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The name’s Davenport. I review games.So the other day, I get a knock at the office door. I open it up, and nobody’s there. (Which really got my goat, ‘cause I was just gettin’ to the good part of that day’s Girl Genius.)
“Hey! Down here, ye fool!!” says a voice that sounds like Sean Connery gargling gravel.
I look down, and it’s a Dwarf. He’s got plate mail and an axe, not a trench coat and a machine gun, so I figure he’s not here about that Shadowrun 4th edition review I got in the works.
“Lemme guess,” I says. “You’re here ‘bout me reviewin’ a fantasy game.”
“Oh, yer quite the seer, aren’t ye, laddie?” he says. “However did ye figure that oot, Nostradumbass?”
“Hey, don’t get short with me, pal,” I says.
“Hardee har har,” he says. “Like I’ve never heard that one ‘afore. Now, d’ye have some time t’talk about a reviewing job?”
“Yeah, I got some time,” I says. “But only just a little.”
“I’m warnin’ ye, laddie…!”
“Okay, okay… so what’s the job?”
“Dungeons and Zombies!” he says. “Th’ fantasy supplement for All Flesh Must Be Eaten!”
“Oh, an Eden zombie job, eh?” I says. “You’re on. But first, let’s the basics outta the way: is this just gonna be about whackin’ underground zombies with swords? ‘Cause that’d get kinda boring.”
“Have ye learned nothing from the likes o’ Enter the Zombie?” he sighs. “Aye, there be zombies a-plenty… but hordes of other beasties as well, sooch as dragons, and goblins, and griffons, and even those bloody prancin’ elves.”
“Sounds good,” I had to admit. “I know plenty of folks’ve been waitin’ on pins and needles for a Unisystem fantasy book. Okay, I’ll take the gig. But… ah… what’s that god-awful smell?”
“Ah! That’d be my treasure sack!” he says, holdin’ the stinkin’ thing up.
“So… whaddya got in there?”
“Brains.”
“Brains??”
“Aye! Dinnae give me that look! Didja noot hear me say this was aboot Dungeons and Zombies?”
“So…?”
“So, I’ve been killing bloody zombies and takin’ their stuff!”
* * * * *
Anyway, that’s enough small talk…
“I heard that, laddie…!!”…here’s the review.
Substance
Enter the Zombie convinced me of the viability of AFMBE genre supplements by doing justice to both the Hong Kong action side and the zombie side of the equation. For all practical purposes, it was a Hong Kong action movie supplement that just happened to heavily involve zombies.Eden’s since continued that strategy, with what I’d have call mixed results. While Enter the Zombie created a whole new martial arts and gun-fu system for Unisystem and introduced new zombie powers that moved the creatures well beyond their shambling stereotype, Pulp Zombies recycled the psionics out of WitchCraft, had no new zombie powers, and generally focused on being a “pulp heroes vs. the zombies” book rather than taking Enter the Zombie’s more balanced approach. A Fistful o’ Zombies, the Western zombie supplement, shifted back toward the style of Enter the Zombie in the genre-to-zombie balance, but didn’t have quite as much room to innovate given the more mundane subject matter.
Which brings me back to Dungeons and Zombies. As I waited for it to fall into my eager gauntlets, I had to wonder: would it be the next Enter the Zombie? The next Pulp Zombies? Or something in-between?
The answer is that it’s not quite any of the above.
Chapter One: Delving Down
The standard Unisystem opener: extended game fiction piece, introduction to the genre, chapter descriptions, book conventions, inspirational material, and information about the author.
Chapter Two: Swords, Sorcery, and Shambling
Enter the Zombie had the luxury of being largely about one particular sort of power – fu of both the kung- and gun- varieties – and so could dedicate lots of space specifically to detailing brand new rules for that power. Dungeons and Zombies, by contrast, has a lot more ground to cover, and Unisystem already has rules available for magic, necromancy, and miracles. Miracles already appear in the core rulebook for the Inspired character type, so Dungeons and Zombies reprints most, but not all, of the Lesser Invocations from WitchCraft and Armageddon, along with most of the Necromancy powers from WitchCraft as well.While the Invocations are reprints, some new effects do appear here, such as One with the Beasts for Communion, Sheet Lightning for Elemental Air, and Soulfire Burst for Soulfire. (Although, surprisingly for a fantasy supplement, there’s no Fireball under Elemental Fire.) In the case of Necromancy, the book removes Death Vessel in favor of the new Death Raising power – appropriately enough, the ability to create zombies.
The supplement does have its share of completely new rules, however.
For one thing, the book includes two new Character Types: the Adept Hero, for wielders of magic, and the Talented Hero, a more competent take on the Survivor for general adventuring types.
