An Endzeitgeist.com review
The first of the Dispatches from the Raven Crowking collection of blogposts, miscellanea, new material and the like for DCC clocks in at 53 pages, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages of SRD, leaving us with 48 pages of content, so let's take a look!
We begin this book with an essay that discusses roleplaying games under the criteria of the eponymous three Cs, but not before making clear that, what follows, is not intended as a cure-all or as a universal truth - it's been a while since I've seen a subjectivity clause in a GM advice section and I won't lie - I consider its inclusion refreshing and professional. Anyways, the following essay can be pictured as a concise and pointed breakdown of the three Cs, so let us begin: Ultimately, more so than in our daily lives, roleplaying games are exercises in free will and choices; much like our reality and social structure imposes a certain degree of rules upon us, so does a given roleplaying system. Once you realize the importance of choice, it becomes pretty apparent why both highly codified games like PFRPG and those that feature a minimum of rules enjoy their popularity: Either by means of simply providing a huge and fine-grained array of diverse options or by requiring none of them, choice is facilitated. However, this is only the system; the practice of roleplaying similarly is informed by choices and this extends to fudging - or not fudging, dice, a theme covered in a separate essay, but one that I feel ties directly into the 3 Cs.
The pdf makes a pretty vehement stand (unsurprisingly) in favor of letting the dice fall as they may and point a single fact out: If you roll the dice and disregard the result, why roll at all? At first glance, this may generate some anger or seem infuriating, but there is an intriguing meta-point here: If the module/system/engine you utilize features a choice and you decide via the dice, what does it say about the game when the results are ignored in favor of an optimum narrative? The pdf does take a stab at the design philosophy of 3.X here and, to a certain degree, I concur: As soon as you do not emphasize challenge, but rather a fixed and relatively likely success and then proceed to streamline deviations from said behavior away, you eliminate not only your own choice, but that of the players as well. More importantly: If a module or given supplement's options feature a lot of information that is bound (and assumed) to be ignored in favor of an ideal scenario, what does that say about the design? The problem here directly taps into the consequences of actions and the impact and severity they ought to have.
At the same time, I think the argumentation does undervalue the aspect of context - herein, context is defined as the world and the game itself; i.e. the environment in which the respective rolls are made. A context depicts the framework in which choices are made and making no choice is a choice in itself - to use the tired old quote "Sometimes the only way to win is not to play." - Replace "win" with "choice" and you have the paradox, for not choosing is a choice.
Here, the pdf imho could be a bit clearer: It identifies a crucial, immersion-hampering issue with quite a few roleplaying games, but fails to draw a truly helpful conclusion from it, instead opting for an enumeration of virtues of DCC and a more hardcore gaming aesthetic. A distinct issue that more codified roleplaying games have featured time and again lies in a sense of entitlement that has crept into the respective systems: Players demanding certain results; XP after this many encounters, levels after Y more, an availability of certain options because they are "official" (never mind how sucky many of 3.X's official WotC-splatbooks were...) and at the same time discouraging 3pp material. The second paradox in this development is, ultimately, that the people demanding such design-philosophy deprive themselves of the option to be surprised in favor of a streamlined experience; similarly this idealized streamlined experience needs to be reflected in "official" modules and supplements. This necessarily implies an ideal structure and sequence and as such, the fudging of dice to not deviate from this scenario suddenly becomes significantly more appealing.
What do I mean by this? Well, I have nothing but the highest respect for Paizo's module catalogue as a whole. There is a significant array of creative and downright brutal modules out there for Pathfinder that, if you do the math, will grind PCs, even minmaxed ones, when played properly. To have the industry leader put there out is a refutation of the premise that the adventure design philosophy is solely to blame. Instead, think carefully whether and how you fudged dice to spare a player making yet another character with complex rules, not wreck your metaplot, etc. It is, at least upon closer examination, not the module's fault or the fault of a design philosophy, at least not alone - it is a mindset, a capitulation before an internalized entitlement by both players and GMs that drains away subtly the achievement of having bested some of the more lethal modules. And I know, that even though I pride myself on being a killer-GM, am tempted to fudge the dice once in a while. But the clumsy lich, the TPK, the multi-criting halfling monk...perhaps the weirdness and uncommon quirks of fate that arise by virtue of the dice, deserve to be heard, deserve not to be fudged over. Perhaps GMs, just like players, have become a bit lazy and don't want to go off the rails anymore.
