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The good art starts on the cover |
Vornhiem is almost universally acknowledged as a great city
supplement, and it is, but the new city supplement from Hydra Press, Fever
Dreaming Marilinko, set in Chris Kutalik’s Hill Cantons (what the Grand Duchy
of Karameikos should have been) is an entirely different kind of great city
supplement. Where Vornheim, and the old
Judge’s Guild city supplements, aspire to offer means of creating ‘a’ fantasy
city, Marlinko seeks only to create ‘the’ city of Marlinko, and does so in the
form of a set of adventures, personalities and factional rivalries that create
a city ready for conflict and picaresque shenanigans.
In some superficial way Fever Dreaming Marlinko resembles
the classic B-Series Module “The Veiled Society”, in that it presents a series
of small urban adventures focused around the factions within an urban
environment. Marlinko is far better than
Veiled Society in that it is not overly proud of its cleverness (nor does it’s
cleverness consist of gimmicky cut-out buildings), and it takes the time to
make a city that isn’t simply a dull pastiche of fantasy cities. Marlinko does follow Veiled Society’s lead in
making the city a place for adventure far more than it is place for resupply,
investment or carousing between adventures, focused on faction conflict that
offers opportunity and danger, but it
does so without the B-series stalwart’s dependence on a railroad, or mechanics
that force certain outcomes.
Mr. Kutalik is a good Game Master (I speak from one experience playing in
Marlinko with a one handed elderly thief who really didn’t appreciate the
murder-hobo nature of the standard adventure, but his written material is
uniformly excellent) of the “OSR” or perhaps “open-world” variety: focused on
player driven narrative, emergent world-building, random setting enhancing
events and the creation of a game world that offers a wealth of potential
adventures without any pre-judgment of character and player ability, goals or
morality. Fever Dreaming Marlinko is a
worthy product of this mindset, and written with this style of play in mind - there
are no overarching plots, but rather plots aplenty, fomented by a variety of
factions and ripe for player character participation, and best none are
pressing. This lack of a pressing
timeline and the abundance of other potential adventure hooks are what separate
Marlinko from a city themed adventure and allow it to be a city supplement, in
that these hooks, complications, NPCs and small adventures await multiple
visits and returns by the players.
BACKSTORY AND CITY ADVENTURE
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Memorable NPC Art |
Fever Dreaming Marlinko is a setting book in many ways, it
lays out the city of Marlinko, a small walled city that acts as a cantonal
capital for one of the Hill Cantons and is relatively near to the Ursine Dunes
(of Hydra Collective’s recent project).
There is little historical detail in the product, and none of the sort
of history and setting backstory that one finds in many older gazetteer style
game books. This isn’t to say that
Marlinko lacks backstory, only that it’s
lightly sketched in the basic setting material and only really comes out
through random encounters rumors and detail.
Each of the quarters takes its
general feel and purpose from its god: a wealthy enclave (where the characters
can frequent bathhouses or engage in tiger wrestling matches), a business
district, an industrial slum and the residential district. Each district has its own important NPCs
(usually faction leaders), random encounters and carousing table. These features, which link well together with
rumors, chance meetings and carousing events naturally leading to encounters
with, grudges against and commissions from the city’s various important NPCs
and ultimately into one of the two smaller adventure locales in Marlinko or out
into one of the Hill Canton’s other published (or soon to be published
adventures). All of this detail is very
flavorful, eclectically so in the charming, off-kilter quasi Slavic
weird-fantasy way that seems the mark of Hill Cantons products. Wizards all
have a bit of the insane and preposterous rather than a grave bathos about
them, and the random encounters tend to be less dangerous and more charmingly
absurd (pedants potentially about theology arguing with an escaped, drugged
tiger) but with potential cascades of consequences (killing the sleepy tiger
will lead to making an enemy of its owner who runs a tiger wrestling dome).