Also, the book uses two types of package-deal Qualities, known as Racial and Professional Qualities, to fill the roles of D&D’s races and classes.
Racial Qualities:
- Dwarf
- Elf
- Gnome
- Goblin
- Minotaur
- Orc
Professional Qualities:
- Paladin
- Ranger
- Swashbuckler
- Holy Order of Light Priest (essentially a cleric)
The supplement leaves it to the players to simulate other classes – like Thief/Rogue, for example – through ordinary skill selection. (Or, if they simply insist, with the creation of brand-new Qualities by way of GM approval.)
Additional Qualities tweak existing Unisystem Metaphysics to better fit the genre. For example, rather than reprint psionic abilities on top of everything else, the Psychic Invoker Quality lets magicians use Invocations without the need for gestures or incantations. While I’m not sure that this goes very far in simulating D&D-style psionics, it is, at least, a tip of the hat to them.
The Inspired Invoker Quality addresses the fact that Unisystem’s miracles seem ill-suited for use as the boons of polytheistic gods. It accomplishes this by allowing the character to use both miracles and magic – the latter potentially reflecting the nature of the god whom the character serves.
As far as clerical powers go, though, I think it’s a shame that the book didn’t instead draw on the Spirit Boon concept from the Mystery Codex and Armageddon. While this might not have been as directly analogous to D&D cleric spells, it would have allowed for more thematic and flexible abilities falling under a specific god’s purview.
Besides, the game already puts some strange restrictions on cleric types as it is. For example, the Inspired – whether Inspired Invokers or not – can’t have Necromancy. So, worshippers of death gods are pretty much out of luck. And in a more general sense, Unisystem Metaphysics really don’t much resemble D&D spells of any sort in the first place, tweaks or no tweaks.
I do love the fact that the book features some badly needed combat rules appearing in no other Unisystem books: mechanics for shields and for mounted combat. Both rules make plenty of sense without adding too many complications, and the shield rules allow for more than one level of complexity. GMs can determine whether or not they want shield breakage to be an issue, for example.
Chapter Three: Dead Gods and Demon Lands
This first Deadworld pays tribute to swords and sorcery pulp fantasy – the stuff of Fritz Lieber’s Fafhrd and the Grey Mouser and Robert E. Howard’s Conan. Here, a war of the gods has created a plague of not one, not two, but three types of zombies: the first two being the demon-inhabited corpses serving powerful gods of evil – not unlike the fiends from Evil Dead – and the third being the literal risen dead, trapped on earth by the divine conflict and hungry for mortal flesh.I like the setting in general, but the presence of the usual fantasy races, the prevalence of PC magic use, and (most of all) a definite good-vs.-evil theme – one that creeps in despite the author’s claim that such a struggle runs counter to the subgenre – all serve to dilute the swords and sorcery feel. In fact, the book’s opening fiction, which reads almost exactly like a stereotypical D&D adventure, is set in Dead Gods and Demon Lands. So, basically, instead of an AFMBE take on swords and sorcery, we have an AFMBE take on a D&D take on swords and sorcery.
In addition to the new zombies, this section stats for lizard men (“saurians”).
Chapter Four: Dawn of a Dead Age
The next Deadworld also looks at its inspiration through a D&D lens. Considering that the source material in this case is the epic fantasy of Tolkien, however – which in its turn inspired so many of the D&D standards – here we have a more comfortable fit.In the Tolkien tradition, the heroes face the evil hordes of a Dark Lord and must undertake an epic quest for the means to defeat him. In this case, of course, the evil hordes consist primarily of zombies – both the fearsome, intelligent, and regenerating undead foot soldiers of the Dark Lord, and the terrifying Nazgul-like Shedim zombies that even the dragons fear. It’s a fairly faithful tribute, with the elves of the setting tweaked to be the even more Tolkienesque immortal sidhe: a fey people whose magicians have been lost to the Dark Lord but who still possess potent spiritual powers (a.k.a. Miracles).
Ironically, this setting reverses the thematic flaw of the previous Deadworld. Whereas the good-vs.-evil theme of Dead Gods and Demon Lands dilutes the nihilistic Conan mindset of that setting, the presence of morally ambiguous goblins and orcs in this setting – these being the former servants of the Dark Lord, now embittered by his having replaced them with zombies – dilutes the moral clarity so prevalent in Tolkienesque fantasy.
Non-zombie critters here include dragons (and zombified dragons), werewolves, and griffons.
