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The last days of Anglekite

Started by JesterRaiin, May 04, 2016, 04:37:50 AM

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JesterRaiin

I understand that *.World games don't get much love here. Well, I'm no fan either and yet I'd like to say a few warm words about what might be one of best RPG supplements I had the pleasure to read and use lately.

Oh, one more thing: English language, hard language, sorri, Bwana ;)

Without any further ado: The Last Days of Anglekite by Brendan Conway



The book describes a setting for Dungeon World. It was written with veterans in mind, so it skips basics and immediately cuts to the chase.

It tells the sad story of a fantasy world devastated by horrors from beyond. Its lands lie in ruins, its civilizations decimated and future - dark. Survivors planted roots in the Crater Basin, small piece of land secluded from the wastelands, and this is where adventures take place. A few remaining bastions of survivors share this territory and even though the world is two steps from the end, they still don't find it in them to form an alliance and work together to prevent, or at least postpone the apocalypse. This makes the Crater highly dangerous place on its own, and the constant threat from horrors that already devastated the rest of the world don't help either.

And help is what this world surely needs. Those a few bastions of civilization are still threatened by enemies both internal and external, ancient, old and new.

There are feral vampires roaming the world - not those silly goth-like poseurs, but animal-like, insane, ever hungry beasts, praying on innocents and followed by cold, cruel hunters, murderers who would rather burn whole village down rather than risk for the infection to spread. There's ancient giant, who witnessed the future of the world, fell into madness and now walks the land, dealing what he perceives as "mercy killing" to everything and everyone he meets. Yet, even he isn't the t ultimate threat - the ancient prophecy describes upcoming awakening of Pyrewyrm, flame embodiment, who is destined to reduce the world to ash. And there are nightmarish outsiders, forces of darkness, not native to this reality, who for some reasons want to destroy it and feed on the rotting remains.

But that's only part of the problem. There's Necropolis - place where undead, led by powerful Lich continue to exist. They spread the decay, in hope to somehow "break the reality", create some sort of a breach allowing them to escape this already lost reality... And end all life in the process. There are demons living in the city of constant intrigues and shadowplay, always moving one step further and two steps back. Its citizens are oblivious to the fact that their leaders aren't who they are and their goals have more layers than the reality itself and that by supporting them, they hasten the destruction of everything. Then there are werewolves, who still mourn the loss of the Moon and with it - the source of their primal power. Broken and decimated, they often swear the allegiance to horrors, the very same that ruined the world, and who swear that they will bring the Moon back. And finally, in addition to a few smaller (but still not to be taken lightly) parties, there's Anglekite itself, the biggest city, surprisingly alive and prosperous amidst all this chaos. Perhaps even too much, because it slowly succumbs to hedonism and decay. No wonder, after all, is there any hope left?

Speaking of which, the game describes a few different plot seeds, each with its own NPCs, artifacts, enemies and possible endings. While they all are parts of a bigger story (ultimately ending with an Apocalypse... or worse), each focused on different territory, survivors and events of the upcoming doom. Each moves the general plot in entirely different direction and places PCs as either artifact hunters, negotiators, agents, or even chosen ones who fulfill the apocalyptic prophecy and act like vehicles for the forces that are destined to obliterate the world once and for all.

I don't want to address everything the game has to offer, but in my opinion, Anglekite features one of very scarce fantasy post-apocalyptic settings (well, pre-apocalyptic) actually well done. The style the book was written in, the illustrations, the ideas, all this slowly builds an atmosphere of sadness and hopelessness, placing player characters in a difficult position of people who potentially might save this world, but, what's more probable, are gonna die in a horrific, violent way. And who knows, from their perspective, this might be a blessing.

I was very surprised to find such a powerful vision in what I perceive as "hipster" niche of RPGming. To tell the truth, even thought the book made me understand about DW more than the DW's corebook itself (not to mention people who play it), I didn't play Anglekite under default ruleset, but instead I harvested the ideas and used them in different game1. Successfully, I must add, and without much effort, because the book is written in a pretty much universal style, a little similar to, let's say, ZAK's terrific Vornheim. This, in turn allows me to claim that Anglekite might be useful even to those who, like me, play entirely different games.

