#1 The Dying Earth Role Playing Game
Posted: Fri Aug 25, 2006 5:31 am
I've actually had this baby for a while, so I do have some actual experience with the game to include with my review.
Subject Matter: The game is based on the "Dying Earth" series by Jack Vance, one of the strong infuences on D&D and the source of D&D's spell memorization system. The sun is red and tottering, the moon is gone, and all the great works of science and sorcery are in the past. Men share the last days of Earth with a variety of half men created through science or sorcery or brought from distant stars in the unknowable past. Ruins of distant epochs abound as do forgotten treasures.
There are three possible levels of play, each names after a signature characture from the Dying Earth series: Cugel (low level), Turjan (mid level), and Rhialto (high level). There are differences in play style based on these levels, but many similarities as well. The game can also be adjusted to fit either the darker, more violent tones of the earlier stories or the lighter tones of the latter ones (which is the game default).
For the most part, the game demphasis combat compared to most RPGs (although it gets its own chapter and Attack and Defence are two of the most important attributes). Much is accomplished with the Persuassion and Rebuff attributes as players attempt to convince people to do their will or resist being tricked or lead into outlandish schemes.
The game mechanics do favour high attribute scores, but not so much that failure against an inferior opponent is unthinkable. In fact, coping with humiliating defeats and plotting cunning (although frequently nonlethal) revenges is part of the game, as are cunning swindles and odd local customs.
Magic, another crucial element, gets full coverage. Players may range from those totally devoid of magical talent to Dabblers to Magicians or even Arch-Magicians, but the rules for magic are simple and easy to use. Rules for creating your own spells or magic items are included.
Cover Art: Quite Nice. It depicts Cugel, having been dumped on the Far Strand next the cage which held him when he was first conveyed to that dreary beach.
Interior Art: Black and white. Always appropriate, most (but not all) good.
Editing and Layout: Good. Excellent index in the back, logical and easy to follow organization.
Flavor: Through the use of footnotes and short fiction written in sidebars, the RPG helps maintain a Dying Earth flavor throughout.
Mechanics: Game mechanics are simple. Each Attribute is given a numerical rating. The most important are Attack, Defence, Persuade, Rebuff, and Magic. Each is then broken down into one of six different styles (such as Strength and Speed for Attack) which give additional effects (such as being able to use points of Strength in Athletics tests requiring strength). Attack and Defence and Persuade and Rebuff are further matched up with each style trumping one oppossed style and being trumped by another in turn, which yields modifiers. This can get a little complicated, but is actually quite easy for a GM to handle with two simple que cards or downloaded sheets.
The other stats are straightforward ratings. There are rules for handling tally situations (like building something), oppossed contests (fighting) or straightforward uses (trying to find edible fruit in a forest). Without modifiers coming into play, one rolls a single six sided die to use a skill. Results are as follows
1=Dismal Failure. Additional penalties, extra cost on top of that to reroll.
2-3=varying degrees of failure.
4-5=varying degrees of success.
6=Spectacular Success. Additional bonuses and an opponent must force a reroll at an additional cost to continue a contested roll.
One can reroll, at a cost of one point off one's rating. Some situations (like being trumped) will cost additional rating points to reroll. Once you're out, you're screwed until you can refresh the attribute (you can generally refresh about two attributes a day).
The system is focused on realism but is reasonably realistic and geared towards things going horribly, horribly wrong for the players during some part of the adventure. Since the potential for disaster is there, most characters will reserve combat for a last resort. Fortunately, humans are generally inclinded to take prisoners, although the demands they may put on the defeated may be quite onerous. Of course, arrogant and annoying enemies will also suffer through the capricies of the dice as well as players. Cunning, as is fitting for the subject matter, is emphasized over brawn or brute magical power. That is not to say that a swift sword or the proper spell won't be of use in a wide variety of situations. The Dying Earth can be a very dangerous place.
Lastly, the experience system is geared towards rewarding people for maintaining a Dying Earth atmosphere and entertaining the group, rather than for success or racking up a titanic body count.
