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IQH's avatar

What fascinates me as someone running this in parallel is how converting the material to the 3e clone Fantasy Craft (which is extra homework) avoids most of the gameplay problems you encountered. It doesn't solve a lot of design issues or anything that is purely Barton's own creation, but the stuff where Barton's ideas run up against the game systems are problems I largely did not encounter, largely because Fantasy Craft redesigned those systems to solve adjacent problems that cropped up in 3e play. A few of those design changes even enable Barton's ideas rather than conflict with them.

- There are systems that restrict how much loot the characters can retain. Players can only save a percentage of their monetary wealth dictate and can only safely retain a certain number of special rewards (magic items, contacts, real estate, etc., collectively called "Prizes"). Money beyond their saving percentage is spent off-screen between delves as mercenaries have done since the dawn of time, and Prizes over the limit are lost at dramatically inopportune moments. Both the savings limit and Prize limit can be increased by spending character resources gained while leveling up. The fact that real estate is part of this system, real estate provides defined mechanical benefits, and it ties in with the Reputation system means the whole Wardens thing is actually playable as a mechanic, and some character options make interacting with it quite valuable.

- Magic items are designed entirely differently. The critical one here is spell-like effects are limited to a certain number of used per scene (even if that duration is nebulous), so while magic items do not "wear out", you also don't get permanent superpowers. The conversion isn't perfect, and there are some effects that are not covered by FC's table of magic item effects, so some of the bigger ticket items the GM is just required to figure it out.

- Items in general are different, so an easily accessible suit of enchanted plate mail is powerful, but it does not render the equipped PC practically invulnerable.

- There are skill usages for appraisal, haggling, identification, research, etc. There are classes that can be good at or even specialize in these if the players so choose. Books and such become bonuses on relevant checks. The Library of Thoth applies the bonus of a library on such checks, and when Birdie the alchemist/hobbyist archaeologist hauled all the tomes from the Secret Library back to town to read them, I allowed her to take Study: Lost Secrets of the Cult of Thoth as her new Interest when leveled up. Studies provide small bonuses on relevant skills checks, your overall bonus on Knowledge checks, and award extra information on Knowledge checks in the relevant field.

- There is a system for crafting, which includes alchemy. It is relatively straightforward (if badly worded) but is a downtime activity for PCs requiring a minimum of 1 day and as much as several months for complex or large-volume projects. Characters can specialize in it if they so choose, and in fact there is one class dedicated to being a skill specialist that has a lot of options for being a crafting specialist and there is an alchemist advanced class a PC can unlock at 5th level. This also explicitly allows for things like repairing all the statues and broken mechanisms and whatnot for characters inclined in those directions.

- NPCs have to be totally redesigned and lack rolled health, so Barton's terrible habits there are completely obviated. Standard enemies make death saves every time they take damage and unique enemies use the same two-tier health system as PCs. A strict conversion of the statblocks to FC has left the enemies feeling a little undertuned, only one PC has come close to taking serious damage, but my players are also very careful about conflict. Mage NPCs still have the "list of spells" problem, but the list is generally shorter because spellcasting as a system works differently so I'm picking spells a lot more judiciously and some NPCs end up with other abilities instead of spells.

- Secret GM-side checks to notice things are done with the Notice skill. Player-initiated checks to look for things are done with the Search skill. In both cases, a single roll is made either using the triggering player's skill bonus (if alone) or by the player with the highest/lowest bonus (if as a group, highest if success will benefit everyone, lowest if failure would impede everyone). This makes it relatively streamlined to search whole rooms or hallways with a single roll, although it does require pre-calculated square footage to determine how many turns it takes to resolve. Further for player-initiated checks, players can retry, but doing so cumulatively increases their critical failure range with each retry on top of the additional time investment, so there are mounting risks with metaphorically pulling the lever on the slot machine over and over.

Obviously this isn't everything, some problems like random encounters and potions require manual intervention and lots of homework (it took me all my free time for a week to prepare level 2 when the players blithely teleported themselves there, after spending the previous week prepping the transition area of level 3 between the precincts of Thoth and the beastman stronghold), but Fantasy Craft handles a lot of the regular procedural stuff surprisingly well and in ways that provide players meaningful mechanical choices.

Would I recommend it? I don't know. I recommend Fantasy Craft in general as a better alternative for 3e/Pathfinder style play, but converting a 1e/OSRIC/homebrew megadungeon that's already a hot mess is a lot of homework. However, if you're already doing the homework and rewriting stuff to make it work anyway, converting it to a one-book system that's surprisingly accommodating hasn't made it any harder to run. Just wish Barton had put in that legwork instead.

My group is still enjoying it, but I do look forward to taking a break to move on to other plans like MechWarrior Destiny, the Dark Heresy Haarlock's Legacy campaign, and some turbo nerd Robotech/Stargate crack crossover running on the Edge of the Empire rules. Wouldn't you know it, all of these are even more homework than Arden Vul! There is probably something very wrong with me.

Michael A. Curtis's avatar

I'm impressed. Not just that you ran this thing for so long, but that you also provided such valuable feedback for the community. If we don't have people providing that detailed critique, we don't get to see the where to the "fresh" or "rotten" (to borrow the Rotten Tomatoes aggregator system) ratings came from.

Also, I wanted to say that your blog is one of the more unique spaces in the wider OSR community. We have lots of people writing theory posts. Few people seem to want to talk about something equally valuable, which is technical writing and presentation. I'd argue that the technical writing piece is actually harder for 99% of would-be adventure writers than creating the adventure ideas and the dungeon rooms. Communicating such things in a clear and effective manner might be just as, if not more, important than the adventure concept itself.

It's easy to write something in a way you know how to run it at your table. It's a lot harder to write something in a way that anyone at any table know what the hell you're trying to say. We're luck to have you sharing your views with us. Thanks Beau.

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