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Capsule Review
February 15, 2013 by: kafka
kafka has written 179 reviews, with average style of 4.58 and average substance of 4.59 The reviewer's previous review was of Subsector Sourcebook 4: Sequoyah.The reviewer's next review is of Out of Space. This review has been read 5328 times. |
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This thin paperback packs its weight in gold, as it provides an excellent introduction to the Shadows of Esteren RPG by packing all the most salient rules under one roof as well as provides the Game Leader with three adventures to begin playing this rich and evocative world. For the Shadows of Esteren as been described as Cthulhu Dark Ages done right (because of a sense of lurking doom and perils of insanity and grievous body injury are likely to be the result of many “encounters”), although, I think a fairer comparison is the Conspiracy of Shadows, as both are imaginary worlds grounded in pseudo representations of Earth. Conspiracy of Shadows is the medieval atropia of a Poland that never was and Shadows of Esteren is a quasi-Celtic and melodic place filled with dark forests, vast mountains, impassable oceans as well as strife between modernity and tradition.
Unlike, the main rules (which is what makes this an invaluable guide for Game Leaders) there is not much fluff, it is more or less strictly rules. Not to take away from the excellent main rulebook but the lack of integration between rules and fluff was one of my earlier criticisms. Although, it does contain more rules than a standard Quick Start but less than the main rulebook making this more of an introduction or indeed as the title suggests – a prologue. For one of the most impressive accomplishments of Shadows of Esteren lies within its ability to create a truly evocative game that is both familiar yet strangely alien at the same time. It steps outside traditional fantasy and is evocative of George R.R. Martin’s Game of Thrones however, with a steampunk lens thrown in, instead of the canvas of the clash of civilizations that underlie that series. It is truly dark fantasy, at its best, which brings us to a discussion of the type of fantasy. This is a fantasy that is grounded very much in the human story. Yes, there are beasties or Feondas, which are more manifest nasty things that will be more akin to Lovecraft’s Mythos – a corruption and spreading stain upon the soul. Although, this book does point out that these creatures are real – unlike the main rulebook which left some doubt there. However, it does seem that these creatures are either part of a primordial ecology of a planet that was pushed back by an early attempt at terraforming or mutations from some sort of biogenetic warfare and now that humans live in the comfort of a Dark Age – these are simply – Monsters.
The adventures…I will not speak too much of the content (as is my tradition never to reveal spoilers) but they are well written and give lots of useful advice for the aspiring Game Leader. One beef that I had with these adventures…was the fact, the very first adventure stated it was written for experienced Game Leaders and a follow-up adventure for novice Game Leaders…would it not have been better to make the first adventure as being the one for novice Game Leaders? Everyone needs a Keep on the Borderlands to get their feet wet and accustomed to modes of play before blowing them away with the incredibly rich and detailed world that Esteren offers. Another beef was that it made references to products not yet published (although, if this review does last into perpetuity) this beef is more of a nitpick…but it does make me eager to see the future products…especially the soundtrack (although, there are references to other soundtracks which was “interesting” to say the least). The adventures form the beginning of a saga that immediately immerses players into a splendid and lush setting with props and just enough support aids (such as maps, narrative cues, and other assorted assists) to easily transition into the game. However, it does make it a tad more intimidating for Game Leaders who wish to make things up as they go along…that is not to say that players are railroaded throughout these adventures – just that they follow a certain logic and Game Leaders are best to follow it, lest the tapestry of the story line just fall apart.
The adventures do touch on the major modes of play and give the players ample warning that they are no longer playing D&D. Hack and Slash or Rules Lawyering will not work here, as these adventures do put the tools into the hands of Game Leaders whilst providing maximum enjoyment for the players by providing a full sensory experience – engaging their minds (through the act of play), eyes through breathtaking visual aids and ears (through the suggested audio accompaniments). Missing, of course, is taste and smell but those can be supplied with any good Game Leader providing wine and food, as is the case with my games. Furthermore, these are easily simulated…what these adventures do best is create a realistic and rough world that shares much with post-apocalyptic fiction more than traditional fantasy – thus, I am tempted to say, even more World of Darkness than any of the standard fantasy universes that I have seen to date.
It is filled with the same awe inspiring and fabulous art that made the main rulebook a treasure trove of inspiration. Similarly, the purple prose is tight and inspirational. It also has the benefit, just like the main rules of being both rules lite and rules fast…allowing just enough for the novice Game Leader and inexperienced players to jump right in. However, it does lead one to fear, especially, after reading the chunky and remarkable main rulebook – what if they screw up the grand design. For this book is part of a series that will gradually reveal itself to Game Leaders and players alike. And, the epic nature of this journey makes me breathless in anticipation of the next chapter of the story…which promises to have the elusive music CD, Game Leaders Screen and more adventures…so I guess the hallmark of a good game is when you are left craving. This prologue is but a tender morsel compared to the robust main rules but even then I was not sated…so kudos to the development team – both in France (where the original game is published) and on this side of the Atlantic for giving us this magnificent game.
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