Wolves on the Rhine
The Romans. A very popular subject, especially if you watch
the History Channel (probably second only to WW2), but also among
historical fiction and movies. There have been quite a few
roleplaying sourcebooks (AD&D, Gurps, d20 among others), and
even one game still in print (Roma Imperious) based on them. But
I can't actually recall any Roman themed adventures. Until now.
Wolves
on the Rhine is a "programmed" adventure
from Dark City Games.
"Programmed" basically means you can play it solo if
you like, although nothing is keeping you from running it the
traditional way, and unlike typical (at least not from Metagaming
or Dark City Games) solo adventures, you run a group of 4
characters.
As you might guess from the title, the adventure is set at the
Rhine river, in Roman times (A.D. 40) on the border between Gaul
and Germania. You are members of Twentieth (XX) Legion (who later
would became famous for taking part in putting down the revolt in
Britain). While not exactly a peaceful area, things have gotten
worse lately, with the local barbarians raiding forts and towers
and such. You've been assigned to talk to some friendly
barbarians and see just what is going on. Just getting there is
something of an adventure in itself (probably half the adventure
actually).
If you are a fan of the original Conan stories (like I am), you
probably can't help but notice a similar feel to some of them,
the ones where Conan is on the frontier of Aquilonnia and is up
against the Picts. Indeed, the plot (and name) is close to one of
those, Wolves Beyond the Border. Although I guess it also
somewhat foreshadows the XX Legion's later experiences in Britain
as well.
Some of the adventures from Dark City Games are pretty
complicated. This one is pretty easy, as apparently it was
written by a first time programmed module author (having tried to
write a choose your own adventure story, I can say these are
trickier than you think). It lacks even plot words (basically
where if you find or do something, you write a word on your
character sheet, and if you have that word later on, it can
change things somewhat). This is not necessarily a bad thing, but
it does rather cut down on the replay value. There are actually
still a lot of choices, but most seem kind of minor, and the
consequences are immediate, rather that happening later on.
Gameplay
They use their own rules set for the game, which comes included
in a small booklet. The closest comparison is The Fantasy Trip,
basically a system similar to GURPs, but simpler and less
headache inducing. Characters have 3 stats, usually around 10-15
or so, and various skills. To perform a skill, you roll under
that on 3d6 (or rarely 4d6). It's gritty - in that armor stops
damage, and characters don't have hit points, but take damage to
their ST stat.
Most of the previous adventures used the same set of fantasy
rules, but as this is a historical adventure, the included rules
was tailored for just for the Romans (complete with Roman armor
and weapons).
At first, I thought playing through would be a little tougher
than the previous ones, because there is no healing magic. But
actually, in practice, my Roman characters had a lot more armor,
which actually made it rather tough to be injured in most
combats. Most the opponents would only do 1d6+2 damage, while the
Romans could have up to 6 points of armor. So only a hit that
rolled a 5 or 6 (+2) for damage would actually injure one of my
guys. Of course, conversely, all that armor comes with a
dexterity penalty, which makes it harder to hit in combat. So
combat was a bit longer than in previous modules, with a lot of
misses and blows that didn't do any damage.
Except the bear. Like all these modules it seems, the wildlife
seems to be murderous (although I guess it's more fitting here),
and the bear in this was quite tough.
Looks/Layout
Previously modules from them featured some snazzy looking cover
art, then some average quality black and white interior art.
Usually the same art as used on the counters. This does that, but
the art is in full color, including on the counters (and the map
sheet is in color as well). This dramatically increases the look
of the art and the module itself. I actually usually use figures
for the characters and foes when playing these games, but to not
use the color counters in this made me feel guilty.
Final Thoughts
While I enjoyed this module, I really did find it quite short and
well, too easy. It's almost impossible to screw up or get lost in
it. Still, I guess it does have replay value, you need to go
through it twice to see everything.
Also, perhaps because of its historical nature, it felt less like
a roleplaying game and almost more like a boardgame. I mean in
the past ones, I had fun creating characters to fit different
roles, buying equipment, etc. In this, there's no equipment to
buy, and very limited roles - basically either a Roman Legionaire
or a Barbarian Auxiliary (I went with 3 Romans/1 Barbarian who
was an archer). And no loot, either. Not even an "I put down
a Barbarian uprising and all I got was this shirt" T-shirt.
So to a certain extent, it was a bit harder to develop a
connection with my characters, since they were all basically
alike in terms of abilities and possessions.
On the other hand, the production values are definitely the best
so far, with the interior color art and color counters and map
sheet. If you are playing a Roman game, I can almost see buying
this just for the counters.
So, it gets a 3 out of 5 (or average) for
substance, and 5 out of 5 for style.

