Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Saturday, May 11, 2024

Deltora Quest - book 5 - Dread Mountain

Due to the nature of how I found this series, I started this book immediately after book 1. I wasn't lost at all. I could pick up immediately where I left off, without even reading the recap. That's amazing. To write sequential books that share a strong continuity but with minimal confusion if as many as three are skipped is impressive. There's a list of which gems the party has recovered and some stuff about how this guy named "Doom" saved them from a spot of trouble, but that's all.

Again, the Tabletop Roleplay Gaming vibe is strong. Explore the environment, befriend NPCs, travel to a dungeon and solve puzzles to traverse the dungeon. There's even diplomacy-style checks that can replace combat. All the way to, once again, the final boss and quest rewards. One thing in particular that I want to highlight is a part where Lief has a moment that can be described as "Oh yeah! I have a thing in my inventory that I forgot about till now which can totally save the day!"

Chekhov's Boomerang for the win.

Trickster Eric Novels gives Deltora Quest - book 5 - Dread Mountain an A+


Click here for my previous book review:   Today's Menu for the Emiya Family - volume 3 (read for fun)


There is no "next" book review link this time. Writing book reviews "for fun" takes too long. It's not fun anymore. Now that I have a new book published, I will be spending that time to promote it and the rest of my bibliography. All future book reviews will be by request.  If you'd like me to review a book, send this page here: Book Reviewer.


Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

New book up! Catalyst for Glorious Change!

Monday, April 29, 2024

Elemental Masters novel - Blood Red (Read for fun)

I picked this up at a Friends of the Library book sale. 

I really like the world building here. Mercedes Lackey goes DEEP into the elemental magic. It's a lot more than just "learn how to cause magic stuff".  It's a lifestyle. Rosa's parents had to move from an urban industrial city to a rural farm town because the city was literally making her sick. Earth magic makes her sensitive to the earth, and the combination of pollution and terraforming was too hard on her. All earth mages are like this. And this is kept up throughout the novel.  It's very consistent. 

The pacing of this story makes me think of a D&D campaign. No, seriously. What you read about in blurb doesn't get started for over one hundred pages. 

The first thing after the prologue is basically the end of one adventure. Rosa and a member of her lodge are in the final stages of hunting a werewolf and a vampire. They do that, they are celebrated by grateful townsfolk, and Rosa's partner decides to stay in that town to help the local chapter of hunters to rebuild. It's like a player had to leave the campaign and this is how he is written out of the story. 

What follows can be seen as downtime for the single remaining player, Rosa's player. She travels, she enjoys first class on a train, and is introduced to a new patron and quest giver, and there's some roleplay and low-stakes games before another player shows up. These two new players and their player characters are introduced by way of the next main quest. 

Oh yes, there is an antagonist who has nothing to do with either of the slay-the-werewolf adventures. He just shows up out of nowhere, Rosa takes care of him like a pragmatic player who rolls a critical hit on her first attack, and he is of little overall narrative significance. 

The Gondor Calls For Aid thing near the end is pretty cool, but disappointing. For as much build-up and pomp that goes into it, the effect is pretty minor. A wide-ranging yet fragile sleep spell and some charm magic assistance, along with a mental map of a dungeon. That's totally what a Game Master would do with powerful NPCs: enable the players to succeed on their own when they normally couldn't.



Trickster Novels gives "Elemental Masters novel - Blood Red" an A+


Click here for my next book review: Deltora Quest - book 1 - Forest of Silence

Click here for my previous book review: The Last Dragonlord

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

New book up! Catalyst for Glorious Change!

Saturday, March 30, 2024

PathFinder - First Edition - Core Rulebook

After Wizards of the Coast did that One D&D OGL debacle, I decided to explore other TTRPG systems, and the first one on my list was Pathfinder. I've heard that the first edition was nicknamed "D&D 3.75 E", so I decided to start there for the similarities. 

