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REVIEW OF SORCERY 2: KHARé - CITYPORT OF TRAPS
Kharé - Cityport of Traps is the second part of the ongoing Sorcery! series, a four part campaign where characters will have to reach the Fortress of Mampang and recovering the Crown of the Kings. The Evil Archmage (hisss...) plans to use this wonderful magic item to unify the evil peoples of Kakhabad and conquer the neighbouring kingdoms. Are the player characters' up to the task?

I must say I waited for the release of Kharé - Cityport of Traps with particular excitement. I remembered my futile attempts to end successfully the gamebook this module is based on and the various meetings with the inhabitants of this evil city. Perhaps this set my expectations too high.

Physically, the module is of the usual good Myriador standard. I keep not appreciating computer generated maps or art, of course, but this is a question of personal tastes. The price is still very high and the possibly not amazing success in sales could explain the long wait between the release of the first part and this one.

About the adventure itself. The characters find themselves forced to use Kharé to pass the Jabaii river. This not simply a problem because the city is inhabited by many evildoers, but because the North Gate can be opened only with the right spell. The spell is know in its entirety to the city ruler but various parts (four, to be exact) are known by various people in the city. The characters have so to wander the city and 'meet' various inhabitants for gathering clues and the all important parts of the spell.

The idea is very good in my eyes. Unfortunatly, however, the module itself is not up to the task. Detailing a city is no mean feat and perhaps the 32 pages format perhaps wasn't the best choice. Anyway, the module folows too stricly the original format of the gamebooks and doesn't have enough info and descriptions to bring Kharé - Cityports of Traps to life. For example, is it possible that Garamosé (principle deity of Kharé), has no temples? What about the location of the Thieves Guild and some of its members, considering the fact that the city is the City of Thieves? Where are located the taverns? What about Garin Alderay if players decided to vist him?I could keep listing missing parts, but I suppose you got the idea.

When my players were confronted by the premise (you have to pass the river via the city and not by boat or such), they understood very well they were forced to do so by the plot. One of them (Matteo the Troublemaker) attempted to propose to pass the river with his ring of water walking, so avoiding the city completely. I countered the plot saying "Many rewards are within the walls of Kharé for the brave!", not forgetting the classic threat "When you will confront the Seven Serpents and discover that some clues and items are missing, do not complain". Of course there are no clues or items in the city needed to continue successfully the campaign (except perhaps for one ring), but a good DM sometimes has to twist the truth... Anyway, this let you understand how ramming a plot in players' throats is not a good tactic. The module was quite heavy handed about this: one suggestion was that the Jabaii river is toxic, another one is that dark elves raiders and slavers are ready to attack the unwary travellers ("In full daylight?" Matteo the Troublemaker asked...) because they considere sacrilege crossing the river (!).

Other game aids I missed much were a player's map and a DM Map showing the various roads, streets and alleys all together for quick reference. The only map present in the modules is a key to little maps (streetmaps) of various areas in the module and I couldn't give it to the players. Any half witted individual will surely understand that the map areas labeled 'Streetmaps' are the ones where 'interesting' situations can occur. If you want action, go there. If you don't, well, avoid them. More, such map has not the various road names on it, so I was forced to flip the pages continually and attempt to make sense of the various indications in the streetmaps.

Mind you, the adventure is not bad in itself. Albeit quite rigid, many of the encounters were interesting to play (Me as the Sage: "You have to ask to Lord Shivna for his part of the spell" Players: "Great! Where is he?" Me: "In the graveyard, he is dead" Players: "How can we talk to dead people?!?" Matteo the Troublemaker: "Undead! Perhaps level draining ones!" Players staring at me accusingly...) and linked to the plot. Some were not good (the Nice Guy Offering Beer was never believed as a Trustworthy Fellow...), but this perhaps is unavoidable. Simply, you have to put a lot of work to make Kharé - Cityports of Traps really alive and interesting. I could recommend this module just to people interested in playing the entire series and I recommend to make some work on it before playing it.


PRODUCT SUMMARY

Name: Sorcery 2: Kharé - Cityport of Traps
Publisher: Myriador
Line: Fighting Fantasy d20
Author: Converted by James Wallis
Category: RPG

Cost: $ 15.95
Pages: 32
Year: 2004

SKU: MYRFF06
ISBN: 1-904629-05-9

View [ Printable Review ]


REVIEW SUMMARY

Comped Capsule Review
Ciro Alessandro Sacco
June 7, 2004

Style: 3 (Average)
Substance: 3 (Average)

The module has good ideas, but it suffers from insufficient development of the city and it need more aids.

Ciro Alessandro Sacco has written 6 reviews, with average style of 3.33 and average substance of 3.33. The reviewer's previous review was of Dork Tower: The Boardgame.

This review has been read 2021 times.


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wasted conversionsRPGnet ReviewsJune 9, 2004 [ 02:41 am ]
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