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REVIEW OF THE HAMLET OF THUMBLE

The Hamlet of Thumble

This is actually the second review of Thumble I've written. The first was actually sort of a preview review, and was a capsule review (not playtest) from a manuscript. As it's a completely new review, not just a revision, I'll cover the same basic ground, just differently (and hopefully better, this time).

I've actually been meaning to write a follow-up playtest review from the finished product for quite some time (6 months, I think), but I've always found it somewhat tricky writing adventure reviews. To a certain extent, reviewing sourcebooks (or capsule reviewing adventures) just describes the contents, and the gist of how they work, and how the rules in the book worked (or didn't work). Adventure reviewing often require narrative writing, which I'm not great at (Otherwise I would be writing short stories and novels, not writing reviews), so I usually try to describe my experiences in a paragraph or two.

Anyway, it came out in the summer of last year, and was one of the first 3.5 D&D modules available. It's written by Ed Cha, and is the first product from Open World Press. I call it a module, but it's really more of an "Adventure Setting", which is basically the author's phrase for a setting built up by several adventures that also double as location sourcebooks. Basically how the old D&D Known World setting came about (only not as haphazardly in this case).

This adventure is set around Thumble, a small hamlet of halflings. Really, they're not halflings in the 3e sense, they're really hobbits. Besides being short, they're somewhat round and chubby, somewhat rustic, quaint.

But all is not well in Thumble. They've been troubled by some mysterious creatures, which they call "Yappies" (who are actually kobolds). The PCs can either solve the problem with the Yappies or aggravate the problem, depending on whether or not they are evil or good.

But that really isn't the main attraction of Thumble. What's neat is the attention to detail of the individual halflings.

One of the perils of running a store-bought adventure, is it's often only a sketch of an area. If the players wander off the main stage, or go someplace they're not supposed to, you're forced to adlib. This can be tricky, at least for GMs like me, who largely base my own NPCs on people I know or women I've dated (or who have maced me).

But in this, the players can harass or talk to every halfling in the place, and you'll have just about everything about them, from names, names of their children, hair color, eye color, what they do, and of course, their stats. Sometimes there are some sample quotes.

For instance, there's Borendill, a pig and chicken farmer. He's got brown hair and brown eyes and is a somewhat chunky (for a halfling) 113 lbs. His wife is is named Tessee. She has blonde hair and blue eyes. Their children are Wilby, Romelia, Delgrin, Megran, and Luco. One of them has a funny birthmark.

Something like 50+ halflings are detailed like this, including stats. It's a mix of odd characters and the traditional small town archetypes, like the town drunk and spinster. I imagine the recipe for "Halfling Stew" in the Yappie section, was included because the author was so sick of coming up with halflings and details about them.

This detail extends to just about all of the NPCs. Even some of the minor encounters. For instance, one of the encounters on the way to town involves a brush with a pair of con artists. Like the halflings, we get a brief sketch of their past history, as well as their descriptions.

Thumble is also fairly well developed, with quirks of it's own. For instance, the inhabitants speak with a slight accent. Their "O" sounds are sort of drawn out, "ooo-ooo". So instead of D'oh, they say "D'oo-ooh" (It doesn't mention if their cows say "Moooo-oooo"). The sample quotes for the halflings all take this into effect, and are sometimes kinda funny.

While the attention to detail is the best part, it still is a pretty good adventure, largely because of it's non-linearity, and various side quests/encounters.

As mentioned, basically, the PCs have to solve the Yappie problem. If they're good PCs. If they're evil, they can help the Yappies. But there are various ways to solve it, from either end. On the downside, beside it's non-linear, it's shorter than the sort of adventure where the PCs follows a preordained course, room to room. If you skip the role-playing, and the side stuff, it can be really quick. (Of course, the obvious solution is not skip that stuff, though there is something of a time clock on the PCs part, at least as written, because of a missing child.).

Also, one could argue there is a logical problem, that many of the inhabitants of Thumble are actually tougher than the PCs probably are (if the PCs are 1st level). But that's really a problem/quirk/feature of the d20 System and D&D (or level systems in general), and actually requires metathinking on the part of those complaining about it. The PCs should probably think they are tougher than halfling farmers.



The first time I ran the module, was as part of my normal d20 game, which is something of a SF/Fantasy cross-over, with some Call of Cthulhu thrown in. My campaign is set about 500 years in the future, on Carcosa, which is a planet revolving around Aldeberan (and so in the setting, was named for the HPL stories, it's not simply a coincidence). Anyway, as part of a Star Ocean 2-ish accident, an entire research colony was transported into a fantasy analog or parallel universe (also greatly inspired by Timothy Zahn's novel "Triplet", which ironically shared a cover with some Gurps book). I mostly use a combination of Blood & Space (tweaked a bit) and Traveller 20 (tweaked a lot) classes, gear & feats from Dragonstar, and some other misc stuff (like the Quintessential Witch).

So anyway, what I'm getting at, is the initial party I used was a somewhat higher level than the module was meant for, 5th level or so. And they had guns. And grenades. About half of them. The other half was a Quintessential Witch/Ranger, and two Fighter/Sorcerer types. (Sadly, no ninjas.)

Also in my game world, I don't really use alignment per se. I do use it, but races and such tend to not have any inherent ones. Thus, Halflings are not necessarily good, and Kobolds are not necessarily bad. Both tend towards neutral.

So, this changed things considerably. Although I did up the power level of the yappies in this, it's really really hard to compete with grenades. So the Yappies surrendered, and a fairly equitable peace was made between the two, with the help of Quiggles the magic frog. That might not be so easy in the more traditional sort of D&D world or the one that module envisions. But is still possible (especially with the reward for saving Quiggles).

