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Guildes : El Dorado | ||||||||||||||||||||
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Guildes : El Dorado
Playtest Review by Philippe Tromeur on 22/09/02
Style: 5 (Excellent!) Substance: 4 (Meaty) It really opens the gate for very interesting campaigns : exploration of new territories, political manipulations, quests for lost magics ... Guildes is a game which has no real equivalent on the RPG market, frighteningly rich, but damn refreshing once you get into the setting. Product: Guildes : El Dorado Author: Sebastien Celerin, Miroslav Dragan, Abel Elenas, Ivo Garcia, Benjamin Gruet, Jean-Baptiste Lullien, Gael Oizel, Willem Peerbolte, Leonidas Vesperini, Frederic Weil Category: RPG Company/Publisher: Multisim Line: Guildes Cost: 42,69 euro Page count: 288 Year published: 2000 ISBN: 2-84476-059-7 SKU: Comp copy?: no Playtest Review by Philippe Tromeur on 22/09/02 Genre tags: Fantasy Science Fiction Conspiracy Gothic Asian/Far East Other |
a note : at the same time Guildes : la Quête des Origines was published, Multisim also published a beautiful collectible card game based on the setting. It was not extremely successful (and a bit complicated) ; many of the card illustrations (and design) were recycled for a recent critically-acclaimed card game : Citadelles, designed by Bruno Faidutti and available in English from Fantasy Flight as Citadels (there's a review on rpg.net).
Anyway, my review is full of spoilers for those who want to play Guildes : la Quête des origines (Guildes first edition) and its campaigns. You're warned.
Les RivagesThe PCs belong to one of 6 Houses (peoples) living on the Rivages (Shores), a small continent on a planet named Cosme.Four Houses are rather stereotypical : The last two Houses are stranger : Before the time of Guildes : la Quête des Origines, all six peoples were rather opposed, and all were plagued by various disasters and a loss of Loom (magical energy). But, then, a mysterious prophetess called l'Astramance revealed there was a Continent in the south, a place where every House will find an answer to their mysteries ... and many other things. The ContinentThe Houses planned to send missions to the Continent, but new organisations began to appear : the Guilds, companies claiming to unite people from different Houses. After initial opposition from the Houses, the Guilds finally organised themselves to form a kind of "United Guilds" Senate. The Competition for the conquest of the Continent was (officially) no more a warlike competition between Houses, but a commercial competition between Guilds (of course, the Houses love to meddle into Guilds' affairs).There are many people on the Continent, but the Guilds classify them in five broad categories : GQO tells the initial settling of the Continent, the (sometimes violent) encounters with the local population and the discovery of world-shattering secrets (and lots of Loom). Beyond the Barrier : Terra IncognitaGED begins many years after that : all the coastal Ecrins of the Continent have been explored / conquered and the conquistadors have discovered there's a magic barrier towards the center of the Continent. This barrier (called "la Barrière des Enfants-Cyclones" = "Barrier of the Cyclone-Children") seems to be formed with myriads of flying (and hungry) foetuses. Some people have found a way to pass the barried (underground tunnels, flight, passage through dreams, other magical means, etc.). Once they're on the other side, they have to explore it for many reason (money / Loom / knowledge / whatever). Some people want to find a way to the center of the Continent, where lies the greatest secret : Phovea, the City of the Powers.
Here are the basic steps
And of course, they'll discover that they are not really walking an ordinary continent, but a dream come true, quite literally They're Conquistadors, and they may become gods ...
- the Black Loom is about Demonology and Necromancy, and is a specialty of the Ashragors - the Red Loom is about Metals and Combat, and is a specialty of the Gehemdals - the Yellow Loom is about Sorcery (Alchemy / Elementalism), and is a specialty of the Venn'dys - the Violet Loom is about Names and Meaning, and is a specialty of the Keyzahs - the Green Loom is about Dreams, and is a specialty of the Ulmeqs The Felsin say they manipulate an Invisible Loom, which allow them to do incredible feats with their body (and someone else's body). This Loom is exclusive to the Felsin, who can't use other kinds of Loom. People who belong to the Guilds, like most PC's, can also have access to kind of "super-skills" named Machinations. Generally, they don't require a dice roll and allow for an automatic and astounding success at one feat.
- the Ashragor want to find the gate of the dimension of the Pandemon (their ruler). Apparently the gate was found in La Confrérie des Ombres, but the Pandemon doesn't want to use the gate, for some reason. - the Felsin want to know who they really are. Now they know, since the events of L'Aube des Prophètes Bleus. And we also know who l'Astramance really is ... - there's a strange illness called La Langueur, which plagues the Venn'dys. They seem to fade away from existence ... the cure for it was found in the campaign L'Automne des Mages - the Gehemdals are looking for their gods (unresolved quest) - the Ulmeqs are looking for a lost library (unresolved quest) - the Keyzahs are looking for the True Name (unresolved quest) Of course, there are other secrets in Guildes : El Dorado, but less than in Guildes : la Quête des Origines ; Multisim certainly wanted to stop the "collectible RPG" syndrom. For the secrets of the game, see the spoiler box down below.