My first impression: "A lot crunchier than D&D 5E". I had read the books for D&D 3.5 E, but I hadn't actually played it. My play experience is with 5E exclusively. There are a lot more skills in PF 1E, as well as tiers for status effects and conditions, and also a lot of different kinds of bonuses. On the one hand, I like this because D&D 5E can be pretty restrictive and limiting, and on the other hand, this is a lot more to keep track of. I spoke with someone at a Rennaissance Festival about this, and he remarked that he had to use a smart phone app to manage it all. 

I like greater depth in the classes compared to D&D 5E, the barbarian, for instance. In D&D 5E, there really is no reason not to rage immediately at the start of each encounter, because you could keep it up through the encounter and were unlikely to run out of rages in a single day. Here, raging is a more strategic resource, bestowing advantages and disadvantages (unable to spell-cast while raging is hardly a disadvantage). 

CRAFTING! I really like the idea of crafting items, but the rules in D&D 5E are so scant in terms of crafting, and those that exist are so onerous, that me and one of my players had to homebrew a system for his character to make more types of poisons than basic and in a reasonable amount of game time (we based it off how a wizard can learn new spells, but added a research function; he wanted to be this "artisan poison crafter"). 

All that said, I'm not sure what sort of a grade to assign, because the actual experience is in playing, and I'm not going to play 1st edition. By now, I suspect that PF 1E tables are going to be harder to find than PF 2E tables. I mostly read this to understand how it differs from both PF 2E and D&D 5E. Yes, I am a nerd! 


Trickster Eric Novels gives " PathFinder - First Edition - Core Rulebook" a Thumbs Up


Click here for my next book review: The Last Dragonlord

Click here for my previous book review: The Selection Series book 4 - The Heir

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.


New book up! Catalyst for Glorious Change!



Friday, February 9, 2024

Read for fun: Shadow Guard - a Second Guard novel

 What I like: 

*the world-building such as the creation myths, the structure of the three guilds, and the role of the Fray in Quarry Town's culture.  

* The character development such as Brindl's budding friendships with Tonio and Xiomara, and the distinctions between the Far World ambassadors. It's really something how Lord Yonda shifts from seeming like the "Fat Bastard" trope to the "Big Fun" trope. 

*starting each chapter with an excerpt from a in-universe royal advice book, which compliments and contrasts its chapter. That's a neat literary device

*the epilogue. It addresses most of the plot threads for a satisfying conclusion. It is also plenty heartwarming while utilizing the same device as the chapter breaks, which creates a different sort of climax than the big fight.


What I DON'T like: 

*the ambigous supernatural element. Brindl is implied to have a kind of foresight at three points in the story, and the Diosa is also implied to have this same ability. Whether this is a real thing or just mundane intuition is never made clear, and not in the fun way. It feels like a plot contrivance. 

*the battle of the climax. It gives the impression that battles are won via the Rule of Drama rather than sound battle tactics, social organization, or sensible decision making. 

*starting the story off with an assassination attempt on Xiomara and then following up with a second one, only to completely drop that angle. All that remains of it is a half-hearted mention in the epilogue. Again, it feels like a tool for cheap drama without payoff. 

*Brindl feels too much like a Pinball Protagonist at times. Pulled in several directions, she seems more like a spectator or messenger than a participant in many events. This is NOT the case overall, as she makes decisions, on her own, that trigger great events and move the plot forward, but these are fewer in number. Like a player character in a scripted video game that can make meaningful choices at story branches, but otherwise does what the NPCs tell them to do.

Trickster Eric Novels gives "Shadow Guard, a Second Guard novel"  a B+



Click here for my next book review: The Selection Series book 4 - The Heir"

Click here for my previous book review: Witchnapped in Westerham (Paranormal Investigation Bureau book 1

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Saturday, November 4, 2023

She Proclaimed Herself Pupil of the Wiseman - volume 2

This one has a strange introduction - setting the scene, a carriage hit-and-run which turns into some kind of black comedy and is ultimately rendered moot because the "victim" was a zombie. I suppose it is to set the tone for the story. What sounds like a crisis, actually is not. 