I hope this small, flawed and incomplete description (I hesitate to call it "a review") will be enough for someone to read the book and use it in upcoming sessions. It's definitely worth trying.

What you'll find inside:

  • An apocalyptic setting for Dungeon World
  • A few different plot seeds, each accompanied by challenges, NPCs, artifacts and other building blocks
  • A few new character "classes", each with its own moves ("powers")
  • Some interesting suggestions concerning Gamemastery (both DW-specific and general)
  • A handful of new rules (alternative mass combat, "force of nature"-type enemies, curses, blessings)
  • Very good graphical design, B&W illustrations perfectly matching the contents



1 Anglekite became one of worlds in my Lords of Gossamer & Shadow megacampaign. In fact, one of its main antagonists seems like the perfect example of Gossamer Lord, mad with power and hungry for more. He fulfilled the role perfectly. ;)
"If it\'s not appearing, it\'s not a real message." ~ Brett

crkrueger

"The GM can also spend your hold to Trigger the Pyrewyrm's will as a Hard Move after any missed roll."  This is the kind of stuff that I hear people tout as "GM Liberation" when in effect it seems like handcuffs.  Normally the player decides when they want to attempt to divine the Pyrewyrm's Will, but the GM (as the Pyrewyrm presumably) can only make a "sending" of it's will when the player fucks up badly enough to trigger a "Hard Move".

What are you liberated from, Choice, Judgement and Responsibility?

Anyway, this setting is so weird, out there, flavorful and different, that it might actually work as an enjoyable side arc to be done for a while in replace of or an adjunct to, normal roleplaying sessions.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Rincewind1

Quote from: CRKrueger;895834"The GM can also spend your hold to Trigger the Pyrewyrm's will as a Hard Move after any missed roll."  This is the kind of stuff that I hear people tout as "GM Liberation" when in effect it seems like handcuffs.  Normally the player decides when they want to attempt to divine the Pyrewyrm's Will, but the GM (as the Pyrewyrm presumably) can only make a "sending" of it's will when the player fucks up badly enough to trigger a "Hard Move".

What are you liberated from, Choice, Judgement and Responsibility?

Immersion. You're liberated from Immersion.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

JesterRaiin

Quote from: CRKrueger;895834"The GM can also spend your hold to Trigger the Pyrewyrm's will as a Hard Move after any missed roll."  This is the kind of stuff that I hear people tout as "GM Liberation" when in effect it seems like handcuffs.  Normally the player decides when they want to attempt to divine the Pyrewyrm's Will, but the GM (as the Pyrewyrm presumably) can only make a "sending" of it's will when the player fucks up badly enough to trigger a "Hard Move".

In all honesty, I didn't even bother to check wtf those moves do according to DW's mechanics. Let's see...
Hmmm. Way I see it, The Pyrewyrm's Will works like that:

1. You roll at the beginning of each session and get one, two or three points named "hold" for reasons unknown.
2. At any moment you might spend any of these holds and learn what the Pyrewyrm (the ultimate threat to this world) wants you to do.
3. If you agree and successfully fulfill this task, you get XP. You can attempt to resist with one of Attributes - you'll get hurt if you fail.
4. The GM might also decide to take one of these "holds" any time you fail any test. "Hard move" probably means something along the lines of "unavoidable" or something.
5. There's no mention what happens if you decide to keep all those "holds". You lose the possibility to earn some XPs, obviously, but aside of that? I dunno.

Quote from: CRKrueger;895834What are you liberated from, Choice, Judgement and Responsibility?

Come on, it's just some lingo. ;)

Quote from: CRKrueger;895834Anyway, this setting is so weird, out there, flavorful and different, that it might actually work as an enjoyable side arc to be done for a while in replace of or an adjunct to, normal roleplaying sessions.

