Tyranny of
the Black Tower (2018)
by Extildepo
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.
ReplyDeleteMy original opening was "Don't judge a book by its cover", but it seemed to be a tad dickish, so I refrained.
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