Mira's purpose here is two-fold, to travel to Karanak, the City of Requiem to investigate the nearby dungeon, the Ancient Temple Nebrapolis, and seek information about the recent demon incursion as well as the possible whereabouts of one of her fellow Wisemen, Soul Howl the Elder of Necromancy. What follows is much like the first volume. 

A lot more world-building: About the city of Karanak, the structure of the Mage's Guild, and how becoming " real" has changed the VRMMORPG game.

There's also more of Mira showing off her summoning skills as well as her "immortal arts", which are basically magical martial arts. What I like about this is that it is not "just" her showing off. It's not about a power-trip or just some vicarious power fantasy for the reader. No, Mira's showing off has a purpose. 

You see, Mira is a summoner who is passionate about summoning magic, but in the 30 years since Danbulf's disappearance, summoning has declined in popularity to the extent that summoners are rare. The fairly high-level party she encounters in this book, who has seen and done a lot over a long period of time, has no idea what she is capable of, because they have never seen a high-level summoner before. Thus, Mira's showing off is actually promotion of her profession in order to attract others to it. Given how under-staffed her kingdom is right now, and how a competent summoner can generate a small company of knights on a moment's notice, she has every reason to toot her own horn. 

Because I enjoyed all of the above in the first volume, I very much enjoyed this one as well. I think the author is enjoying plotting up drama or suspense only to immediately deflate it. There's this one scene where a boss-level enemy is introduced, and the narration talks up how difficult it would be to defeat, requiring a large group of high-level players, "Or one Wiseman".  

This is one of the perks in having an (over)powerful protagonist, there is no need to waste words or space trying to convince a reader that each and every situation is hopeless/perilous/etc. while simultaneously writing some sort of victory for the protagonist. The author can instead focus on some other goal, in this case, demonstrating the "immortal arts" and expositing on a goal of the protagonist besides "survive". 

Frankly, it is impressive that the author managed to hold my attention for over 270 pages without a central villain or major drama while still using the listed premise. Well, there is a wide-scale crisis at the climax, but no central villain just yet. 

Trickster Eric Novels gives "She Proclaimed Herself Pupil of the Wiseman - volume 2" an A+



Click here for my next book review:  The Magic Attic Club - Princess Megan

Click here for my previous book review:  Sword Art Online- Alicization volume 13

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Monday, September 4, 2023

I've Been Killing Slimes for 300 years and maxed Out My Level. Light novel volume 4 (read for fun)

The fourth volume is where the animated adaptation's first season ends, and so the new content begins now! There is an awful lot here that wasn't covered in the anime. That was a treat.

For instance, the music festival in the demon kingdom. In the anime, this was a one-episode event that focused mostly on new character Koko the minstrel. In the light novel, it is a very large deal that spans multiple chapters and includes several events. It's basically a reunion of previously introduced characters, and thus shows the reader how they're doing. 

And they're doing very well. Since their first encounter with the Great Witch of the Highlands, their lives have turned around in a big way. Eno the Witch of the Grotto, Pondeli the undead catgirl, and Fightie the martial artist slime, are all enjoying their new stations in life. 

There's also a chapter's worth of lime light for the blue dragon community. That was hilarious. 

Trickster Eric Novels gives "I've Been Killing Slimes for 300 years and maxed Out My Level" light novel volume 4 an A+


Click here for my next book review:  Magical JxR volume 1

Click here for my previous book review: Is It Wrong to Try to Pick up Girls in a Dungeon? Manga Volume 7

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.



Sunday, July 23, 2023

Tal’Dorei Campaign Setting Reborn

Inspired by Critical Role? Want to run your own campaign in their world? This is your ticket to Exandria! 

This book is a guide to the world of Exandria, specifically Tal' Dorei. It contains a LOT of stuff. There's history, lore, sub-classes, plot-hooks, and, yes, post-epilogue info about Vox Machina. And gorgeous art. This artwork is stunning. I'll go into some of the extensive content here. 

