Wednesday 20 February 2019

[REVIEW] Sailors on the Starless Sea

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: ***/*****

Monday 4 February 2019

[ZINE] 2019 Shipping Cost Changes

TL;DR version: Due to recent changes in postal tariffs, my store has switched to a flat $6.50 shipping fee as of 4 February. Shipping for single items will increase by 50%, shipping for two items will stay identical, and shipping for 3-5 items will be reduced. Customers are kindly asked to batch their orders into no more than 5 items each. 


Longer version: The entrepreneur’s life is an exciting one. Changes in the tax code, shifting regulations, economic cycles, and acts of Government introduce new challenges to overcome, and in the end, good old “creative destruction” sorts it all out. Here is a new one, and a post on what it means for you. Less fun than a pack of owlbears digging up your cabbage patch. 

Today, as I was bringing a handful of zines to the post, I was surprised to find shipping rates had increased overnight by a whopping 50%. Ooops. Price increases are a fact of life, but I didn’t see this one coming. Here is what happened.
  • In a price reorganisation scheme, the Post has eliminated several weight categories to “create a more transparent and customer-friendly structure, which conforms to the modernisation process of mailing services” (their words).
  • This included the 50-100 g category, which just happens to be the one I have been using the most, since the materials I publish weigh between 88-95 g apiece. This is how I set up my enterprise – I consider one below-100 g product “one unit”. Everything has been carefully set up to fit into into this specification.
  • What we have instead is a new scheme where we have one category for everything between 50 and 499 g (see Fig 1., below).

Postal prices, January to February 2019

In the “under 100 g” category, the price increase is a whopping 50%, so Worldwide shipping has just increased from $4.00 to $6.50 (European shipping is slightly lower, but the same principle applies). This change is bad news for most of my customers, who tend to be regulars buying single items (typically right after publication), and also tend to be located in North America and Australia (about 70% of my orders). Selling to them is my business model – and it is also something more: return customers are also a matter of professional pride. They tell me I should keep doing this – and I should aim high. 


Now then. There is no doubt the change sucks, but if you bear with me, there is a way to reduce its impact. 

You may note that there is now a single weight category between 50 and 499 g. This means it does not matter to the Post if the package is 100 g, 200 g, or 490 g. It is all $6.50 (or $5.4 in Europe). Compared to my old shipping formula ($4.00 for the first item, and $2.50 for each additional item), this is what the flat fee means:
  • If you order a single item, you pay $6.50 ($2.50 over the old price).
  • If you order two items, you pay $6.50 (NO CHANGE).
  • If you order three to five items, you still pay $6.50 (and you save $2.50, $5.00 and $7.50, respectively).
  • If you order six items, you still pay $6.50, but I would have to absorb the loss, since shipping jumps from $6.50 to $23.40! Instead, I will batch your order into multiple packages, since until I exceed 12 units, I am better off sending you two smaller envelopes at $13.00 than a single big one at $23.40. I hope the inconvenience will be a minor one.


This is kind of crazy, but it is the doing of the Postal Gods (I really should have been more diligent with those sacrifices).


What is the best solution for both you and me? Simple. Order two to five items on a single occasion. If you want to save some cash, wait until the next zine issue. Or… if you like the zine, buy a module to go with it. There will be a few in this coming year, and I hope they will be worth your consideration. I will remain a print-oriented publisher as long as it remains viable, but PDFs are an option, too. And in the US, Exalted Funeral is stocking my releases as well.

In the general sense, this is a hobby enterprise, and my intention with it is to take the high road of good, honest game materials, sold at an affordable and fair price. My strategy is to make things which are worth buying. As long as I can carry out this mission, I will feel good, and keep doing it.