Saturday, 1 June 2024

Reviewn June 1: Lair of the Lamb

Every few days in June I’ll be picking a TTRPG book that’s been languishing on my shelf or hard drive, reading it, and writing a review. I don’t believe in attempting a full critique of game content I haven’t run or played, so my focus will be on discussing the work’s best ideas and keeping criticisms to text-level quibbles.

We’re starting out strong with Lair of the Lamb, a 54-page adventure by Arnold Kemp of Goblin Punch fame.

The sketch summary is that the White Temple of Vandoh, God(dess) of Wisdom, Patience, Self-improvement, and Sunlight, is keeping the titular Lamb, a huge fleshy beast and horrible holy monster, in its back rooms and feeding it people to harvest its lambfruit.

The PCs are some of the human sacrifices (a dozen generic level 0 characters), making for a classic ‘funnel’ and introduction to dungeon delving. I like this. Leaving out full-blown backstory-having character creation means one less chance for players to get in their PCs’ heads, but it’s a really fast start, and I think the intention is that the players will build up a rapport with the characters who survive. The heightened peril of a funnel makes for exciting play.

It’s overtly a tutorial for new TTRPG players, or at least players new to old-school style. Lair of the Lamb is a ‘teaching dungeon’, not only for OSR play, but as an introduction to the GLOG ruleset. I think it does that pretty well, although at some point you still have to list out all the rules.

Goblin Punch is in my lengthy folder of bookmarks for blogs where I’ve read scattered entries and decided it’s worth reading the whole thing, but haven’t got around to it. I thought I probably had a winner cracking open this adventure, and I was right.

The Lamb, illustrated by Warren D
Illustration by Warren D

 

The style:

  • It has all the things I like about old-school play. (“A shocking amount [sic] of problems can be solved with enough rope.”)
  • The Advice to DMs is gold. It’s like a twelve-bullet-point condensation of great TTRPG advice (despite, or possibly because, of the fact that half of them are variations of the idea “role-playing is ultimately about making meaningful choices”). I'd recommend reading this adventure just for that half page.
  • The Lamb is a huge gross monster. It’s a puzzle monster, designed to squish characters into the funnel, but it’s also clearly expected that if the players succeed in escaping the dungeon, their characters will probably find a way to kill it along the way.
  • Mystic languages which have minor magical effects just by speaking them. The fact they’re associated with certain kinds of fantasy people says something about what those people are in the implied setting.
  • There's some old standbys in use. I’m not a fan of flammable oil, especially in an implied low-magic, low-technology setting (if you can ignite a pool of oil, it’s either refined petroleum or it’s magical). But that’s easy enough to change.

There’s some nasty body horror stuff, but as long as it’s not too much for you, it’s very evocative and grounding in the world. There’s also a small number of very cool (and gross) magic items, and dangerous magical miscellanea. I like the chest that is heavily-sealed in ways clearly meant to contain rather than keep out. It’s not a fakeout or a dare; the fully-detailed horrible entity inside the chest will be a huge problem and the death of at least one character if released, but I can also see how the delve would continue with it around.

The rules:

  • Each level 0 funnel character is a set of just 14 statistics, determined with 10 separate rolls. Likewise, the extreme simplicity of monster stats should make for a fast-paced game.
  • I really like the idea of unlocking additional class options through play, at least for new campaigns. It might work best per player and/or across campaigns, if people come and go in a long-running campaign or in a series of different games run in the same system. The idea is tied in well to the dungeon, with three or four bonus classes unlockable along the way depending on what PCs do.
  • By requiring a player to hit a target number, the level-up system quietly makes it easy to increase awful stats but increasingly difficult to improve an outstanding ability score. That’s an interesting choice.
  • The investigation/search/noise keywords is elegant, even if they’re not used completely consistently in the dungeon (there are a few spots where they’re notably absent).
  • HP are overtly don’t-get-hit points and come back quickly with a meal. I always respect when a game at least takes a position on this.
  • There’s great little mechanics like this: “5 favors: The party's favorite ghoul will join the party.” and this: “Whenever you nearly die as a result of a failed Save, you gain a permanent +4 bonus to that type of Save. The triggering event is recorded on the back of your character sheet (in your Legendarium).”
There were two parts of the rules that puzzled me, but I may simply be missing something, not having actually tried them out in play.
  • First, OSR-style play requires ease of escape (as this book points out: “If a combat is too difficult for the PCs, they can always flee”), which in turn demands robust escape rules. But the pursuit rules look incredibly punishing. The PCs usually have a slightly worse than even chance of getting a step ahead of their pursuers, even if they’re not slowed by anything, and on failure they suffer a round of attacks. On top of this, an enemy can use all their attacks against a PC who flees past them. Is the funnel enough to compensate for this?
  • Second, the encounter system, with its Encounter Die vs Recon/Ambush die, has some neat mechanics but needs tweaking to factor in e.g. different senses. As it stands, the less light you are emitting in the pitch-black dungeon, the more likely you are to be ambushed, regardless of context.

It's worth noting that the adventure is meant to be 'complete', in that it contains all the necessary base rules, and is put in the creative commons.

The dungeon:

The lair of the Lamb in Lair of the Lamb is well thought out and well laid out. It has a slightly patchwork feeling, but there's also a plausible backbone to the main chambers, hints at a history, cunning traps and puzzles, and a consistent tone. I love dungeons with elevation changes.

It's all designed to provide a gradual opening of possibilities, which makes sense as a teaching dungeon. More exploration directions become available of course, but I also mean in terms of what’s attainable with the group’s equipment, knowledge, and possibly allies. For example, the PCs begin trapped in the lair, but with skill can find a way to trade with a ruthless merchant through a crack in the wall, opening up possibilities.

The presentation of information for the GM running the dungeon is generally exceptional. A precis is given beforehand for new sections, like the second-floor ghouls. The last page is an index to some key items in the dungeon, and gives notes about alternative ways to run the dungeon which could be very helpful; I’ve seen professionally published adventures that aren’t anywhere near this helpful.

Spells:

This game has by far the best implementation of Geas I’ve seen in any D&D-like, ever. Precognition is also a great spell. TTRPGs often have trouble with divinatory magic, but I can see this working.

I'm going to have to read up on GLOG magic some more, and try it out. I love the flat power level aspect, the inherently dangerous aspect, and the evocative and novel spells. Only having a semi-fixed number of spells per day is an interesting midpoint between approaches with spell slots/points and those with infinite magic (limited by time, magnitude of effect, or by other means).

Minor text quibbles:

  • Lair of the Lamb is rough and ready, riddled with typos, with some NPC names changing, wrong map references, etc. A three-hour editing pass would have found them, but it was distributed for free, so I can hardly complain.
  • A couple of the starting professions offer variations by gender, but a large number don’t. Also, if the setting is quasi-medieval, then you probably shouldn’t be able to roll up a male wet nurse; conversely, if we’re applying modern norms, then ‘gypsy’ should not be on the list.
  • The ‘advice to players’ leaves a few terms undefined which might trip new players up.
  • The text isn’t always sure, from one sentence to the next, whether it’s talking to the players or the DM.

No real impediments to usability, I think.

My favourite bit:

Pacifist polypores!

Where to get it:

https://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html

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