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The Extraordinary Adventures of Baron Munchausen

Author: Baron Munchausen (edited by James Wallis)
Category: game
Company/Publisher: Hogshead
Line: The Extraordinary Adventures of Baron Munchausen
Cost: 5.00
Page count: 24
SKU: HP400
Capsule Review by Evan Waters on 04/24/00.
Genre tags: Fantasy Diceless
A common way of defining RPGs to people who've never played them is to call them a kind of "group storytelling." In most cases this might not be the most accurate description, but it suits MUNCHAUSEN to a tee. Based on the tales of the world's greatest lia- *ahem*, adventurer and storyteller, this unique game of storytelling, exaggeration and copious drinking is the perfect RPG to introduce to people who wouldn't normally give the hobby a second glance, and a pretty great experience for everyone else too.

Everyone assumes the role of a nobleman of some sort- this does not require a lot of specifics, and the Baron suggests you use any character sheets given you to record the calling addresses of any ladies who catch your eye. The last person to have refilled everyone's glasses bids the person to his right to tell a story- say about the time he survived being burnt at the stake for witchcraft, or accidentally impregnated the Pope. The storyteller must then tell a good, appropriately grandiose story explaining the great events.

People may interrupt by betting a coin and making a wager ("I'll bet the Witchfinder General decided to make you recite the book of Deuteronomy backwards to prove your innocence!") or an objection ("Surely the Leaning Tower of Pisa is still uneven.") The storyteller can win the coin by incorporating the wager or objection into his story ("Shortly before I left, I decided the Tower looked better in its not entirely vertical state"), or he can insult the person making the interruption. The interrupter may withdraw, or counter with an insult of his own, and so on until someone backs down or a duel is fought. Duels involve either muskets and swords (which tend to get the local authorities involved), or a simple game of rock-paper-scissors (which still knocks the loser out of the game, which is why I recommend avoiding such a course of action.) Once he's finished, the storyteller asks the person to his right to tell a story and so on until everyone has told a tale. Then the people vote on the best story, and the winner buys everyone another round.

Why is this roleplaying? Because telling the Baron's kind of stories requires you adopt a certain kind of narrative voice, and adding a suitably pompous European accent never hurts. It's a very basic game that taxes the imagination and rewards creative thinking. Of course, setting up the game is a bit more complex since you'll all need a good supply of coins (or poker chips, or what have you), not to mention a large amount of drinks. These drinks need not be alcoholic, but of course there's nothing that says they can't be either. (I would recommend avoiding hard liquor, warm milk, or Surge. The stories have to be somewhat coherent, after all.)

Now, you may be thinking that at 5 bucks a pop you can't expect much. However, this little book is beautifully put together. It's written in the Baron's hilarious, unmistakable voice (his paragraph on the conventional RPG "gender pronoun" bugaboo is priceless), illustrated with the wonderful art of Gustav Dore, and best of all, containing a great appendix featuring at least a hundred classic story starters. That list alone is worth the cost of the book.

In short, this is a great little game, the perfect thing to play after you've just wrapped up a Rolemaster campaign and the thought of looking at another table of combat modifiers makes you nauseous. Just the dose of supreme silliness the hobby needs.

Style: 5 (Excellent!)
Substance: 5 (Excellent!)

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