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The Village of Briarton | ||
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The Village of Briarton
Capsule Review by James Landry on 12/01/03
Style: 3 (Average) Substance: 4 (Meaty) A detailed village setting for D&D that takes more care in its presentation of characters but could be longer. Product: The Village of Briarton Author: Patrick Sweeney and Christina Stiles, Editor Spike Y. Jones Category: RPG Company/Publisher: Gold Rush Games Line: d20 Fantasy Cost: $14.95 Page count: 48 Year published: 2003 ISBN: SKU: Comp copy?: yes Capsule Review by James Landry on 12/01/03 Genre tags: Fantasy |
The Village of Briarton (VoB) is a location-based accessory for Dungeon
and Dragons Third Edition (3e) by Gold Rush Games, makers of Sengoku and
other products. It details a village and the surrounding area and is
meant to serve as a base for heros to adventure in and perhaps
originate from. It is obviously of more use to lower-level adventurers,
but it could still be useful for mid-level adventures as well.
The product I received is a pre-release PDF file that contains all the text but no artwork or maps. So my review will, by necessity, be somewhat incomplete. Because the artwork and maps are missing, the Style rating especially should be taken with a grain of salt, because the missing ingredients will have a huge impact on the look and feel of the final product.
On Setting SupplementsThere has been a trend of late in the d20 support business toward longer modules and more setting-based modules. In addition, more new products are coming out that do not have a single over arching plot. Instead these products have a number of subplots and interesting characters, and the GM and players create their own storyline as the subplots take place around them. In some ways this is a return to much older modules from the 1st edition days, when a module like B1 (Keep on the Borderlands) would provide setting details and monster stats and the players decided what they wanted to do and where to go. I believe that a lot has been learned about writing adventures in the last two decades, and the newer modules are superior to the older Basic and 1st edition efforts. The Village of Briarton falls squarely in this new tradition and perhaps takes it even farther. I wouldn't even classify VoB as a module. It is more of a setting supplement with adventure hooks and description of inhabitants and locations. Think of it more like a chapter out of Kingdoms of Kalamar or the Forgotten Realms (though much more detailed of course) and you have the right idea. The writers of VoB seem to be very clear about what their design goals were, and they even announce on the cover that VoB is a 3rd Edition Setting Sourcebook so that no one is fooled. This is made even more clear in the Introduction, where the editor discusses the problems with villages in the past. Many PCs seem to originate in villages, but they frequently leave to pursue adventure and usually never go back. The editor maintains that it is much easier to pursue adventure and go to dungeons and ruins from a small village out of the way than it is in a city. Because it is small and many people are known by name, the events are more concentrated and impactful, and the ruins and wandering monsters are more plausible. I agree with this, and I want to see more of these kinds of product on the market, so I am predisposed to like VoB.
Overall StructureThe supplement is divided into five sections. The first is the introduction, which describes the impetus behind the setting. The next is the Overview, which covers the history and daily life of the village. The following section is Arundel Manor, which describes the residence of the local lord. The Village describes the village and its inhabitants, though none of them seem to be overly fond of numbers. The final section describes the Outlying Regions and its interesting inhabitants. There is also a comprehensive index that lists all the characters and locations mentioned. The Introduction describes how to use the book. Interspersed throughout the descriptions of the village are Interaction Seeds: these are short suggestion for adventures and subplots. These are quite helpful and useful, but are not terribly detailed. The village itself is located in a relatively remote northern province far from the center of the country and is designed to be used without excessive need for modification. In addition, only 50 of the approximately 450 inhabitants are detailed, which means it is easy for the GM to customize the other villagers. A new deity is given that is a focus of worship in the village, but there is room for other faiths and small shrines in the village. In addition, an evil cult is included, based on a new deity, and this can be modified but should be left in. The Overview of the setting discusses the history and overall life on the village. The site was founded 30 years ago when a powerful knight won a land grant to develop a village in this location. 