of counters (thus a bag or box was needed), and a map or two. Most of them were wargames, but some were roleplaying games as well, or hybrids.
The Fantasy Trip from Metagaming was probably the most successful of these hybrids. It started off as a man level gladiatorial combat boardgame - "Melee" for hand to hand and "Wizard" for magical duels, but evolved into a role playing game with the addition of a supplement called "In the Labyrinth" and advanced versions of Melee & Wizard. And eventually there was a line of adventures for the system as well, called "Microquests". These were also notable because most (all?) of them were sort of like those Choose Your Own adventure books, suitable for solitaire play.
This product, "The Island of Lost Spells" (indeed all of Dark City Games products as near as I can tell), are meant to replicate those "Microquests", and it does a very good job of it.
It consists of a 32 page booklet (digest sized), a fold out hex map, a sheet of cardstock counters, and 4 page rules booklet. The hex map is marked with a number of generic rooms of various sizes, and with location indicators (like A, B, C, D)
The rules are pretty simple. Basically characters have 3 stats and possibly a few skills (not a big list, and each tied to an attribute), and to succeed in a task of some sort, they have to roll under the stat (or stat+skill) on 3 d6s (or 4 d6s in some cases). Armor is rated in points, and stops damage. Damage is applied to a character's Stength stat.
The adventure has the PCs exploring legendary ruins on an island, which in ancient times, was the home of a group of magicians. But first, they must putter around a village and equip themselves. And then get a boat out to the island.
It's for one to six players, but it's "programmed" so to speak, essentially like a Choose Your Own Adventure book or Fighting Fantasy, but with less prose and more RPG. Basically you start at entry 001, then pick from a variety of options, and so go to entry x, y, z, etc.
For much of the adventure it's pretty straightforward. But once you get into the actual ruins itself, it gets a little more complex. You need to use the included hex map you keep track of where you are in the room. This can get to be a little tricky, especially if you have cats.
Anyway, as you explore the ruins, you'll come across critters to fight, things to investigate (often requiring a successful skill check of some sort to reveal information), and occasional an NPC.
I would say that the adventure itself is well designed. Somewhat less linear than I expected, and a lot more complex.
On the other hand, there was a lot of page flipping involved. And while I understand how the positioning can be important for combat, it's also somewhat unwieldy in practice
Labels: RPG