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Capsule Review
February 18, 2002 Edited: August 28, 2017 by: Tim Gray
Tim Gray has written 18 reviews, with average style of 3.39 and average substance of 3.44 The reviewer's previous review was of The Spirit Ways.The reviewer's next review is of Li Halan Fiefs. This review has been read 944 times. |
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The premise is that each is a report to the Emperor by a Questing Knight belonging to that house. Being al-Malik, this narrator makes frequent use of flowery language, with section end passages in the impenetrable Graceful Tongue. The booklet is 34 pages long (it uses the inside covers), layout is adequate, and there are four pieces of artwork which aren’t particularly noteworthy. Proofing is a bit off - quite a lot of typos got through, e.g. several cases of “lead” instead of “led”, names of places have variable spelling - but it’s not a glaring obstacle.
Each of the major worlds follows the same format: about 3 pages of history; a listing of the planets in the system, with a bare sentence or two about each; a box-out with the world’s main stats, like population and exports; a small map showing the world’s land and water areas, main settlements and other major features; and 4-6 pages of ‘people and places’ listing the main regions with mention of the main cities, usually a couple of beasties with stats for one of them, and other items of interest; and a couple of tips for travellers from the narrator. Here are the worlds.
The booklet ends with a short section of other holdings, al-Malik fiefs on worlds they don’t control. These are Kordeth, the Ur-Ukar homeworld, where the main holding is an exotic domed city (with underbelly for serfs and aliens, of course); a chain of small islands on Madoc, a League-owned waterworld (one island's taken over by slaves and pirates, and the amphibian Oro’ym are nearby); and a city on Leagueheim. None of these gives the GM much to go on, but would be interesting additions to other information about these worlds (from the website it looks like Leagueheim is covered in the Merchants sourcebook; Kordeth may be in ‘Children of the Gods’).
This certainly gives the GM more to work with. The general approach is to hint rapidly and move on, rather than stopping to give facts and details. It’s a matter of preference, but I would have liked more concrete information. What are the Leviathans that lurk in Criticorum’s seas? What’s the story behind the two minor planets thought to originate from outside their solar systems? Where can we find out what the crystalline life-forms are like? Of course, this would have required much more space. It might have been nice to have a quick overview paragraph for each world. The history sections are generally interesting, and there’s some fun in flipping between them to make the connections, but it’s a lot of information to get your head round and is less useful in game terms than the other material - maybe the balance could have been shifted.
As a previous Fiefs reviewer has noted, these modules give a lot of insight into how to play/run Fading Suns. Criticorum is the no.2 Known World in terms of number of jumproutes, and I expected it to be bustling and cosmopolitan. I was struck instead by how empty it seemed: total population under 3 billion and large areas of dangerous wilderness. That’s still 5-10 times the populations of the other three. This really brings home the declining fortunes of the Known Worlds. I was glad to see the sci-fi staples of bases and beasties (hey, it’s a game title!) appearing on other worlds in the solar systems, as the rulebook gave the impression of dead space between the main worlds and their jumpgates. It sort of gives permission for spacefaring activity, telling me that technology is not as limited as I thought. On the other hand, given the lack of detail characters are more likely to hear stories than to see for themselves. Hopefully the bestiary being prepared by Holistic will help with one aspect of this.
Did I really write this much about a 34-page book? Down, Muse! Time to sum up. The al-Malik worlds are reasonably varied, and the cultures feel open enough to allow players some freedom. There are hooks for urban encounters and weird adventures off the beaten track. A GM prepared to put the work in could build something memorable on any of these worlds.
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