That's how I used it. Hell yeah!
"If it\'s not appearing, it\'s not a real message." ~ Brett

Natty Bodak

My interest is piqued. Thanks for doing this review-ish thing.

It's been my experience hat DW is great for one-shots done over a weekend.  Also, I find that most stuff published for DW ends up being very sandboxy, for whatever reason, and that's to my liking. From freebie 1-page dungeon stuff such as Purple Galleon, or Servants of the Cinder Queen,  or Evil Wizards in a Cave, etc.  

Quote from: JesterRaiin;895853In all honesty, I didn't even bother to check wtf those moves do according to DW's mechanics. Let's see...
Hmmm. Way I see it, The Pyrewyrm's Will works like that:

1. You roll at the beginning of each session and get one, two or three points named "hold" for reasons unknown.
They're called "hold" because they are generic game markers, and unlike other resources (e.g. "Take +1 on your next ...") they accumulate until spent or reset.  It sounds as once you have come under the pyreworm's control to some degree you are on the hook to do its bidding.
Quote from: JesterRaiin;8958532. At any moment you might spend any of these holds and learn what the Pyrewyrm (the ultimate threat to this world) wants you to do.
Yep. That's my read, too.
Quote from: JesterRaiin;8958533. If you agree and successfully fulfill this task, you get XP. You can attempt to resist with one of Attributes - you'll get hurt if you fail.
Yep.
Quote from: JesterRaiin;8958534. The GM might also decide to take one of these "holds" any time you fail any test. "Hard move" probably means something along the lines of "unavoidable" or something.
The GM can make a soft or hard move whenever it seems appropriate. This particular case is giving the GM a codified example of when did particular hard move.  And you're right; a hard move is something you aren't normally going to be able to prevent.  If a character is subjected to a hard move it could be because they are distracted or damaged, which is a good time for a powerful will to asser itself.

Quote from: JesterRaiin;89585345. There's no mention what happens if you decide to keep all those "holds". You lose the possibility to earn some XPs, obviously, but aside of that? I dunno.

The more holds you have, the more they can allow the PyreWyrms influence pull your strings.
Festering fumaroles vent vile vapors!

Natty Bodak

Quote from: CRKrueger;895834"The GM can also spend your hold to Trigger the Pyrewyrm's will as a Hard Move after any missed roll."  This is the kind of stuff that I hear people tout as "GM Liberation" when in effect it seems like handcuffs.  Normally the player decides when they want to attempt to divine the Pyrewyrm's Will, but the GM (as the Pyrewyrm presumably) can only make a "sending" of it's will when the player fucks up badly enough to trigger a "Hard Move".

What are you liberated from, Choice, Judgement and Responsibility?

Anyway, this setting is so weird, out there, flavorful and different, that it might actually work as an enjoyable side arc to be done for a while in replace of or an adjunct to, normal roleplaying sessions.

I've never heard of "GM Liberation" in the context of games such as DW. I hear that sort of thing from folks who play with groups I've internally labeled as The Players Rights Associations, where players try to browbeat the GM into never letting the characters' special snowflakness ever melt, not even for a moment.
Festering fumaroles vent vile vapors!

JesterRaiin

Quote from: Natty Bodak;896661My interest is piqued. Thanks for doing this review-ish thing.

It's been my experience hat DW is great for one-shots done over a weekend.  Also, I find that most stuff published for DW ends up being very sandboxy, for whatever reason, and that's to my liking. From freebie 1-page dungeon stuff such as Purple Galleon, or Servants of the Cinder Queen,  or Evil Wizards in a Cave, etc.  

My pleasure. I'd love to write more, but, heh, language barrier & stuff.

Fun fact: The intro section of Anglekite consists of a short essay by some female gamer, who addresses same issue (although it was "in general", rather than DW-centered article). She observed that way too many games are suitable for a one-shot/a few adventures only. Anglekite is supposed to be an answer to that, a setting for DW written with a campaign (or even series of campaigns) in mind. Of course there's plenty of room for one-shots too, but sandbox campaign seems to be its sweet-spot.