If you want to set up shop in this setting, you have all you need here. A detailed map of the Tal' Dorei continent is included in the front, and each area of it has its own section detailing all its stuff. Towns, environments, brief history, persons of interest, plot hooks etc. What I also like about this is how flexible it is. There's a lot of detail but nothing demands a particular direction. 

The plot hooks create a general start to the adventure, and they point to a possibility, but it is vague enough for a Game Master to do with it what they want. There is little baggage except for what the Game Master and players sign up for by choosing this campaign setting. Even then, there is advice for making changes, such as considering how the addition of a large city would affect the local area and its history. 

The sub-classes sound like fun. Barbarian-Juggernaut especially sounds like fun to play: position control against a single large enemy, charging through smaller mobs, and breaking through structures (both in and out of combat; There Was a Door). 

The Vestiges of Divergence are here, both those from Critical Role campaign 1 and some others. I like the guidance given on how to unlock them as the campaign goes on. It is incentive to be invested in the character and to role-play, while also not being strict about how it has to happen, no alignment-straitjacket style thing. 

Vox Machina info is everywhere, but it is well integrated. Each member has their own section at the end of the book with their post epilogue activities and a stream-lined character sheet, but they are not confined there. They are included as relevant: 

Keyleth is in the section for the Air Ashari, being their Voice of the Tempest and leading them into a new era; Percy and Vex are in Whitestone, tinkering and leading the Grey Hunt. respectively. There's a footnote about how the group started in the wretched hive of Stillben, etc. 

Art is gorgeous. The map of the setting, the illustrations of characters and places, the full page spread of the WildMother and the LawBearer with the backdrop of their respective divine domains....Whatever Critical Role Studios/Darrington Press paid the illustrators; the result was worth every cent. 

Trickster Eric Noves gives Tal-Dorei Campaign Setting Reborn an A+


Click here for my previous book review: Is It Wrong to Try to Pick Up Girls in a Dungeon? volume 5

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Saturday, July 22, 2023

Is It Wrong to Try to Pick Up Girls in a Dungeon? volume 5

A true dungeon crawl in this volume. Basically, the entire volume is set within the Dungeon. This is great for adventure, for world building, and for team-character moments. Comparing it to the anime, this covers the final few episodes of season 1.

*****

Beware of Spoilers!

*********

First, I want to highlight a particular section in the early parts. It is when Bell's party is subjected to a "pass parade" by another Familia.  A "pass parade" is when one adventuring party kites a monster mob into another party in order to escape said mob, thus putting the second party into danger, especially if they were already fighting monsters. The light novel makes a much bigger deal about it than the anime, a matter of life and death rather than a breach of dungeon etiquette (maybe that's the MMORPG talking). 

The tension that follows is more sustained in the light novel as well. In the anime, we don't get a sense of just how desperate the situation is, and just how long it takes Bell's party to reach the safe zone in the 18th floor. In this light novel, we see just how close they come to wearing out and giving in. 

We see the true value of supporters, as Lilly brings out an item to ward away monsters.  We see perspectives from different characters, even a harrowing glimpse into Welf's mind as he gives up on life. Exhaustion comes closer to defeating Bell than any previous foe. 

The world building picks up here as well. The middle levels are where higher-level adventures go. It's a whole different experience from the upper levels. Differences in equipment, tactics and survival all come up. Then there's the economics of the town in the safe zone. The phrase "water in a desert is worth any price" comes to mind. The idea of Familia crests being used for credit is an interesting idea, and one can only assume that monsters don't like the smell of perfume.

If I had to critique something, then it would be an event in the climax, where Bell uses Argonaut on the Goliath, fails to kill it and is able to try again shortly afterward. Argonaut is supposed to exhaust Bell to the point of uselessness, right? Trying again soon after cheapens that for me but, on the other hand, it only happens after Hermes does a morale boost based on a memory crucial to Bell's identity and dream to be a hero, and this unlocks a new skill for Bell called "Limit Release". Given all the prior build-up of Hermes testing Bell, it seems as though Hermes wanted to see if Bell had what it takes to push past his limits, and keep going even if, logically, he shouldn't be able to. Given the mechanics of this 'verse, I'm willing to give it a pass. Besides, it is a cool-set up and execution, where other characters can shine as well. 

