The Black
Maw (2018-2019)
by Craig Pike
Self-Published
Level 1+
Easier said than done! Megadungeon
projects tend to begin with lofty promises, and tend to die somewhere between
mapping the first few levels and keying the first one. Know, oh readers, that I
have been there, too, and failed like all the rest of you. This is no endeavour
for the faint of heart! For good megadungeons live or die by the ingenuity and variety
of their ideas, and evolve through continuous exploration. And those who fail
this test are cast aside, down among the chittering of rats gnawing on a dusty pile
of 2000 copper pieces… forever.
The Black Maw is a serial level-by-level
megadungeon construction project on DriveThruRPG. It is an ongoing effort, with
three published levels and a product split between two sublevels to date. This
makes reviewing it kinda risky – how much do you need to form a reliable
impression? Is the initial impression subject to change? (YES!) I didn’t know
where to place the Black Maw after reading the first level, and didn’t come
away non-plussed, but with a few more parts on hand, a better picture emerges.
I was, honestly, also hedging my bets, waiting to see if the followup instalments
appeared at all, and where they would take the dungeon. Turns out they took it
in a good direction.
The Black Maw |
This, after all, is a somewhat
TRV OD&D-style megadungeon: a nonlinear maze with a bunch of level
connections, undergoing continuous expansion, featuring a mix of whimsical and
dangerous stuff, and varying its themes just enough to feel fresh while
sticking to common elements which serve as a sort of glue to bind it together. The
intro – one mid-length paragraph in all, again a sign of TRV good taste – itself
establishes it as an anything goes place, “occupied time and again by
civilisations both ancient and recent”. The dungeon’s common tissue is
based on these different groups of (mostly) intelligent monsters coexisting in
various forms of truce or conflict. “Dungeon factions” is fairly elementary
these days, sometimes reduced to meme level to the extent that it comes across
as suspicious – but it is fairly well realised here. Ordinary monster types are
given a twist – dwarves are religious sectarians, goblins are kinda-Victorian
gentlemen “in tattered waistcoats and tophats”, troglodytes are
murderous alien reptilians, and ghouls are refined, somewhat bored aesthetes. Not
my aesthetics, but credit where credit’s due: they work within the context of
this personal dungeon, and they form the “rules of the game” the characters may
choose to engage with, subvert, or ignore. What makes me happy are the “special”
NPCs found on different levels. These are inventive vignettes, never overdone, with
a lot of idiosyncratic colour.
BUT is it really a TRV
megadungeon? The guardians of the Sacred Canon may register their complaints. It
is too small “horizontally” to be all-encompassing, since the individual levels
are more medium- than mega-sized. The first level in particular feels constrained
and far from endless. It is, frankly, the weakest of the bunch, and makes for a
fairly “meh” initial impression. The monster stock is sparse, and random
encounters also deplete a finite, small pool of opponents, which is completely
out of place. It feels empty and sort of generic, paint-by-the-numbers. Likewise,
the dungeon levels are sometimes lacking in the empty space considered to be
important for the care and feeding of megadungeons – no rooms are left unkeyed,
and things are a bit squashed together. (Yes, gentle reader, Yours Truly stands
guilty as charged on this point, too.) Monocled purists will come away with
arched eyebrows from this one.
However, from Level 2 and on, the
dungeon suddenly comes into its own. The writing becomes livelier (and has a
characteristic wit that’s one signature of this dungeon). Monster-populated
zones take on a distinct character, NPC lairs start cropping up in earnest, and
there is a growing presence of imaginatively designed magical stuff – enigmas,
simple puzzles, things to mess with for fun and profit. This is perhaps the
best element of the dungeon – a continuous feeling of discovery and magical
whimsy. Loot is interesting and well placed (although the author may be
lowballing it if we go by the book… not as much as I do, but OD&D BTB is kinda
ridiculous in this department). Magic items are varied, customised just enough
to give them character. And again, the environments change, with each level
after the generi-dungeon first one having its own style and challenges. There
are steam tunnels to get lost in, just like in the old days! Monster-controlled
zones where rushing in will bring down God’s fury on the hapless characters,
but guile and negotiation may save the day. Underground pools and a tunnel
system populated by ants (but you must shrink down to enter, making them into
giant ants). An arena for ghouls and a troglodyte opera. Ways down to deeper
level. The good stuff.
The Black Maw follows a
minimalist presentation. Every instalment so far can be printed on one paper
sheet via booklet printing for the text, plus a single sheet for the level map.
The first page introduces the level with its common inhabitants and features. A
key follows on two pages – 35-45 areas tend to be the norm, one paragraph each.
The final page is a reference sheet containing a custom wandering monster chart
and a helpful OD&D-style creature roster with all the stats you need in
play. This packaging is user-friendly, and remains at a level of detail which
does not sacrifice ideas and flavour on
the altar of ill-conceived ideas about minimalism. The one-page dungeon was
a mistake, but a five-page one? That’s workable. The maps are starting to get
decent – the first one is a more polished one from Tim Hartin, but the next two, presumably by the
author, are kinda rough. Level connections are still missing on the more recent
ones.
The Black Maw is a
worthwhile project to follow. As I have suggested above, it starts out unassuming,
and gets better as it progresses. It is fairly true to the idea of the OD&D
megadungeon, and even if you don’t play it, it is worth looking at for the
ideas and structural look. (I would gladly hear of the concrete actual play
experiences, too.) There is potential here, and it has the proper DIY spirit. Rating goes for a “so far” impression.
No playtesters are credited in these
publications. Would appreciate a roster of playtest characters.
Rating: *** / *****