Oh, and thanks for the explanation. Turns out my deduction skills aren't as rusty as I thought they are. ;)
"If it\'s not appearing, it\'s not a real message." ~ Brett

Edgewise

Hey JR, I've never played any of the World games, but I don't share the local disdain.  Well, not all of it.  I think it would be interesting to give DW a try.  I find the whole concept behind "moves" to be intriguing.  I'm not super-enthused about player authorship (although it's mostly OK if they are restricting it to their own characters), I do very much like the idea of how World games are paced, with players making moves and the GM responding with counter-moves.  I have a feeling that this could lead to a very nice flow of play.

I've never actually tried it, but I'm willing to bet that most of the folks who disparage it haven't, either.

The setting that you describe sounds very interesting.  Have I heard of it before?  The description of that giant sounds super-familiar.  You mention combining this setting with Vornheim, but as long as we're mentioning ZakS, what about A Red and Pleasant Land?  Or are the different representations of vampires mutually incompatible?

One thing I wanted to mention:

Quote from: JesterRaiin;895737I don't want to address everything the game has to offer, but in my opinion, Anglekite features one of very scarce fantasy post-apocalyptic settings (well, pre-apocalyptic) actually well done.

Here's a crazy idea I had lately: many, perhaps most, fantasy settings are post-apocalyptic.  Not necessarily in the most obvious ways i.e. post nuclear war (although Terry Brooks went that way with his super-cliched Shannara setting).  But think about the Dying Earth (not just Vance, but the whole sub-genre, including Wolfe).  Think about Elric.  Think about even LotR...it's the end of the Third Age, which means it's actually Middle Earth's fourth apocalypse!  If you peel back a lot of fantasy settings, you're going to find a post-apocalyptic theme.  Generally, adventurers are wandering around in the period after the fall of a great empire.  The golden age of gods and immortal wizards has passed, and adventurers are plundering the tombs and trash-heaps of those who came before.  Yup, they're basically scavengers.

Anyway, it's interesting to hear about a setting that's pre-apocalyptic.  I think there are a few other instances out there, like the Warhammer universe.  If anything, pre-apocalyptic tends to be even grimmer than post.  I'd put CoC in the pre basket, for instance.
Edgewise
Updated sporadically: http://artifactsandrelics.blogspot.com/

JesterRaiin

#8
Quote from: Edgewise;900963Hey JR, I've never played any of the World games, but I don't share the local disdain. (...)

Hiya there.

I don't play *.World based games because of certain aspects of their mechanics, Moves being one - as class-specific abilities they would definitely be a great idea. Players being forced to chose their actions according to limited set of Moves - this doesn't seem as great. I feel that in the long run it influences players' choices, perhaps even forces them to abandon perfectly reasonable plans, because "error: Move not found".

This is, of course, merely an assumption, rather than hard fact. My experience with *.World based games is too small to say how things really are.

Then again, I don't perceive *.World games as Devil's invention, like so many people around here. I wouldn't mind playing a few scenarios, possibly taking place in Anglekite's setting, were I to find a soul willing to GM it. :)

QuoteThe setting that you describe sounds very interesting.  Have I heard of it before?  The description of that giant sounds super-familiar.  You mention combining this setting with Vornheim, but as long as we're mentioning ZakS, what about A Red and Pleasant Land?  Or are the different representations of vampires mutually incompatible?

Red and Pleasant Land, at least as I understand it is supposed to be a bit of dark comedy merged with "Alice in Wonderland" madness, while Anglekite is definitely serious in tone. There's also the thing with Quiet/War Side in R&PL - one of strongest themes in Anglekite is an attempt to escape this cursed land and the existence of "way out" would reduce the feeling of impending doom.

The rest? I see no reason to NOT make them work together. Go wild.

