Kansas Jim's review of War's End
War's End is
a 128 page module that covers the final days of WEG's run of the
Possibility Wars. As it says in very small print on the content page,
it is not part of OGP's continuity for Torg. It retailed for
$18.
This section of my
review is a no-spoiler overview that provides a general look at the
module and
what I thought of it. More detailed analysis can be found in the
seperate sections devoted to each of the Acts and
the Epilogue.
Also be sure to check out the rebuttal someone me sent concerning my
review!
To begin with, I was
pleased with the wraparound cover. It may be artwork we've seen before
(the Gaunt Man and his maelstrom bridge on a shattered, wasted
landscape) but it's
a good, effective piece of art. Players who see their GM pull this out
of
backpack will know they're in for a rough night (or four.) Fortunately
the
players will not see most of the interior art, the only reaction it is
likely
to inspire is apathy. There are a few nice pieces but they all appear
to
be lifted from the Japanese edition of Torg and have no real
connection
to the adventure at hand. There is a pretty good depiction of my old
buddy
Thratchen though.
Despite the fact
that the module is twice the size of a normal adventure it suffers from
trying to do too much in too little space. There are a lot of loose
ends tied up in the module that would have been better served by
occuring at a different time, perhaps even receiving an adventure of
its own. Of course such a thing would have required WEG giving a damn
about Torg and actually supporting it in the two years
preceeding the release of the module rather than letting everything sit
and pile up until the last minute.
So how does War's
End stack up as an adventure, and as the end of the Possibility
Wars? As an adventure it's a killer, but I don't mean that as a
compliment, I mean
that it's going to kill off PCs left and right, particularly in the
last
two Acts. The module does warn that it is for experienced characters
and
that it is a particularly lethal adventure, but some guidelines on what
exactly
WEG considers "advanced characters" would have been helpful. I know
none
of the characters from my campaign that I consider highly experienced
would
make it through this module, not without a lot of luck and breaks from
the
GM (that's Game Master, not Gaunt Man.)
As for concluding
the Possibility Wars, aside from the problem I mentioned above of
everything being crammed into one adventure, it barely manages to do a
passable job of
it but overall I know it could have been done better. (Minor spoilers
follow
but nothing that will really affect the PCs.)
Mobius gets off a
bit too easily, the Warrior of the Dark's end is what you expect (it's
so stereotypical I almost wonder if it was lifted verbatim from a bad
sword & sorcery movie), Malraux's ending has some troublesome
theological problems that I'm sure will resurrect old discussions about
dieties, 3327's end is appropriate (at least given the stupid
circumstances WEG had him in), Kaah was already screwed over by WEG
long ago so finishing him off is a mercy killing, Jezrael's end is a
cop-out (unless the PCs kill her themselves as a warmup for the Gaunt
Man), Ayroa...who cares? And of course against someone like the Gaunt
Man
the PCs need a deus ex machina and they get one. Oh yeah, and the
Akashans just pack up and go home.
You might be
wondering just how many Acts there are to this adventure since it
finishes off nine High Lords. Not as many as you might think, since the
PCs are only involved in the downfall of the Gaunt Man, and maybe
Jezrael and Ayroa (should they feel like getting involved, the module
actually provides for NPCs to take them out). For all the rest they're
just observers of what occurs, most of
it being through a cheap plot device of Apeiros teleporting them to the
scene
and letting them watch (if they're lucky the GM can have them fight
faceless
minions while the High Lord is brought down by others!) then
teleporting them back to where they were previously. There are four
Acts total, only
two of which (
one and
four ) actually have the PCs meet any of the
High
Lords.
I think this is
the main flaw of the adventure, our heroes have spent five years
fighting the High Lords and what's their reward? Watching other people
bring down the bad guys. Oh sure, they get to take out the Big Guy, the
Gaunt Man himself, but what if your players have spent the last five
years battling just one or two other High Lords in particular, are they
really going to be all that satisfied by watching someone else pull the
trigger and bring them down?
It would be like going through all three Star Wars movies with Wedge
being
the main character and this Skywalker fellow and his friends always
coming
in at the last minute and pulling off the big stunts like blowing up
the
Death Stars, killing Jabba the Hutt, killing the Emperor, and so on.
Sure, if the
module did actually have the PCs bring down every High Lord by
themselves I'd be sitting here talking about how contrived of an ending
that was, but it's
just not cinematically appropriate for the PCs to be bystanders and
witnesses, they should have some part in bringing down at least a
couple of the High Lords.
That said, about
the only things left that don't involve spoilers are game mechanics and
editing. True to form, there are a number of errors that should have
been caught by
a decent proofreader. The one that leaps immediately to mind is that at
one
point they repeat a writeup from earlier in the module and it includes
two
paragraphs of text from the earlier scene that have nothing to do with
the
scene the writeup is repeated in. In fact the lifting of writeups from
previous
scenes and reprinting them later occurs quite a bit. I suppose some GMs
may
like having writeups available for every scene they occur in but I
prefer
just having one writeup, it's a waste of space to repeat them.
With game
mechanics there's only one real problem and that's the way the Acts are
divided up into
Scenes and how the Scenes are divided between Standard and Dramatic.
The
first problem is really just a symptom of too much being attempted in
this
module. I don't know about most people but eight Scenes per Act is
about twice what I usually put in my adventures, but I suppose if I
made every
single event into a seperate scene I might end up with that many. But
there
are several Scenes in the adventure where the players don't really do
anything, certainly not enough that they need to refill their card
hands before the next event occurs. An example - the first Scene of the
first Act calls for two skill checks, a GM who is a bitch about using
the Character Interaction rules might require another as many as four
before the characters learn
the information they need to go on to the next Scene. Two or four skill
checks make for a Scene now?
The second problem
is the number of Dramatic Scenes in this adventure. The third Act,
which does not take place in the Nile, has two Dramatic Scenes. The
module does say
that this is unusual and they have a good reason for it so I'm willing
to
let it slide. The
fourth Act has four
Dramatic
Scenes that occur in a row, without a break, and are nonstop combat
against
very deadly opponents. If it was nonstop combat against dramatically
appropriate opponents I might be willing to accept this, but two of
them are little more than an endless battle against literally hundreds
of faceless minions, the only drama inherient in the scenes is how much
of a body count the PCs and the GM can rack up. The last two Scenes are
encounters against dramatically appropriate opponents, at least if you
consider the ridiculous God-Kaah dramatically
appropriate (the Gaunt Man of course is dramatically appropriate) so
I'd
be willing to let those by, but not the other two.
In case you're
wondering why I brought up the Nile in relation to Act Three,
Act One does occur in the Nile. It only has
one Dramatic Scene, despite the Law of Drama suggesting that Nile
adventures should
have two Dramatic Scenes per Act. To make matters worse, the sole
Dramatic
Scene in that Act has very little actually occur in it, other than the
fact
that Mobius appears (only to deliver a monologue, then he's gone before
the
PCs can do anything) there's nothing in it that should qualify it as a
Dramatic
Scene.
To sum things up
for the non-spoiler section of the review, I cannot recommend this
module. It's not horribly bad like I had feared it would be but it
needs a lot of work before it will be good. About the only way I would
consider using in my
own campaign would be to take some of the High Lords' finales and
rewrite
them into seperate adventures that the PCs actually get involved in
rather
than just being spectators. The main plot would still be salvagable and
in fact might come across as a lot more dramatic and appropriate spread
out over the course of numerous adventures rather than squeezed into
four
Acts.
Continue on to the detailed sections of the
review:
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Publishing.
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page created 2/22/97, updated 4/11/2000