Trickster Eric Novels gives "Is It Wrong to Try to Pick Up Girls in a Dungeon?  volume 5" an A+


Click here for my next book review:  Tal’Dorei Campaign Setting Reborn

Click here for my previous book review:  The World's Strongest Rearguard - manga volume 4

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Sunday, June 18, 2023

Tegami Bachi volume 1 (read for fun)

This is a manga I picked up from a Friends of the Plymouth (Minnesota) Library book sale. I get a lot of good stuff there. 

Imagine a world where delivering mail is a perilous journey. Each delivery requires traveling a dark and monster-infested wilderness, alone and on foot. Your only defense is a special handgun that fires metaphorical bits of your own heart, and using it may attract more monsters, who seek the "heart" in your deliveries. That is what it is like to be a letter bee. 

Letter Bees are the mailmen of this world of Amberground, a land of perpetual night. Their deliveries are the only thing connecting the various monster-safe zones to each other. Gauche is an elite Letter Bee, and the story begins with him delivering an unusual package, a human boy who has lost his mother. 

This is the story of Letter Bee Gauche delivering Letter Lag Seeing to his destination and inspiring him to become a letter bee in his own right. 

It's a great narrative and the character development in this volume alone is good, too. I liked the budding partnership between Lag and Niche as well as the world building of Amberground. 

The art looks good. One gets a feel for the bleakness of the environment, and the emotion of the characters. These important things when "heart" is a central concept, and the art conveys that well. 

Only one complaint, the action scenes. It is sometimes difficult to follow them, and thus make sense of what's happening. For me, this is at its worst when the "heart" gun is being loaded and fired. 

Trickster Eric Novels gives Tegami Bachi volume 1 a B+


Click here for my next book review:  The World's Strongest Rearguard - manga volume 4

Click here for my previous book review: Sleepy Princess in the Demon Castle volume 5 (Read for fun)

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.


Saturday, May 27, 2023

ARIA the Masterpiece volume 2 (read for fun)

Return to Aqua for the winter. 

Here we have more slice-of-life tales of Akari the Undine in the city of Neo-Venezia. The story arch here is her first Autumn and Winter in her new home. There's a lot of world-building involved.

First, there's the contrast between Aqua and Manhome. This started in the first volume, with how much more rustic Aqua is than Manhome. Volume 2 builds on that. It sounds like Earth has become more like a single sprawling city with few if any natural areas. This would explain why Neo-Venice has so many tourists. In fact, natural areas from Manhome have been recreated on Aqua. There's an island nearby Neo-Venezia that is a Japanese forest temple. Supposedly, kitsune weddings take place there. 

Second, there's holidays like Vogare Longa (alternatively "Vogalonga"), a gondola race that marks the change of seasons. It's a very big deal. It's also a real thing. The real-life Venice does this every year.  Akari also celebrates New Years Eve with her new friends and reflects on how much has happened in her life over the past year. 

Third, there is a nice mixture of grand and mundane. For the grand scale sci-fi flavor stuff, there's a chapter about Aqua's Gnomes. These are the professionals who maintain Aqua's artificial gravity. They live underground similar to how Akatsuki the salamander lives on a floating island. Then there's some more mundane and small-scale stuff, like gondola cleaning. 

Fourth, the art is beautiful. From the forest temple, to the Bridge of Sighs in Neo-Venice, to the underground city of the Gnomes, it is all beautiful.  This pairs well with the peaceful stories. Really relaxing reading. 

Trickster Eric Novels gives "ARIA the Masterpiece volume 2" an A+

Click here for my next book review: Sleepy Princess in the Demon Castle volume 5 (Read for fun)

Click here for my previous book review: Kikuchi's Sushi (read for fun)

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.