15 years ago, a raiding party of orcs attacked the village and carried off some of its inhabitants. The villagers staged their own raid and managed to recover most of their own, but many villagers were injured and some died, including the son-in-law of the lord, who was being groomed to take over the village. In a nice touch, the repercussions of this raid are still evident in the village now, from the half-orc son of a captive villager to the town drunkard, who cannot forget the events of the raid. The village has grown more prosperous in the intervening years and is doing well now. There is a nice section on the economics of the village, discussing how most people live on barter and are largely self-sufficient. This sort of thing is frequently ignored in fantasy supplements. There is even a short description of daily life and what adventurers would expect to see in the village. Arundel Manor is the home of Lord Arundel, the master of Briarton. He lives there with his widowed daughter, her son, and his boon dwarven companion. Nothing too exciting here, though it is nice to see a ruler with Charisma-altering magic. The Village is the next section and it focuses on shops, the inn, and a holy shrine. All the usual shops are here: blacksmith, brewery, carpenter, cobbler, strange house of wondrous goods, mercantile house, glass-blower, mill, pottery, and tannery. All the shopkeepers are given full stat blocks and descriptions (including visual ones). There is always a short paragraph on their history and how they came to their position. The house of wondrous goods is an interesting addition that I think is very useful. The proprietress inherited it from her late alchemist husband, and it is almost magical, in that almost anything can be found there if one looks long enough. It's a great idea and the adventure even explains how her husband was fleeing from the south after a failed potion caused a powerful man to die. Also, after many entries are adventure seeds that describe hooks for short adventures. In general there is enough information so that a GM can cook something up quickly given all the statistics in this and later chapters. One interesting addition in this section is two new skills, Hide and Fish. These are commoner class skills and allow one to either fish for game or hunt for meat. These skills are obviously subsets of Wilderness Lore and are thus not suitable for adventurers. The intent I suppose is to give a restricted skill that doesn't make those who take it masters of the wilderness. I'm not sure this is a good idea in general, but for the purposes of commoner NPCs these skills seem reasonable. The inn doesn't have any dark secrets (thank god) and a fair amount of information is given on when meals are served and what the PCs might find there. A detailed price list is given in a sidebar for everything the inn provides. The shrine of Erilys is also described in a fair amount of detail and the local 6th-level cleric Maerwynn is fully statted out. Other inhabitants around the village are also listed, most of them farmers or woodsmen. They range from a jovial retired soldier to a shepherd terrorized by a wizard's prodigal abomination. Some grew up there and others have retired there to farm or drink away their days. Several travelers who pass through are also discussed, ranging from a half-elf bard to a wandering tinker who repairs broken pots and pans. There was definitely some care in creating the village and its inhabitants: they all fit into realistic roles and even have clear historical analogs. It is important to point out here that the village is 99 percent human. I think this makes it much easier to integrate into most campaigns, though presumably they could all be turned into halflings or gnomes without much trouble. The outlying regions are discussed next, and this mostly focuses on a variety of hermits and wanderers one may encounter in the wilderness surrounding the village. A crotchety wizard lives there in a cottage with his pet goats, as does a wandering ranger. A retired paladin who uses her warhorse as a prime stud also runs a breeding farm near the village. The local druid Malcolm also makes his home in a forest grove nearby with his many animal companions. There is also a discussion of ruins nearby, from the old evil wizard's abode occupied by orcs, to an abandoned abbey, to the secret lair of the local evil cult. All of these seem reasonable, though I can't tell if maps will be provided for these or merely illustrations. The product ends with an excellent index that lists every character and location with a page number reference. I can definitely see where this would come in handy.
Bonus InformationThe module presents a fair amount of bonus information. There are several new spells that tie into various plot points in the adventure. There are two new deities, each with new domains, which are populated mostly with familiar spells but also new ones. The spells in general do not seem overpowered. One exception is Refresh, which effectively gives a person a full night's rest in two hours. This also refreshes wizards for their spells. I don't think this will cause problems in general, but I can see situations where munchkins would love it. The deities make sense, and I particularly like the inclusion of a home and hearth deity. These were far more common historically than they seem to be in role-playing products and add some verisimilitude to the setting. In addition, as mentioned above, two new restricted commoner skills were added, as was a new monster, the grass cloaker. There is a fair amount of additional information.