Overall: Very good.
Subject Matter: The game is based on the "Dying Earth" series by Jack Vance, one of the strong infuences on D&D and the source of D&D's spell memorization system. The sun is red and tottering, the moon is gone, and all the great works of science and sorcery are in the past. Men share the last days of Earth with a variety of half men created through science or sorcery or brought from distant stars in the unknowable past. Ruins of distant epochs abound as do forgotten treasures.
There are three possible levels of play, each names after a signature characture from the Dying Earth series: Cugel (low level), Turjan (mid level), and Rhialto (high level). There are differences in play style based on these levels, but many similarities as well. The game can also be adjusted to fit either the darker, more violent tones of the earlier stories or the lighter tones of the latter ones (which is the game default).
For the most part, the game demphasis combat compared to most RPGs (although it gets its own chapter and Attack and Defence are two of the most important attributes). Much is accomplished with the Persuassion and Rebuff attributes as players attempt to convince people to do their will or resist being tricked or lead into outlandish schemes.
The game mechanics do favour high attribute scores, but not so much that failure against an inferior opponent is unthinkable. In fact, coping with humiliating defeats and plotting cunning (although frequently nonlethal) revenges is part of the game, as are cunning swindles and odd local customs.
Magic, another crucial element, gets full coverage. Players may range from those totally devoid of magical talent to Dabblers to Magicians or even Arch-Magicians, but the rules for magic are simple and easy to use. Rules for creating your own spells or magic items are included.
Cover Art: Quite Nice. It depicts Cugel, having been dumped on the Far Strand next the cage which held him when he was first conveyed to that dreary beach.
Interior Art: Black and white. Always appropriate, most (but not all) good.
Editing and Layout: Good. Excellent index in the back, logical and easy to follow organization.
Flavor: Through the use of footnotes and short fiction written in sidebars, the RPG helps maintain a Dying Earth flavor throughout.
Mechanics: Game mechanics are simple. Each Attribute is given a numerical rating. The most important are Attack, Defence, Persuade, Rebuff, and Magic. Each is then broken down into one of six different styles (such as Strength and Speed for Attack) which give additional effects (such as being able to use points of Strength in Athletics tests requiring strength). Attack and Defence and Persuade and Rebuff are further matched up with each style trumping one oppossed style and being trumped by another in turn, which yields modifiers. This can get a little complicated, but is actually quite easy for a GM to handle with two simple que cards or downloaded sheets.
The other stats are straightforward ratings. There are rules for handling tally situations (like building something), oppossed contests (fighting) or straightforward uses (trying to find edible fruit in a forest). Without modifiers coming into play, one rolls a single six sided die to use a skill. Results are as follows
1=Dismal Failure. Additional penalties, extra cost on top of that to reroll.
2-3=varying degrees of failure.
4-5=varying degrees of success.
6=Spectacular Success. Additional bonuses and an opponent must force a reroll at an additional cost to continue a contested roll.
One can reroll, at a cost of one point off one's rating. Some situations (like being trumped) will cost additional rating points to reroll. Once you're out, you're screwed until you can refresh the attribute (you can generally refresh about two attributes a day).
The system is focused on realism but is reasonably realistic and geared towards things going horribly, horribly wrong for the players during some part of the adventure. Since the potential for disaster is there, most characters will reserve combat for a last resort. Fortunately, humans are generally inclinded to take prisoners, although the demands they may put on the defeated may be quite onerous. Of course, arrogant and annoying enemies will also suffer through the capricies of the dice as well as players. Cunning, as is fitting for the subject matter, is emphasized over brawn or brute magical power. That is not to say that a swift sword or the proper spell won't be of use in a wide variety of situations. The Dying Earth can be a very dangerous place.
Lastly, the experience system is geared towards rewarding people for maintaining a Dying Earth atmosphere and entertaining the group, rather than for success or racking up a titanic body count.
Overall: Very good.