THE SLUMBERING
URSINE DUNES
Ursine Dunes Cover |
Slumbering Ursine Dunes is a gaming product currently being
polished and kickstarted by Chris K. from the Hill Cantons blog. Through various machinations and jesuitical maneuverings
I have managed to obtain an alpha copy of Ursine Dunes and the permission to
review it.
I’ve always enjoyed Hill Cantons, and have repeatedly tried
to play a session or two, but been repeatedly stymied by scheduling
conflicts. With the production of Ursine
Dunes I will finally have a chance to glimpse what Hill Cantons looks like from
the GM’s side of the table and to delve into the world more. Now Chris K has provided a lot of free PDF
content before, and it’s generally high quality, so I have high hopes for Ursine
Dunes, and he appears to be working with some others in the OSR community whose
work I appreciate, so I have even higher hopes about the product and from what I've seen it doesn't disappoint.
Now some notes of caution.
A) The copy I received is a bare bones draft, all the
content is there, but it’s still getting edited (it has been edited a couple
times by now I understand), is missing the final art and maps and thus may have
changed substantially. As such I make no
representations about the quality of the final product’s editing, maps art or
layout (though the art I’ve seen looks great - see above).
B) I like the author and his style of game, so to some extent there may be a promotional aspect to this review – after all the Kickstarter just Kickstarted. However, other than some mutual internet admiration Chris and I aren’t in business together or otherwise connected in any way. There’s no kickback scheme here, though the idea of an OSR kickback scheme would be funny as I envision envelopes stuffed with nickles exchanging hands in the shadowed corners of the night.
B) I like the author and his style of game, so to some extent there may be a promotional aspect to this review – after all the Kickstarter just Kickstarted. However, other than some mutual internet admiration Chris and I aren’t in business together or otherwise connected in any way. There’s no kickback scheme here, though the idea of an OSR kickback scheme would be funny as I envision envelopes stuffed with nickles exchanging hands in the shadowed corners of the night.
THE BASICS
Another large scale mechanic that makes the Dunes interesting is the “chaos index”, an “event subsystem” for large scale changes based on player actions and increasing naturally each session. The Chaos Index is a neat element, as it keeps the adventure from being static, and adds a solid amount of evocative detail as the Dunes, a psychedelic wilderness dreamed by sleeping gods, that becomes stranger or more normal based on events and player action. It’s great when player actions have a tangible effect on the game world, and can really create player satisfaction and a sense of purpose in an adventuring party.
The effects of the Chaos Index are mostly strange occurrences and atmospheric effects that have little mechanical effect, but this is good, because it creates scene and a sense of change without bogging the game down in minutia or being overly punitive. Other effects (positive and negative) are more intense, but effect primarily magic use, and magic is supposed to be wondrous and strange.
Beyond these novel
approaches to sandbox play, there are some new classes (war bear mercenaries,
and cave-dwarfs - exactly what they sound like, proto-dwarf cavemen), a few new
spells, and a number of excellent new monsters.
THE ADVENTURE
In ancient times some Northern Godling got in a fight with a
deified bear at a spot along the coast. The
dunes thrown up in this fight are magical and strange, and both attract odd anomalies
and behave as a mythical wilderness where everyday norms are off-kilter. In the end they melded into a slightly more
powerful Demigod and have been loitering about since, dreaming and accepting
worship from Soldier Bear (militaristic,
mercenary bears, walking upright), centaur and were-bear followers. Recently
other factions have intruded into the godling’s little domain, pirates led by
some were-sharks, and worse strange, sadistic, science fantasy space elves. The Tower of the bear god (who is lazy in a
very bear like way) is under a siege of sorts, with weird elven infiltrators
coming from above, and pirates coming from below. The bear god doesn’t want to deal with either
threat personally so the party has pretty much free reign to play the factions
against each other and loot the tower.
The second location is evocative, strange and creepy - a
living barge of space-elf (called Eld after Dwimmermount’s Martian elves)
construction, lost out of time. The Eld
seek to recover it, skulking about and preparing ambushes, but the living barge’s
self-defense and repair mechanisms are also active in the form of very orderly
ghoul packs that protect the barge. The Golden Barge is a great science-fantasy
location, and reminds me of my own fascination with fantastical wrecks as
adventure locales. The treasures and
encounters within both these locations are interesting and different, even when
they use classic monsters or simple treasures.
There does seem to be a bit of a lack of strange magic items, but there
are plenty of mundane items that provide bonuses and interesting effects, so
this appears to be more a conscious decision about the nature of magic in the
Hill Cantons setting then a lack.
Outside the two largely self-contained keyed locations the
Dunes also contain many intriguing encounters, toll collecting centaurs, a
hermit in an ancient statute head and a field of murderous grain spirits. The encounters are good enough, some are excellent, but there could be more locales for exploring to really take advantage of the Dune's chaos index and strangeness. Some of these encounters border on absurd or
silly, and in general Ursine Dunes has a ‘gonzo’ feel. This aspect is brought to the surface by the
writing, which while clear and concise is also peppered with colloquialisms and slang
phrases, rather than the traditional Gygaxian bombast or vaguely Vancian
pedantry that is common in game products. Not to say this is bad, describing treasure as "baller" (not a real example) or describing it as "ensorcelled with a powerful dwenomer" are stylistic choices for the reader to sort out.
The final and key point here is that I’m interested in Ursine Dunes, and I’d like to play it, or even run it perhaps without re-skinning it into something completely different. There’s enough fun content within the Dunes that it’s worth reading even if it doesn’t fit in one’s current campaign. I also don’t think it’s a location that needs to be used on its own, and it could easily be wedged into a Science Fantasy Campaign, especially something like ASE. In fact it feels a bit like an ASE product with a slightly different stylistic focus. As to it's completion? Sure it’s a Kickstarted project, but I have a feeling it will be done on time, given the record of the author at putting out free PDFs and the state of the Alpha. I general I was pleasantly impressed with Slumbering Ursine Dunes, and especially like some of its mechanical aspects that make the larger Dune area feel like a living environment.
I kickstarted this before you review, but if I hadn't this review would have convinced me to do so. I'm curious where in ASE you would fit this locale. Maybe somewhere in the Worthless North? Would you retrofit the Eld into ASE's greyskinned elves, or have them be something other?
ReplyDeleteI'd stick it along the coast or perhaps near the Eater of Cities. If I was using Eld as aliens I'd go coast and if I was making the Eld Northern Elves (after replacing thier space stuff with proper man eating elf magic gear) I'd put it by the big lake. No where too far - it's really a wizard tower and the factions related to it.
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