There actually was some combat at first, and I used part of this as an example for my review of Torn Asunder, which is a critical hit system for d20. This actually sparked off a controversy over whether or not kobolds have tails, because I always thought they didn't, largely based on an illustration in Dragon magazine, and some of the pictures in this. (See the comments on my Torn Asunder review for more on this, if you care :-p)

The second time I ran it, was when I first play-tested Stargate SG-1. In it, I changed the Halflings to humans, I forget which type, something weird, and the yappies to rogue Jaffa. As I wanted to test the combat system, it was pretty bloody for a while, but eventually the leader of SG-13 was able to defeat the leader of the rogue Jaffa in single combat, and peace was made. The Halflings convert to humans easily enough, if you just double the height and weight.

The third time I ran it, which was recently, actually, I used in a more normal setting, the levels it was intended for (1st-2nd) and it was played from the point of view from the kobolds. I still didn't want any halfling bloodshed, so I ran it from an angle that the kobolds wanted to frighten the halflings into paying tribute. In part, I used some of the spells from the Gnome: Masters of Illusion book I reviewed last month. This actually ended up with most of the kobold PCs getting clobbered.

So, while the adventure itself is perhaps a bit short, it can be reused over and over, as can the hamlet itself.



The second half of the book is really more a sourcebook. 3 new core classes (The Witch, the Shaman, and the Cavalier), a bunch of spells, an advantage/disadvantage system, new magic items, new weapons (just mundane items like household wares). And beyond that, all sorts of advice and tips aimed at beginning DMs.

On paper, the classes all looked to be well done rules wise and balanced. And while I still haven't tested them extensively, I have used them as NPCs of varying levels, and they do seem to be pretty solid. Considering Mongoose sells a single class for $3.50 in an 8 page minibook, these 3 classes by themselves just about make Thumble worth buying (or a bargain if you buy it for the adventure.).

There are a lot of witches for the d20 system (at least 6 others, by my count), and this is a decent one. Besides the spells the witch can cast (which are a mixture of enchantment and charm and summoning with some minor healing), she can also shapechange. Not quite the traditional witch, but not bad.

The Cavalier is great at fighting on horseback (or some sort of mount). Elsewhere he's a bit weak (though pretty much like a fighter without any bonus feats or abilities).

The Shaman is perhaps the most original of the three. It's similar to a cleric, but worships animal spirits, and gets powers based on the totems it worships.

There's also a reputation system, a disadvantage/advantage system, lots of spells and probably some other things I'm missing. If just the rules were released as a book, it would be pretty hefty. In a way, it's almost a shame that they were included, because they will probably be overlooked (and perhaps the space could ahve been better used for more adventure seeds/plots).

The GM advice is sometimes often somewhat obvious to long time GMs, but is nonetheless worth mentioning, and should be great for starting GMs.

Since I was working from a manuscript the first time, I just gave "Style" a 3. However, the actual book is a lot better than I had expected. Not to put down Mystic Eye Games (who this is published under, it's one of those affiliated publishing deals), but while their adventures were enthusiastically done, they were somewhat ugly in terms of layout and art and such. I was expecting the worst.

But it's actually a really snazzy looking book. The layout is a bit crowded, because it's packed to the brim, but it's very easy to read and to find things. There are a couple of slight glitches in the text, the most notable is when the wife of a halfling changes names from Lyneth to Eleree. In a really neat touch, instead of the standard grey background you normally find used for tables, it uses greyed out illustrations from the book. It's hard to describe, but it's really classy looking.

As I did mention in the first review (since the art was up on a web page for me to see), the art by Lee Smith and Diego Paredes is quite good, and the cartography by Clayton Bunce is simply stunning. Best cartography style ever, sort of isometric, and hand drawn. Definitely an antidote to the ugly, dark, hard to read computer-ish blobs that is the norm for maps these days. Though ironically, the maps are a bit pixelated (I guess it must have been a jpg or something at one time, or suffered a bit from the scanning in process). But you really have to look close to notice. And last but not least, the cover art is by Storn Cook, and so is quite good.


In 2003, there were 3 d20 books that really stood out to me in quality, originality, and energy. This, Lords of the Night: Vampires, and Redhurst: Academy of Magic. It's hard to choose which one is better, as they are all so different, but this definitely gets an A+.

It's a really special book. If I were going to put out a beginners boxed set today, I would put The Hamlet of Thumble in it, much like The Keep on the Borderlands was in the old Basic D&D boxed set.

It's still not for everyone (I mean, it is about a village of halflings), and I expect it's probably not for the average RPG.netter, but I think if you remember the old D&D days fondly, but have moved on in style (from just hack & slash to a bit more on role-playing) you'll love it. I call it the Quiggles test - if you find the idea of a magic frog named that amusing, then you should like it. If you don't, then stick with White Wolf stuff


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The Hamlet Of Thumble

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PRODUCT SUMMARY

Name: The Hamlet of Thumble
Publisher: Open World Press
Line: d20, World of Whitethorn
Author: Ed Cha
Category: RPG

Cost: $14.99
Pages: 72
Year: 2003

SKU: MYG5001

View [ Printable Review ]


REVIEW SUMMARY

Comped Playtest Review
Jeremy Reaban
May 14, 2004

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

Come discover the mystery of Quiggles the magic frog. And meet a whole lot of halflings.

Jeremy Reaban has written 125 reviews (including 3 d20, World of Whitethorn reviews), with average style of 3.51 and average substance of 3.94. The reviewer's previous review was of Lords of the Night: Liches.

This review has been read 3374 times.


MORE REVIEWS
6/03: by Jeremy Reaban (3/5)

In 2 reviews, average style rating is 4.00 and average substance rating is 5.00.


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