And I understand - unlike the text, my personal observation pertaining the issue stems from a deep love of both OSR-gaming, PFRPG, GUMSHOE, 13th Age and a ton of games more and in some of them, character generation is significantly more work than rolling 3d6 6 times and be done with it. Fudging is not bad per se. So let me propose an experiment: Get CoC or a similar rules-light system...and play a module with the distinct, purist mindset that everyone will die or become insane or worse. Play it. Let the dice fall. If you're doing it right, your players will have fun. Then return to your regularly scheduled game and play...and when next time the context is right and you're tempted...don't ignore that die roll. It doesn't have to be the infamous deck of many things...but still. Let the BBEG die ingloriously as the rogue backstabs him with a lucky crit; let the paladin be eaten by that gelatinous cube. If anything, there is fun to be had in failure and chaos as well.
And yes, this may have deviated quite a bit from the thesis of this pdf, but I considered it important to convey, for these observations and their clarity ultimately resulted from me reading the book and finding myself both agreeing and disagreeing - and this type of thought-provoking dialog, in lack of a better term, is exactly what I expect from such a book.
Another essay herein pertains the epic endgame - and the considerations you should make when planning the like: Why has no one else attempted it? The risks involved, etc. - think of it, both from a player and villain perspective: Every Bond-villain ever? Thwarted in the endgame. Throwing the One Ring in Mt. Doom? Endgame. By thinking about the scope and implications, one can lend a better sense of the stakes and gravitas involved to the proceedings. Beyond this, there is also an expansive Appendix N-section, which talks about Edgar Rice Burroghs, Sterling E. Lanier's Hiero's Journey and the impact both can have on a given campaign.
There is more than game theory to be found herein, though: If you are looking for an intriguing environment, you will find one with Shanthopal and the background provided for the Golden City, breathing the spirit of the fantastical blended with sword & sorcery, breathing an evocative spirit that only made me wish to hear more. Kudos!
On the utility-section, DCC judges will be happy to realize that the advice articles herein are useful indeed: Both regarding 0-level funnels and the transition to 1st level and the use of patrons within the game (and the modifications/expansions the author has brought to the concept) are discussed alongside relatively extensive lists of books to consult and check out, both released by Goodman games and 3pps. Similarly and more importantly, the emphasis to end the "generic orc/haf-dragon/etc."-syndrome, how to capture the weird and fantastic and slowly generate a DCC world and aesthetic are covered in quick, precise and well-reasoned terms, showing the author's understanding of the themes of DCC.
Alternate rules-wise, spontaneous spell learning with a significant risk factor is provided, though personally, I'm not the biggest fan of that one...however, that may be due to aesthetics. To me, in particularly in DCC, magic needs deliberation and study or help; unlocking, even a risky spontaneity in that regard makes it feel cheaper to me and thus, less magical. Your mileage may vary, obviously.
The pdf also features several creatures - namely statblocks for ammonites for DCC: Swarms in three sizes and single, larger ones from Small to Huge size can be found in the book. Additionally, we are introduced to R'yalas, lord of the drowned one, a powerful ammonite wizard and thus closes the pdf with an adversary worthy of our good ole' Cimmerian friend.
Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Purple Duck Games' printer-friendly b/w one-column A5 format (6'' by 9'') and the pdf features some solid b/w-artworks. I'd suggest getting this in print, since the pdf has no bookmarks, which constitutes a comfort detriment for the use of the electronic version.
Daniel J. Bishop's first collection of dispatches is an intriguing little GM-handbook, in particular for the weird fantasy and the sword & sorcery aesthetic, both of which I really like. His writing is precise and while I cringed HARD when reading Mother Theresa listed alongside people you'd consider heroes in examples for epic endgames and their achievement, that does not take away from the fact that I took something away from this pdf.
The writing herein is certainly opinionated, but it deserves being replied to in as far as its content manages to elucidate several not necessarily apparent conventions and structures pertaining our games. As a person, I think the WotC-bashing component is not always justified and the prospective buyer should be aware that this is very much written from a DCC-perspective; the more complex tasks more rules-intense systems demand make the subject matter more complex than the book manages to depict or even acknowledge. This remains the crucial one flaw of this book's formal essays: While it extends its reach beyond the confines of DCC and provides a valid opinion piece that certainly is thought-provoking, it does exhibit a certain ignorance, whether willful or not remains irrelevant, regarding the different requirements and dynamics of systems with a higher degree of complexity and the ramifications that result from these complexities.
It should be noted that this does NOT mean that this is a bad pdf - far from it; it just means that it oversimplifies a rather complex topic when reaching beyond the primary comfort and application zone of DCC and OSR gaming. Within the chosen paradigm and primary target audience, this should resonate; beyond these confines, it can improve the game, but requires some deliberate and thoughtful consideration of the theses and their consequences.
Or you just don't care about all of that and just are a DCC judge who wants some nice essays, monsters, ideas and GMing advice for your favorite game. In that case as well as in the above instances, I'd recommend this booklet, for you'll certainly find some nice inspiration and intriguing thoughts herein. In the end, considering target audience, scope and quality, I will settle on a final verdict of 4 stars.
[4 of 5 Stars!]