Tyranny of the Black Tower (2018)
Published by Verisimilitude Society Press
3rd to 5th level
|Do Not Judge a Book By Its Awesome Cover|
Fell things are afoot in the village of Scarabad. Since the disappearance of a benevolent wizard, the locals have lived under the brutal rule of the evil lord Nim Sheog, who extorts and plunders his own people while letting the nearby goblins wreak further havoc. The Black Tower, the fortress built on the hilltop overlooking the village, sees everything. It is time for a brave band of adventurers to investigate what is amiss and set things right.
This adventure starts with a great illustration promising wahoo action, and offers an excellent initial impression with its skilfully drawn, interesting location maps, but ends up delivering an altogether different, disappointing experience. The bizarre monster the adventurers are fighting is just an afterthought to a much more mundane scenario describing a farming village ruled by an evil landlord, his castle, and the castle’s dungeons. It follows in the tradition of the “fantastic realism” you can find in The Village of Hommlet, but lacks the latter’s versatility and scope. There is a lot of “tell” (superfluous background information and lengthy explanations pointing out the obvious) and much less “show” (play-relevant details the characters may fruitfully interact with). You could cut the page count in half without losing anything interesting, and you would still have a wordy adventure in your hands.
This is a problem of presentation, but there are similar issues with the content as well. Fantastic realism succeeds when it presents interesting, believable conflicts and situations where setting logic and history matter, and can be applied in the course of complex problem-solving. It does not work here, because the situation is not very interesting: Nim Sheog is a clear baddy responsible for some evil stuff, the village denizens who receive a description are opposed to his reign, and the imprisoned wizard in his dungeon is basically benevolent. The decisions you can make in this environment are mostly obvious. On the other hand, the infiltration of the Black Tower and its dungeons, the defeat of Nim Sheog or the freeing of the wizard Bibotrop take place in an adventure site that’s not very interesting either. The tower is a succession of common rooms you’d find in a tower (guard posts, bedroom, a great hall, etc.), containing the obvious things you’d put there on the basis of their names. The dungeon rooms are fairly standard as well. There is also a kind of bet-hedging that leaves a bad aftertaste – a protective item that “only works against this particular [monster] and no other creature”, or treasure in the form of precious jewels (“quartz or diamond, Referee’s choice”).
The module should be playable, and you could get a decent gaming session or two out of it. However, the realism it brings to the table is the boring kind, and the overwriting does not help fix this impression. There is something seriously wrong with the idea density it offers – too much padding, too little meat. Without the sense of wonder or tactical complexity that defined the early TSR modules, what we are left with is a rather one-note village setting, a generic dungeon full of the obvious, and – ironically – a decent extra dungeon map that is left underdeveloped. I don’t think this module is worth bothering with. It is not really bad, but it is boring, and that’s probably worse.
No playtesters have been listed for this publication, but multiple signs point at it having been playtested.
Rating: ** / *****
I'm glad you wrote a review about this! I almost bought it based on its cover, but it seems I should put my money elsewhere. I have enough fantastic realism in my life with HackMaster and Frandor's Keep at the moment.ReplyDelete
My original opening was "Don't judge a book by its cover", but it seemed to be a tad dickish, so I refrained.Delete