Tuesday, 29 October 2024

Discworld RPG: The setting

In this Octobereview, it's another look at the thick tome that is the Discworld Roleplaying Game (powered by GURPS), by Terry Pratchett and Phil Masters. Last time, I talked about the magic system.

This time, I'm reviewing all the setting stuff
(pp 220-366)! Lands, environs, NPCs, scenarios, and so on.

I mentioned when I cracked this book open for the first Octobereview that there's really no winning in TTRPG book layout. To wit, this book splits its setting guide into a hefty Part 1 (in case you're unfamiliar with Discworld) and then comes back to it in Parts 6–11 (in case you're only somewhat familiar with Discworld). It's an inelegant split, but better than any alternative I could think of.

A lot actually happens from the start of a given Discworld book to the end, and although the chronology is muddled, there were substantial overall changes to the setting over the course of the series. The Discworld Roleplaying Game does a pretty good job of accounting for all the different points in time which players might play in.

Discworld RPG.


Part 6: Life and Lands

I think PTerry had a particular Theory Of History And Society which shone through in his work. It's been interesting to see the GURPS authors' take on it. I think they do a pretty good job, with some exceptions.*

* For example, I wonder if re-framing dwarf vs troll conflict as being about 'vertical real estate' as the 'source of the problem', p. 228, was meant to have the undertones it has.

This chapter, p 220-267, is 'Life and Lands' information: a fairly thorough Discworld physical/cultural geography primer with very little game-specific content, just a minor 'adventuring lens'. It's all Discworld and not much game, so it's hard for me to evaluate its usefulness to the average GM.

All this could have come straight out of the Discworld Companion, and maybe it did. The book has diamond trolls emitting light (p 230), which I think is a misunderstanding. My only other note here is that the similarity of the phrases 'Octarine Grass Country' and 'Ultraviolet Grasslands' left me thinking about a crossover for a while.

Part 7: Ankh-Morpork

This continues being more 'setting overview' than 'gameplay aide'. I don't have much to say that wouldn't just reflect Discworld itself.

One rough spot shows on p 257, which lists a watchman's equipment. The GURPS rules say the watch officer will necessarily be at Light encumbrance or higher; the book takes pains to point out unencumbered PCs can therefore just run away from the watch. It advises that if they do, they can be penalised by running into specific Named Characters. The bottom line to me is that it's true of this fictional world that a watchman can't catch a fleeing perp (PC or NPC). That's a broken mechanic and the authors just chose to slap a crude patch on it.

I also spotted the very first typographical error after 259 pages of quite dense text: an extra comma in the 'orphans' box.* I used to be a copy-editor; that's a frankly superb hit rate. The whole book is very professionally made.

*A missed opportunity to do some extremely rare and on-the-nose grammatical irony.

A few other slips in the section were, I think, American writers not quite nailing British English, e.g., 'gasoline' for 'petrol' (p 270).

Part 8: Supernatural wotsits

This section offers a bit more advice about magic and its uses, including keeping PCs in line. Like the 'watchmen can't catch you' problem in Part 7 I think some of this should have been solved at its source instead of having a patch slapped on top.

There's discussions of gods and so on; not much in the way of game mechanics. A serviceable chapter.

Part 9: NPCs et al.

With NPCs we return (p 305) to the really GURPSy bits for the first time in a while. Here we get, for almost every major character in the series, either some abbreviated character attributes or a full GURPS character stat block.

We also get some advice for using canon characters in play, which amounts to "don't overdo it". Of course, it's damned-if-you-do,-damned-if-you-don't: the Disc books and humour are extremely character-driven. But as the Discworld RPG points out, hitting the right tone for a well-established, well-loved character from a different form of media is necessarily going to be difficult for pretty much any GM. If you're going to try it, this book is determined to give you 45 pages of stats to fall back on!

Part 10: Critters

We also get stats for Discworld animals – including the Disc 'versions' of regular animals (superintelligent camels, occult cats, sapient dogs) – and monsters.

There were some interesting choices about which beasts to include. Of the classic swords-and-sorcery slash-em-up monsters which show up in Discworld, very few are mentioned. Basilisks, yetis, ice giants, and the avatar of Bel-Shamharoth aren't statted up, to name a few. But some one-note, one-book, harmless and uninteresting creatures like curious squid are there.

Side note: It's always interesting to see how much an RPG values a horse. Especially, say, a warhorse vs a riding or draft horse. Historical warhorse sale prices / valuations are notoriously all over the place, even in similar places and times, often for reasons that weren't preserved in the historical record.

  • OD&D: 3-7× the price depending on weight
  • D&D 5e: the price
  • J M Davidson's "Universal Price List"*: 46× the price

* Which I remember getting a lot of traction in the TTRPGsphere back in the day

In the Discworld RPG, an "expensive" warhorse is just the price of a draft horse, waaaay at the cheap end of the scale!

The creatures, like the NPCs and the setting guide, are in the necessary-but-not-intrinsically-interesting box for me. By contrast, the final section of this massive book is the juiciest part: the methods for actually running a Discworld RPG game. I write about it here!

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