Happy to meet you on the Starless Sea |
Sailors on the Starless Sea (2012)
by Harley Stroh
Published by Goodman
Games
0th
level funnel for 15-20 characters or so
The difficulty of writing good beginner adventurers is still
underappreciated. A lot of people think they can do it, but don’t. The slightly
wiser (including yours truly) know their limitations and don’t even try. For
all their formative role, most published beginner scenarios lack an interesting
kicker, intriguing variety, or the right level of challenge; while characters
are fragile, resource-constrained, and often conceptually underdeveloped. Things
pick up later, but on 1st level, dull goblin caverns and five-room
towers proliferate. It is a rough ride.
The funnel is one solution to square the circle. Throw the lot of ‘em
into the meat-grinder, and let the gods sort them out. You can turn on the heat
more than you can in a “training wheels” scenario, and without the assumption
of survival, success tastes sweet indeed. This is perhaps even a legitimate
OD&D way, even though you don’t really need to go as low as zero-level to
achieve the effect. However, DCC did, and a whole lot of DCC modules are funnels.
This is apparently one of the most well-known of them.
Sailors on the Starless Sea is a bit like The Moathouse from The Village of Hommlet, but METAL!. You have a (thankfully
undescribed) podunk village terrorised by beastmen from a cursed and mostly
deserted ruin, from which the characters’ discoveries will eventually lead them
underground into the hideout of a Chaotic Evil cult. Like DCC generally, it is
turned up to 11, where a nice 8 or 9 would suffice: the imagery is saturated –
chasms are bottomless, corpses are wrapped in thorny vines, Satanic imagery
abound, and there are hundreds and thousands of skulls. This is a stylistic concern,
and whether you like it or not will greatly influence the module’s utility. We
also see the “actual old stuff” vs. “old-school” difference: where the
Moathouse is relatively expansive even as a fairly linear, teensie
mini-dungeon, the keep in Sailors is
a non-linear opening followed by a straight-arrow progression of five or so
rooms in toto (there is the odd
shortcut, but they are outright deadly or hopelessly obscure). It is small, and
firmly on rails.
And yet. This is not a hopeless module, and it is easy to recognise why so
many people have enjoyed playing it. As a linear, limited funhouse ride, it is
a damn good one. The encounters, even if there are few of them, are well
designed from a gameplay perspective, with well-considered risks and rewards. At
the beginning, you can choose from multiple approaches to the cursed ruin, all
three of which offer distinct challenges and difficulties (and one, which is
less innocuous than it appears, provides one of the module’s rare side-branches
– this hidden place was the most delightful part of it). There are fewer
direction choices later, but all the encounters have something going on which may be exploited by resourceful and lucky
players, and turned into a hazard by foolhardy ones. There are choices and
consequences, some of which come back at the end to give the characters and
edge (or bite them in the ass). There are differences to make and horrid
monsters to deal with. The treasures are good, and some come with interesting
side-effects. Careful observation and snap judgement are rewarded; timidity is
punished. The module cultivates good play, just not necessarily the dungeon-mapping-and-resource-management
kind. (As a side-note, it is telling that the maps in this product, as well as
other DCC offerings, are more illustrative than functional.)
While the ride is on rails, it is a well-coreographed one, and when (if)
the characters survive the sheer butchery, they will have started the campaign
with a bang. More than that, they will most likely come away from it with the
best gifts a GM can give a party of adventurers, their own magical ship.
Whether setting sail for underground realms, or the seas and rivers of the
surface world, this setup screams “All aboard! Adventure awaits!” It is a good
beginning, with all its flaws. It could have been better. If it were less
overwritten, you could easily cram 150% the content into it, and all the nooks,
side corridors, branches and dungeon navigation it really needs. It needed a
little more room to breath, be less frantic between the ruined keep and the
magical underground ship sailing through the Kraken towards a ziggurat human
sacrifice beastman demigod inferno. It is almost very good – but even so, it is
at least decent.
This publication credits its playtesters, and extensively so.
Rating: ***/*****