QuoteHere's a crazy idea I had lately: many, perhaps most, fantasy settings are post-apocalyptic.  Not necessarily in the most obvious ways i.e. post nuclear war (although Terry Brooks went that way with his super-cliched Shannara setting).  But think about the Dying Earth (not just Vance, but the whole sub-genre, including Wolfe).  Think about Elric.  Think about even LotR...it's the end of the Third Age, which means it's actually Middle Earth's fourth apocalypse!  If you peel back a lot of fantasy settings, you're going to find a post-apocalyptic theme.  Generally, adventurers are wandering around in the period after the fall of a great empire.  The golden age of gods and immortal wizards has passed, and adventurers are plundering the tombs and trash-heaps of those who came before.  Yup, they're basically scavengers.

Heh, good observation.

I'm sure I've seen the topic being discussed in the past, but I can't remember where exactly it happened. It's at least partially true - pretty much every fantasy world features some legends about "ancient civilizations" destroyed by some cataclysm. The amount of old ruins, crypts, "forgotten cities" and relics (often resembling high-tech gadgets) also suggest that great disaster(s) happened in the past.

RPG settings? If it's not post-apocalyptic by default, then it almost certainly features some near apocalyptic event in its past, a massive cataclysm that ruined some parts of the land, wiped out a civilization or two, or at least summoned some angry and dangerous creatures to the world.

I think Darksun is the best example of that.

QuoteAnyway, it's interesting to hear about a setting that's pre-apocalyptic.  I think there are a few other instances out there, like the Warhammer universe.  If anything, pre-apocalyptic tends to be even grimmer than post.  I'd put CoC in the pre basket, for instance.

Warhammer? Certainly, although some of its denizens (Kislev) might argue that they are living during the apocalypse and it's just that the rest of the world simply doesn't want to face the truth.

CoC is an interesting case. It assumes that in the past there were wars waged on Earth and they ended with almost total eradication of a few intelligent species, and the banishment/binding of some powerful beings. From their perspective, CoC is post-apo too. For the Mankind? Stars are gonna to be right, and it will be very bad for everyone's health indeed...

Old World of Darkness was definitely pre-apocalyptic with pretty much every faction being destined to play its part in upcoming Time of Judgement event.
"If it\'s not appearing, it\'s not a real message." ~ Brett

Natty Bodak

Quote from: JesterRaiin;900987Hiya there.

I don't play *.World based games because of certain aspects of their mechanics, Moves being one - as class-specific abilities they would definitely be a great idea. Players being forced to chose their actions according to limited set of Moves
- this doesn't seem as great. I feel that in the long run it influences players' choices, perhaps even forces them to abandon perfectly reasonable plans, because "error: Move not found".

This is, of course, merely an assumption, rather than hard fact. My experience with *.World based games is too small to say how things really are.

This thread is probably not the place for an extended discussion of the DW system, but I feel I should point out, from personal experience, this is not how Moves work in DW.  Moves do not limit what your character can do, they are mechanical elements that are triggered when certain conditions in the game world ( I hesitate to use the F-word 'round these parts) are met.

It still may not be your cuppa for other reasons, though. But, I like your open-mindedness to give it a go!
Festering fumaroles vent vile vapors!

JesterRaiin

Quote from: Natty Bodak;901267This thread is probably not the place for an extended discussion of the DW system, but I feel I should point out, from personal experience, this is not how Moves work in DW.  Moves do not limit what your character can do, they are mechanical elements that are triggered when certain conditions in the game world ( I hesitate to use the F-word 'round these parts) are met.

I see. Well, like I've said - I lack enough experience to properly judge the game, those a few sessions I participated couldn't answer all questions, and it raised many. I feel that the biggest misunderstanding between traditional gamers and those who play games similar to DW is the assumption that they are occupying exactly same territory and because of that one should replace the other, which is wrong.

While there's apparently no problem in recreating same worlds, same scenarios in either kind of games, it's not that they deliver exactly same experience, and therefore there's the place for both. Ah, the banality of the morning. ;)

QuoteIt still may not be your cuppa for other reasons, though. But, I like your open-mindedness to give it a go!

Yeah. I admit I await some clever guy building the bridge - a game (or gaming style) that combines best parts of traditional and *.world gaming. Heh. ;)
"If it\'s not appearing, it\'s not a real message." ~ Brett