Monday, March 27, 2023

She Professed Herself Pupil of the Wiseman - Volume 1 (read for fun)

I picked this book up after watching the first season of the anime. It has an intriguing title. I was expecting a story about a girl attempting to follow in her mentor's footsteps. Haha, no. That turns out to be a cover story. She is the "wiseman", herself. 

Sakamori Kagami is "Danblf" in the MMORPG "Ark Earth Online", a classic aged wizard with the associated wrinkles and long white beard. On a lark, he decides to alter Danblf's appearance to a classic magical girl instead, small and delicate, and with long silver hair. At that very moment, after he finishes the alterations but before he can click "cancel", a supernatural occurrence materializes the game into full reality.  Now Kagami is no longer "Danblf" but "Mira", who is Danblf's pupil. Saying anything else is too much trouble, both for Mira and the suddenly real kingdom she wants to protect. 

In other words, this is an Isekai, but so far few of the usual cliches have shown up. This book is much more interested in world-building than harem antics or power-fantasies. 

Much of this book is concerned with world building. In fact, this book does what few others do and gives details about the world that Kagami left when he became Mira in the world of Ark Earth Online. It was a world with fully realized virtual reality. It was used as much for business applications as entertainment; office space no longer existed in physical reality because the same effect could be achieved virtually (think COVID-19 Pandemic web conferences but without any of the downsides). Then, the author uses that to contrast with the pros and cons of the magical medieval-Europe analog of the game-turned-reality.

We see the history of this game world, the events and conflicts that shaped its kingdoms. We see player politics both before and after the supernatural event. We see the development of both mechanical engineering and the magical arts. We see management of dungeons for public safety. We see how Early Game Hell has stifled the development of summoners now that summoning must be learned in real life. Even the climatic battle is less of a "oh no! How will our hero ever survive?!" suspenseful confrontation and is more of a "I wonder what would happen if I did this" experimentation and examination of the new world's rules. 

And yes, the reason that "Danblf" must go by "Mira" has a detailed discussion behind it, and it is very fun. 

Also, yes, the author does get a lot of mileage out of Kagami adjusting to life as a girl. 

Trickster Eric Novels gives "She Professed Herself Pupil of the Wiseman - Volume 1" an A+


Click here for my next book review: Marvel Universe Doctor Strange (read for fun)

Click here for my previous book review:  Dungeon and Dragons module - Dragon Heist

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Saturday, March 11, 2023

Dungeon and Dragons module - Dragon Heist

Welcome to Waterdeep, grandest city on the Swordcoast!

This book is advertised as an adventure module for D&D 5E, but it's actually a lore book about the setting for the adventure, Waterdeep. This is a good thing. This is why. 

The story takes place in the city of Waterdeep and is set up for new characters, those just starting their careers as adventurers. This starting adventure provides them with a home base in the city, invitations to the various Factions, and many things to do other than the Dragon Heist. Indeed, the "main story" as it were, doesn't start until chapter 3 and is only truly focused on during chapter 4. There are a total of eight chapters. The Dragon Heist is clearly not the focus of the book. 

No, the focus of the book is clearly establishing Water Deep as a city of adventure and providing the Game Master with the tools to tell their own story. 

The first chapter is a rescue mission tangentially related to the Dragon Heist. It gets the party involved with some of the city's residents, earns them some fame/credibility as adventurers, and rewards them with a home base. This is not just a house but a tavern. It is a place of business, which is then connected to other businesses and guilds. It is the start of adventures. As the saying goes, "You All Meet in an Inn". 

The second chapter focuses in on these connections. It speaks of how the guilds operate in relation to the tavern. It speaks of the tavern's neighbors, shop owners forming a self-contained community. It speaks of the Factions, and how one or more of them seek to recruit one or more members of the player party. It speaks of the missions those who accept such an invitation can go on.  Even the start of chapter 3 speaks of how the player party only gets involved in the main plot because of how this plot impacts this web of connections. 