ClichesUnfortunately, despite its other good qualities, VoB does seem to be prone to some cliches. For example, there is an evil cult at work in the village, and some of the villagers are supporters of the cult. The way the cult is developed is more imaginative, and the plot could turn out to be somewhat interesting, but it is something of a cliche. In addition, the nasty skinflints and cranky woodsmen are part of the cult. That is to say, many of the people the PCs will instinctively not like are evil, and I don't think that is something to be encouraged in a product, because it encourages lack of thinking. In addition, there is a cantankerous wizard living outside the town and a good-hearted ranger who patrols the area. There is a castle ruin nearby that was occupied by an evil wizard who had orcs as minions. There isn't necessarily anything wrong with these elements, but they aren't terribly imaginative.
PresentationThe editing overall is fine. I found no misspelled words, which is a relief. Too many publishers can't even be bothered to run the spell-checker. (I know in saying this that someone will find a misspelled word in my review, but that is the peril a reviewer must skirt.) One noticeable problem is an excessive love of the apostrophe and the possessive. This crops up several times in the text. Sometimes it is merely clunky, but sometimes it is wrong. I found similar problems on the website, so it might be something to look into. The text is fairly large for a d20 product, but the sidebars are not excessive. There is a fair amount of white space, and an entirely blank page and a full-page ad at the end of the product. There appear to be many illustrations and maps, though of course I cannot comment on the quality or appearance of these elements. Unless the illustrations or maps are particularly good, the price point for this adventure seems to be somewhat high.
Attention to DetailOne excellent feature of this product is the care taken with many of the elements. For example, the names of the inhabitants are almost all based on Middle English antecedents. Examples are Roderick, Alfgar, Cormac, Ulric, etc. The exceptions are people like Stefan Dinescu (a traveling acrobat who settled in the village), Genevieve (an itinerant bard who is related to the innkeeper) and Angwyn ap Llewellyn (a cantankerous wizard living in the wilderness). It is refreshing to see this sort of coherence in naming when it is missing in so many role-playing products. In addition, there is a fair amount of detail on many inhabitants. They all have foibles and little secrets, and all of these make sense and could easily come up when PCs interact with them. The NPCs in general are much better developed than is usual in these kinds of products. The economics and daily life of the village are fleshed out well and make sense. ConclusionOverall, I liked the Village of Briarton, but I wished there was more to it. One useful product to compare this to is the Crucible of Freya, which also was 48 pages. That module did not describe the village in great detail, but it did describe many encounter areas around the village in great detail with maps. Finally, it had a prepared story line that the DM could follow to construct an adventure with little prep time. If one adds in the Wizard's Amulet and the supplemental material available on the Necromancer Games website, there is enough detailed there to take the characters to 5th level easily. The Village of Briarton is set up differently. There the village is detailed in great detail and many more characters are discussed. In addition, they have more complex motivations and the village is much more vibrant because of all the interlocking personalities and histories, large and small. Of course, that means that the area around the village is described in much less detail and the DM has to work harder to prepare adventures there. On the other hand, if I wanted to start characters as being from a specific place, I would want to start in Briarton, because then I have a ready-made place to adventure from that I can actually make come alive for players. There is some empty space in the product, and one thing I would like to see added is more support for adventures in the village. Perhaps more adventure seeds, or a master flow-chart to give a sample adventure progression for characters from 1st to 3rd level. I know the village was designed to be used by characters at any level, but I can't help thinking that a primary use for this product is as a home base for 1st level PCs. A little more support for this would be welcome. Ultimately, it comes down to what you are looking for as a setting. If you want a setting with well-described NPCs and a setting that will seem like it has a real existence apart from the PCs, choose Briarton. If you want a lot of ready-to-run adventures and don't care as much about well-developed NPCs, choose something like The Crucible of Freya instead. As for ratings, I have to give it an average in Style. It is reasonably well-edited and what artwork I saw appears good, but I don't have any artwork or maps, so I really can't tell. The final product could look terrible or wonderful - I really can't know. As for Substance, what is there is very good and clear. I give it a 4 for Substance, with the understanding that the page count of 48 is a little low for the price of $14.95.
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