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Cugel's Compendium of Indispensable Advantages | ||
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Cugel's Compendium of Indispensable Advantages
Capsule Review by Matthew Pook on 02/09/02
Style: 5 (Excellent!) Substance: 5 (Excellent!) An excellent supplement for The Dying Earth RPG, adding a host of useful little elements for Cugel-level games. Useful also in other fantasy RPGs, especially if the characters dabble in con artistry. Product: Cugel's Compendium of Indispensable Advantages Author: Aaron Allston, Robin D Laws and Phil Masters et al Category: RPG Company/Publisher: Pelgrane Press Line: The Dying Earth RPG Cost: $15.95 Page count: 72 Year published: 2001 ISBN: 095399803-7 SKU: PEL004 Comp copy?: yes Capsule Review by Matthew Pook on 02/09/02 Genre tags: Fantasy Far Future Comedy |
In 2001 Robin D. Laws pushed the boundaries of role-playing with two highly diverse RPGs. The first was the Rune RPG for Atlas Games, based upon the computer game of the dame name, which introduced the concept of competitive play to RPGs after decades of articles advising that GMs and players alike to banish it from their campaign. The second was also based upon a license -- that of The Dying Earth, the setting for a series of stories by Science Fiction and Fantasy author, Jack Vance. The result was again unlike previous RPGs before it, and in particular anything unlike the traditional swords and sorcery RPGs we know and love. Whilst both magic and swordplay can play their part during a session of The Dying Earth RPG, the emphasis in the game is upon verbal interaction. The uncouth may resort to the use of their fists or draw a weapon in the final event, but duels in the game are primarily ones of persuasion, bluff, counter-bluff and verbal dexterity. These take place not only between the players and the Game Moderated Characters, but often between the actual players as well. In play this gives a session something of an adversarial edge not often found amongst other games, and this, combined with the need for the use of florid, erudite verbosity makes The Dying Earth RPG something of an acquired taste.
Before beginning a campaign, the Games Moderator must decide upon how powerful a game they wish to run. A Cugel-level game provides characters with a few good skills and little in the way of magic, who must rely upon their wits and guile to survive, whereas Turjan and Rhialto-level campaigns are increasingly orientated to magically capable characters. The bulk of Jack Vance’s tales concentrate upon the exploits and adventures of the ne’er-do-well rogue, Cugel. Thus the supplement Cugel's Compendium of Indispensable Advantages is aptly titled, for it is aimed at that level of game -- though characters found in Turjan and Rhialto-level campaigns will no doubt find the contents of this book just as useful. Cugel's Compendium of Indispensable Advantages is an 8* by 11-inch book, printed upon 72-pages of glossy paper. The effect of this is to make the book appear somewhat thin, but it is instead packed its fullest with allsorts of useful information pertaining to the game. In addition, it is liberally illustrated by Ralph Horsley, acting just as the main rulebook did as a showcase for his artwork. Hiliary Wade contributes a single piece, but it is really the work of Ralph Horsley that stands out, although his cover has been somewhat ill-treated in the design process. The original piece was vibrant and colourful, whereas the version used here does nothing to capture the flavour nor the feel of the setting as much as his black and white does. Further, the interior art is actually appropriate to the pages it appears on, enhancing it yet further. The book is divided into five chapters and an appendix. It opens with a pair devoted to gewgaws and doodads of types mundane, magical, useful and not. In ‘Arcane Adjuncts of Obvious Utility’ are contained descriptions of items useful to almost any character, but often with a catch or possessing only a limited number of applications. ‘Laksak’s Helm of Curative Virtue’ may provide the wearer with excellent benefits to their health and constitution, but having to listen to its continuous lectures in health and hygiene may become a burden. An Unbalanced Goblet can be commanded to spill its contents upon the person holding it or upon another person, which the furtive and the inventive will no doubt put to nefarious uses. This is followed by a selection of 'Fashions, Fripperies and Fops,' which details numerous items of mundane, but yet fascinating providence. Partake of the worst cuisine that your host might foist upon you and still refrain from giving either offence or from vomiting with 'Colinquace's Tonguesheath.' Announce your status from afar with a 'Multi-Tiered Hat.' For those that have none, 'Wequill's Manual of Jests' will provide a semblance of wit with but a few minutes of study! In Cugel-level campaigns, magic is unlikely to be the central focus, but characters will probably be 'dabblers' in the arcane arts, knowing little more than a few cantraps. 'Clever Cantraps for Resourceful Rogues' gives lots of new small spells that each have a small effect. They are placed under general headings for their use, such as 'In Transit' -- Inner Fortitude, Resist Dampness, Sprightly Stride and Withstand Insects; 'In the Library or Work-Room' -- Bring Book to Hand, Enhance Vision, Seal Book and Turn Pages; and 'Sundry Magical Fripperies -- Assuage Afflictions, Calm Hound, String of Sparks, Vile Keening and so on. These are all simple spells with a limited use, but players being players, they might be able to come up with more inventive applications for these. A major addition to character design and possible improvement in The Dying Earth RPG, but still to minor effect is described under 'Farragoes, Faints and Flailings.' This is the 'tweak,' which allow characters to attach small quirks or corrolaries to one or more of their skills, tweaking them so that they gain the character a small advantage under particular cirmcumstances. They can be purchased during character creation or later on through experience, the chapter advises the GM to limit the purchase of these tweaks during initial character creation. Thus, should a fellow commit some social faux pas, another might attempt to mitigate the error with "Forgive my companion, who was dropped at birth." Should your horse -- or other beast of choice prove recalcitrant in a moment of crisis, perhaps your Riding skill could be given a persauseive bent with "There's turnips in it for you." Every skill in the basic rulebook receives at least one, if not two or three of these tweaks. The tweak is a nice little idea, not only cheap to purchase during character generation, but very limited in their application. One other reason to limit player access to these tweaks is that having too many of them will soil the flavour of the game. One or two per character feels just about right... The Dying Earth RPG is not necessarily the easiest of games to play, relying as it does upon verbal dexterity and a glibness of tongue. Whilst their characters may be finest practioneers abroad the 21st Aeon of the Dying Earth, the players may not necessarily have the skills to match. In order to hone and advance such skills, 'The Fine Art of Negotiation' may be a useful essay to peruse, not necessarily to pick up such skills in real life, just in the game. Throughout the book, a several sets of numbered boxes discuss various tasks pertaining to the art of trickery and the like. An opening section on Confidence Games introduces the reader to the basics, before exploring ‘Tools of the Trade’ in five parts, suggesting scams that such knaves as would read this tome might partake in. The exploration of Confidence Games continues in twelve parts with ‘A Gallery of Stratagems’ and together build into a handy guide to the art, which is not only useful to Cugel and his like upon ‘The Dying Earth,’ but also to any scoundrel looking to exhort and connive their way into wealth, comfort and a full stomach upon any fantasy setting. After all of this is an appendix containing a complete method of creating a descriptive set of clothing for any NPC! The GM can roll dice against a series of tables or instead use them as the inspiration to create the appearance of their NPCs. The book is rounded off with a solid index and a new character sheet that takes account of the new additions found in this book. Cugel's Compendium of Indispensable Advantages is exactly that -- a solid, but slim volume of all things useful in enhancing the basic game of The Dying Earth RPG. It is especially useful for Cugel-level games, though there is nothing to stop more powerful characters perusing its contents. Further, its concentration upon the pettifogger, the con artist or trickster, pettifogger, swindler, fraudster, shyster and the like, means that it becomes a useful fund of information upon a subject that few games cover. | |
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