- GQO's system was a open roll of Attribute Skill 2d6 against a difficulty. - GED's system is a "roll and keep" system (roll attribute, keep skill). You roll d6's, attributes are from 1 to 6, skills from 1 to 3. One of the dice is an "exploding 6" so that the roll is open-ended. I won't give you many details about the system, but it works smoothly, although there are some disturbing aspects ... For example, stats are not rated with numbers, but with adverbs "not strong", "not very strong", "rather strong", "strong", "very strong", etc. Actually, these adverbs correspond to numbers (e.g. "very" means you roll 5 dice), so it's not easy thinking in words instead of numbers. Well, with some practise ...
The soft cover is a thick and plastified one. There are two versions of it : one with a Venn'dys conquistador in the jungle (complete with the spanish helmet and the musket), the other one with a Ulmeq priest (with robes, feathers and flying crystals). The pages are not completely white : they have a creamy colour and there's a light violet background (like a map) which is very beautiful and does not impeach the reading at all. The text is easily readable, on three columns. The material quality of the book is amazing ; the textual contents is excellent too. The text is well-written and entertaining. There are a few typoes, but far less than in the average French RPG book, and infinitely less than in an average american RPG book. There's not a lot of illustrations : The book begins with credits, a table of content and a standard introduction : what is roleplaying, glossary, etc. Page 9 to page 156 is the Player's Book Page 157 to page 268 is the Master's Book (they call the GM Maître du Continent)
After these cosmological revelations, there's a section which re-examines the coastal Ecrins of the Continent and the Guilds The book end with some play-aids :
Problem for former GQO playersGQO had some fans, which were happy with this game of discovery, and amazed by the quality of the campaigns.GED is a completely different game ... the focus of the game is that the players belong to an exploratory company. Beyond the Barrier, they're almost completely cut away from the Houses ... and even the Guilds !! So, big parts of the background become almost useless. Many GMs have chosen to stick with GQO's themes and setting. Problems for new GM'sThe GED book is somewhat frustrating- There are almost no information on the Rivages (because you're far away from them). Since your character is supposed to be from this place, it's difficult to imagine her early life - We are told about the Blue Loom and the Danjin, but very briefly (you have to buy a supplement for some usable information about this people and their powers) - We are told that the Felsin have kewl mystical powers besides their martial arts, but only the less powerful ones (tricks) are given in the book because the only place you can find Invisible Loom is on the far-away Rivages. Oh well. - You've got a map of the Rivages (even if they're far away) but you have NO MAP of the coastal Ecrins of the Continent, so you don't know which country borders on another. Well, most of the time, you're on the other side of the Barrier, but it's not a good reason ! - This world is very rich, and sometimes you're bombed with information you have some difficulty to assimilate ... and sometimes, you read allusions to thing not really explained (which are part of the setting and campagins of GQO). This is especially annoying in the Character Creation process, since you've got to chose some elements of your past life, many of them taking place in the older campaigns. Some things are explained somewhere in the book, but it's not always easy to find (especially since there is no index). When you read an allusion to an event, you have to make out if it's explained in the book, if it's an obscure allusion to a supplement, or something written on the fly ... - The book is impressive, with very few illustrations ... it really looks like an old history book, not like an exciting RPG To summarise the problems :- Older GM's (from GQO) had some difficulty accepting the change of focus of the game- New GM's will have difficulties grasping the setting if they have no knowledge of the older edition, and may be frustrated at things not there "because we don't have room" or "because it is not important on the Continent" To summarise the qualities :- The setting is extremely rich, and the big book contains lots of information to build a campaign (even if the information is not easy to assimilate / find).- Fan sites are numerous, both GQO and GED were perfect examples of the interactive design of a world. - The writing is excellent, the books are very beautiful Supplements :Multisim published supplements for the game, some of them really excellent- the screen - L'Art Etrange (Strange Art), l'Art Guildien (Art of Guilds) and l'Art Guerrier (Art of War). I own the last one, which is an interesting read if you're into battles and martial arts (lots of information about the Felsin, with many new animal styles, yeah !). - La Route de Syrius, le Rêve de Silect Octalt and le Triomphe de Betelgeuse : three campaigns where the players follow the routes opened by three famous explorers. I own the first one (I got it in a package including the main book, this supplement and the screen) : it's interesting, but it's a campaign setting, not really a campaign ... From what I've heard, the masterpiece is Le Rêve de Silect Octalt, but I've never read or played it.
Some concepts are bleeding from one Multisim game to another, by the way : the important role of seasons in Guildes and Agone, the adverbial system to rate attributes is to be found in both Guildes and Nephilim:Revelation, etc. Guildes : la Quête des origines was frustrating because it had too many secrets ; Guildes : El Dorado is frustrating because the world became extremely rich ... The new GM will have to deliberately ignore some parts of the book if he wants his head not to explode with too many informations !
The book is rich to the extreme and requires some efforts. It really opens the gate for very interesting campaigns : exploration of new territories, political manipulations, quests for lost magics ... Guildes is a game which has no real equivalent on the RPG market. Frighteningly rich, but damn refreshing once you get into the setting.
All these sites are in the French language, of course.
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