 |
Currently Smoking: Pill Bug Pipeweed |
Winter in Bugtown (2022)
by J. Colussy-Estes
Published by Noisms Games
Low levels
Enjoy being lost
In the Hall of the Third Blue Wizard? If so, this new zine/anthology
edited and published by David
McGrogan might be of interest. The following reviews will focus on the
adventures in the recently published first issue. As the call for papers (appropriate,
as the book looks and feels like a scholarly journal) specified, submissions
would be expected to be between 2000 and 10,000 words, and they tend to be on
the brief side. This is both an opportunity and a hazard. Constraints can
encourage efficient writing, but they may also limit the scope and complexity
of an adventure. It is a fine balance to walk. Appropriately, some of these
reviews will also be on the short side. It is a fine balance to walk.
* * *
Winter in
Bugtown is a scenario describing an underground
city of whimsical bug people, half Derinkuyu and half ant farm. Under the
surface world of a podunk fantasy setting lie tunnel systems of jaded insect
aristocrats, giant pill bug racing, a hive of brain bees, and a dormant swarm
of undead locusts kept at bay – so far, most of the time – by the machinations
of mothman necromancers. This is as high-concept as it gets, and the question
that comes up with these things is always “Creative idea, but does it work?” As
it tends to be with these projects, it doesn’t. That’s the summary.
However, to
defeat the bug, we must first understand the bug. What makes modules like this stumble?
Being an undisciplined thought experiment with little concern for functionality
is the main reason. The scenario is not a working adventure: it is a very
broad-strokes, high-level overview of one with a few random tables to recreate
the underground city of Ghir Oom. This worked fairly well in The
Cerulean Valley, where similar elements were used in the construction
of a small sandbox setting, with a very good understanding of how to help run a
mini-campaign in it. Winter in Bugtown is neither proper setting nor
proper module, but a hybrid which does not play to the strengths of either,
while being too much of both.
 |
Six-Zone Dungeon |
Ghir Oom lies
below a dungeon below a ruined temple, which receives a four-line overview and
a table of hints that lead further below, but the dungeon is otherwise left
undescribed – as are the nearby Duskfire Woods, for which the scenario offers a
table of eight adventure hooks without useful resolution. The bug city proper
consists of six loosely sketched zones, all of which are surrounded by tunnels
and sub-complexes of things that don’t receive useful attention either. Some of
this is mitigated by semi-useful random tables: there is one for weird finds which
run the gamut from spider dolls to a maggot mask that does 2d6 Hp damage as it
affixes itself to the face. The “What Can I do With This Dead Bug?” has tasting
notes for texture and flavour (if you really wish to eat the bugs),
salvageable bits, and valuable body parts (if you really wish to get
rich selling bug ovaries/testes).
There are ideas
which play well on disgust and the natural human loathing for bugs, such as a maggot
nursery of docile surface creatures serving as a host to a new generation of giant
wasp maggots, or a gross hive of brain bees. The mothman necromancers are
properly creepy and mysterious, with a “dungeon under the dungeon under the
dungeon” trick that always works well. This is well done. However, you can’t
paper over the fact that this is a slightly souped-up six-zone dungeon, where
you can’t actually do much. The conflicts being described are sufficiently
specific to strike a spark, but it turns out the bug people, for all their
oddball whimsy, don’t actually have interesting conflicts going on. Plipple, a
mantis shepherd child, is bored, and likes to spend time in the mantis nursery.
Fellefe, a mothwoman necromancer, is compensated for maintaining the warm light
of the bug marketplace, but tires of the responsibility. Narqua, another
mothwoman necromancer, is fed rotting fruits by a zombie goblin, and keeps a zombie
raven she calls “Baby” and strokes mindlessly while speaking. It turns out the
bug city is just modern Seattle, which makes this more of a horror scenario
than you might first think.
The aesthetics are
way past the shark-jumping point. In the 2000s dungeonpunk era, it would be a
half-fiend wereshark wielding a spiked chain – no, TWO spiked chains! Here, it
is encounters like “A palanquin carrying a group of four mothmen passes by, carried
on the backs of four zombie bears. Fine spidersilks hide the faces of those
inside.”, and “Bing Fifty-One – Mitefolk locust trainer who smokes a
pipe and is missing a middle arm.” When you already have a basic premise with
a bug city and mothman necromancers, you need to be careful not to push it from
highly weird into the ridiculous, lest it become a circus freakshow. Well, that
did not work out so well here. Worse, it is a banal circus freakshow. The
whimsy becomes grating, and ends up twee and powerless, a safe and pastel-coloured
fantasy.
The problems mount
as you go into the details. Not only does the general framework not work, many
of the individual bits and pieces don’t work either. You can see this in random
encounters with a “captured adventuring party, stripped and caged, starving”,
who inexplicably and suicidally “take the first opportunity to attack and
steal their rescuers’ belongings” if freed. Why would they ever do this,
considering the encounter is assigned to an area far underground, where there
are hordes of bug people between these rescued fools and the safety of the
surface world? The adventurers are not described beyond the superficial idea
kernel. We don’t know their capabilities, numbers, or any other distinguishing characteristic
which may help us run the encounter, as stupid as it is. On another occasion,
an encounter which can occur in any region of Ghir Oom (1:6 probability) sprays
the party with pheromones which makes all encountered insects and insectoids
attack violently on sight, completely upending the social/interaction element
of the scenario in one swoop that the players may never even realise the
reasons for. We also get stuff like a “mothman necromancer seen in the
near distance”, who raises an arm, points and vanishes, placing a curse on
a random party member which can only be lifted by killing this specific
mothman. That is not how D&D, and specifically old-school D&D works: we
have combat rules and PC abilities to determine whether the event can actually
happen this way, and remove curse spells that can counteract similar afflictions.
This is a nitpick, but it reveals the underlying problem: this is not adventure
gaming, but attempts at crafting “story” at the expense of player agency. The
encounters are a mess. The zone descriptions are a mess. The aesthetics are a
mess. It is all a mess.
Winter in
Bugtown is a perfect example of a module where the
ideas are all it can offer, and the execution is a disappointment. The wild
stuff – the parts that are imaginative in their own way – is not really so
remarkable when there is an entire design movement doing the same kind of stuff,
and the novelty wears off. You start to lose interest in the eccentric
flourishes and the quirky oddball bugmen, and come away disappointed because
there is no solid structure underneath. More than that, the deeper you look
into the module, the sloppier it gets and the more practical issues emerge. If
this was an orcs-in-a-hole dungeon, its deficiencies would be plain to see. As
is, the veneer of colourful paint serves as a temporary distraction. However,
the substance remains weak: this is just a mishmash of underdeveloped high-fructose
ideas in a confused structure that’s neither setting nor module, and does not
work as either.
No playtesters
are credited in this adventure.
Rating: * /
*****
 |
You will be eaten by the bugs, and you will be happy. |