Chapter Five: Death of the Round Table
This third Deadworld is by far the most grim.As the title suggests, the setting is Arthurian fantasy – or, more appropriately, Arthurian horror. Morgan le Fey and Mordred have captured and tainted the Holy Grail, using it to turn almost all of the Knights of the Round Table into nearly unstoppable undead and to unleash a horde of ravenous, plague-ridden zombies upon the land. The heroes start from humble beginnings to bring new hope to a seemingly hopeless land.
Here, the author abandons the D&D-isms altogether – allowing for the existence of faeries but discouraging their use as player characters, for example. Nevertheless, the acceptance of standard magic-using types as PCs, albeit with Arthurian twists, may annoy the same purists who objected to the PC magic rules in the fourth edition of Pendragon. Overall, though, this dark take on the bright legend of Camelot is one of my favorites in the book. I only wish the swords and sorcery Deadworld had gone the same D&D-free route.
Chapter Six: The Eastern Dead
Here, the book turns to fantasy with an Asian flavor. The D&D races are back again, but unlike in Dead Gods and Demon Lands, they’re tweaked to blend in almost seamlessly with the setting. Elves become mystical fox-people, complete with fox-transformation powers; dwarves become the setting’s analog to the Mongols; and goblins, orcs, and minotaurs all become oni, the demonic servants of evil. (Here, unlike in Dawn of a Dark Age, there’s absolutely nothing ambiguous about the evil natures of these creatures.)The setting does more than adapt previously introduced elements, however. It also introduces the Professional Qualities of Ninja, Samurai, and Sohei Warrior Monk, along with a handful of martial arts powers like those found in Enter the Zombie. This efficient and clever use of existing game resources with the addition of valuable new rules make this Deadworld another of my favorites.
In addition to bizarre leaping, flame-spitting, acid-blooded zombies of the setting, the chapter includes stats for a rakshasa.
Chapter Seven: The Tomb of Doom
Of course, what would a supplement called “Dungeons and Zombies” be without a dungeon filled with zombies? That’s where the last setting, the Tomb of Doom, comes in: an old-school multi-level dungeon crawl through an ancient chieftain’s burial chambers, complete with traps, secret doors, and wandering monsters. It’s a cute, relatively forgettable little one-shot, but it highlights one of the key aspects of the book as a whole: this is a fantasy supplement with emphasis on the undead, not a “fantasy stereotypes vs. the zombies!” supplement. In this section alone, we have stats for not just the local zombie population, but also for skeletons, ghosts, goblins, wolves, rats, and shadows.Style
This book brings to the table everything I’ve come to expect from an AFMBE supplement: clean layout, solid organization (with an index), decent (but not always spectacular) art, and no typos or errors that stuck out to me. The book- and chapter-opening game fiction, like the art, works quite well, even if none of it really blew me away.
Stylistically, I would have to say the book’s biggest flaw is one I’ve mentioned already: the failure to really capture the feel of the source material in the swords and sorcery setting. And, at any rate, it’s arguable whether that’s a Style or Substance issue.
Conclusion
Let’s take just a moment to review the full bestiary of non-zombie creatures this book offers:
Dragons Dracozombies* Dwarves Elves Ghosts Goblins Gnomes Griffons Minotaurs Orcs Rakshasa Rats Saurians (lizard men) Shadows Skeletons Werewolves Wolves
*Well, okay, the dracozombies are technically zombies, but you get the point.
Is it a comprehensive bestiary? No, not by a long shot. Someone seeking one of those will have to turn to Terra Primate, Unisystem’s red-haired stepchimp, although the zombie powers in the various AFMBE sourcebooks certainly allow for the creation of any number of non-zombie monsters as well.
The point is that to the extent that it can do so given its space limitations, this book sets out to be not just the AFMBE fantasy sourcebook, but the Unisystem fantasy sourcebook. It struggles a bit in places while trying to squeeze something resembling Dungeons & Dragons out of pre-existing Unisystem mechanics, but on the whole, it succeeds.
While its overall value drops a bit if you already own WitchCraft or Armageddon, it’s a dream come true for dedicated AFMBE fans craving a fantasy fix – with the new races, professions, monsters, and rules, this is easily the most loaded AFMBE genre supplement since the stellar Enter the Zombie. And its value grows even further with the product’s free web enhancement and new settings, the former containing clever conversions to cinematic Unisystem, available for download at the author’s Web site.
So if you’re a Unisystem fan who’s been chomping at the bit for some official fantasy rules, or if you just want to kill zombies and take their stuff, you’ll want to check out Dungeons and Zombies.
SUBSTANCE:
- Setting
- Quality = 4.0
- Quantity = 4.0
- Rules
- Quality = 5.0
- Quantity = 5.0
STYLE:
- Artwork = 3.5
- Layout/Readability = 4.5
- Organization = 4.0
- Writing = 4.0
- Proofreading Penalty = 0.0
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