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 Well that didn't happen...
Posted: Fri, 15 May 01:15:51

by Rachel Carpenter

Okay, today did not go to plan. Work day became research day. Reverse the curse! will get a real chance soon, but it just wasn't in the cards for today. I ended up on a tangent instead, but it was a worthwhile tangent. Books, reference images, drawing free-hand, tracing shapes, re-drawing, experimenting. Phoenixes are hard. So are angels. We'll just leave it at that for this evening. At least tomorrow's Friday!

Happy Thursday and happy playing!
-Rachel

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 The Yappening (May 2026)
Posted: Thu, 14 May 23:09:12
A new episode has been added to the database: The Yappening (May 2026)
 Sapphire Doom | Episode 7 (Knave RPG 2e)
Posted: Thu, 14 May 23:09:01
A new episode has been added to the database: Sapphire Doom | Episode 7 (Knave RPG 2e)
 System Mastery 327 – Alternity
Posted: Thu, 14 May 23:04:33
A new episode has been added to the database: System Mastery 327 – Alternity
 Product For Sale: Monarchies of Mau Core Rulebook
Posted: Thu, 14 May 19:52:10

by RDReilly

$25.00 for RPG Item: Monarchies of Mau Core Rulebook
Condition: Like New
Location: United States
 Product For Sale: The Fantasy Trip Decks of Destiny
Posted: Thu, 14 May 19:11:16

by RDReilly

$45.00 for RPG Item: The Fantasy Trip Decks of Destiny
Condition: New
Location: United States
 Rift this Weekend!
Posted: Thu, 14 May 17:09:49
A new episode has been added to the database: Rift this Weekend!
 ONE SHOT "Mystery Flesh Pit" (homebrew) 1 of 1
Posted: Thu, 14 May 17:06:57
A new episode has been added to the database: ONE SHOT "Mystery Flesh Pit" (homebrew) 1 of 1
 Mothership: The Oblivion Broadcast
Posted: Thu, 14 May 17:03:55
A new episode has been added to the database: Mothership: The Oblivion Broadcast
 Review: Ghost Crest Peak:: White Plume Mountain reskin, explicitly, that has lost the White Plume charm
Posted: Thu, 14 May 16:06:04

by bryce0lynch

By Taron Pounds, Lawrence Schick
Landof the Blind
OSR
Levels 5-10

Three relics have been stolen from their owners, and worries have spread about the power one person would have with all three in their possession. Word of a substantial reward for their return spread, with a poem as the only clue.

This 36 page adventure uses about twelve pages to describe the eighteen rooms of White Plume Mountain. A homage/updated version with the serial numbers scrubbed off, it is trying hard on the ease of use front but loses the charm of White Plume by under-describing.

I’m down with the overall goal here. Updating some of the classics to improve upon them seems like a fine idea. I mean, I still have several Dungeon adventures on my ToDo list to overhaul and update for when watching paint drying becomes too exciting for me. As an experiment to understand layout and formatting and what’s important I think it’s an interesting idea. It also gets some eyes on older adventures, many of which forged new conceptual ground. And then also I suspect time would be better spent on new adventures, but, who am I to tell someone how to spend their few remaining precious moments of life? There’s another aspect to this as well: the system-neutral thing. It’s not really system-neutral, it’s aimed at D&D-like systems, with stat blocks to prove it. I’ve never really found a problem using adventures for other systems in whatever I’m running (which is generally B/X based with a heavy bend to oD&D) however I suspect there is a certain market limitation, or advantage, to saying “Works with Mork Borg!” in any event, I think this is the proper way to do it; stat it for a B/X as the foundation of most systems follows, and then note what it can be used/adapted for. Perhaps a little disingenuous in the marketing, but, meh, at least you planted a stake in the ground.

It’s pretty obvious what they doing with the formatting. Bolding, bullets, icons, headers and so on. There’s a little intro section, a few sentences or so with some bolded words and then some bullets to follow up on those. The icons are probably overkill, meant to tell you “this is a trap” or “this is a monster.” All in all, I think there’s too much here. The pages end up busy and your eyes tend to glaze over a bit. This is a not uncommon problem in some adventures. Folks recognize that formatting and layout can bring clarity but they they take it too far and it can contribute to obfuscation. If everything is important then nothing is, or something similar to that saying. I’m going to list the lighting condition, door, stone texture, etc in every room, would be a similar problem. No. You have to craft these things carefully. Adventure design, or, room formatting and layout, is not a one size fits all issue. You can have go to techniques but you have to use them carefully to highlight certain aspects to bring clarity. When something becomes rote and is generically applied then it can lead to problems.

But the major problem here is that this comes off more than a little soulless. There was a charm in White Plume that came through and this doesn’t feel like it has that. This feels like a bunch of rooms with challenges in it and little else whereas White Plume had just a little bit more going on to ground the rooms and encounters. S2 has a rather mangy and bedraggles sphinx squatting in the water. This, however has “a sphynx stands on the other side” [of the forcefield.] This has six globes of silver dangling from the ceiling, with bullets for their contents. S2 had silvered glass globes dangling from the ceiling on unbreakable wires, that a good crack would shatter, dumping their contents in to the muck below. It’s a much fuller picture and paints a much more evocative scene than just a mostly fact-based list of the challenges in the room. And this is not cherry picking, it happens over and over again. I ofton encourage folks to think about the room, devoid of mechanics, and create it, then adding mechanics, instead of the mechanics leading the charge. This is how we get the slim strands they hang from and the good crack and the dumping the contents in to the muck. Further, we can see a word choice in S2, spartan but present, that brings this room to life, and that just isn’t present in this adventure respin. While we do get the “silvered” globes, it feels like an extra adjective was just thrown in for the sake of having one rather than painting a complete and evocative picture of the room.

I do like the cover, but that art style is one I find personally appealing. And an attempt is made at the wanderers, with the gargoyles flying a corpse somewhere, for example. It lists factions, but, these are not really factions with a factions game and things they want, it’s just a list of major monsters. I not, also, there is a disconnect between the text and the supplementary pointcrawl map. (The adventure has a “real” map also.” The pointcrawl map point out rooms with the mucky water in them, but it disagrees with the text on rooms 13/14. No so great when the reference material is off.

So, it’s White Plume, explicitly, with updated text and layout and the serial numbers filed off. But the updated text has removed the specificity that brought White Plume to life. Thus, it is just the wacko room challenges boiled down to mostly mechanics. And that’s not the vibe I’m looking for in an adventure.

This is $5 at Drivethru. The preview is the whole thing. Yah! Great preview. I might suggest checking out page ten of the preview/page six of the product. That is the Globe room. I think it encapsulates the formatting/layout and the derth of specificity in the descriptions.

https://www.drivethrurpg.com/en/product/561058/ghost-crest-p...