Four chapters are given over to describing the lairs of the various villains. The book outright states that going to any of them is purely optional, and likely only to happen if the player party fails at some scripted encounter in chapter 4. So, there are four dungeons fully described with maps and treasures and thugs primarily included to sketch out a villain's organization. 

The final main chapter is a tour guide of the city. Literally, it is framed as something written for an in-universe reader. It describes the city's history, layout of its wards, guild system, law code, methods of moving around, and even tourist traps.  This has absolutely nothing to do with the Dragon Heist. It is just here to further flesh out the city. Which is just as well, because the Dragon Heist is pretty lame as written. 

Chapter 4 is the only chapter solely focused on the Dragon Heist. It is comprised of a series of scripted encounters where the player party scrambles to acquire the Macguffin before the villain does. There are 4 villains to choose from, and each villain has its own encounter sequence. Which is great for replay value, theoretically at least. Reading through it, I felt it relies on rail-roading to stay on track. One scene says the player party gets arrested, just arrested, like Cutscene Impotence in a video game. The book even suggests corrective measures if the player party gets the Macguffin too quickly. 

The artwork is fantastic. It looks great. It shows the many sides of Waterdeep in all its seasons. Occasionally, I came across two-page full spreads of a given scene. A pleasant surprise indeed. 

If this were an actual lore book instead of an adventure module, I'd give it full marks. Because the adventure itself is lack-luster and rail-roady, it loses points. 

Trickster Eric Novels gives "Dungeon and Dragons module -  Dragon Heist" a B+


Click here for my previous book review:  She Professed Herself Pupil of the Wiseman - Volume 1 (read for fun)

Click here for my previous book review: Today's Menu for the Emiya Family volume 2 (Read for fun)

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Saturday, January 21, 2023

The Gamemaster's Book of Non-Player Characters (read for fun)

This is a book I spotted at Barnes and Nobles while browsing. It sounded useful, and it was a hardcover book at a decent price, so I decided to give it a shot. I have mixed feelings about it. 

First,

There are three one-shot adventures.  I can't say I'm a fan of them. All three are basically guided tours by an NPC, and not a friendly one either. All three are based on one NPC leading the characters through specific events on the way to a climax; the first two are deceivers responsible for the trouble in the adventure, and the third is not because they are a prison warden overseeing an earn-your-freedom ritual. It is totally rail-roading. The sidebars even try to pre-empt any attempt at deducing these first two NPCs are liars to keep the adventure on track. If a single high Insight check can derail the whole module, then, in my opinion, that is a shoddy module. 

I get that these are one-shots, meant to be completed within a single session, and so there is little room for deviation, but this is not a video game. This is a tabletop roleplaying game. Players have agency. If you're going to set up something like this, then you should have alternative routes or just remove the single point of failure all together. 

Now, the first adventure is a lot more vulnerable to this than the second. The second DOES acknowledge that the player party can call the NPC on their lies and accommodates this in a way that allows the adventure to continue basically as written.

Second,

The majority of the book is filled with full character pages. They are divided between location and then further by categories such as Rulers, Commoners, Lawbreakers and Criminals, and finally, Outcasts. There really are a lot of characters here, so the author is not exaggerating when they say the book contains hundreds of unique characters. However, I wouldn't say they are all "fully realized", as the back of the book claims. 

Some of them are, to be sure. A solid backstory, clear motives, interesting twist in their "secret" or "obstacle" section and further details in what they are carrying. Those are fun to read. Others are frustrating. 

You see, some of these "fully realized" characters have too much baggage to be easily used in a campaign. Their backstory might have certain requirements of the setting. Their goals might be vague; clear enough in concept but requiring building out in details to actually be used in practice. Who wants to roleplay the results of an accounting error?

Many of them leave dangling questions. This one is particularly frustrating because the author states at the start of the book that the book doesn't have "all the answers", and then provides characters that are more questions than answers.  

So, this character is pregnant with a "child of prophecy". What prophecy?

So, this character is attempting to keep a terrible creature sealed. What terrible creature?

So, this character wants to prevent their hometown from changing in some undescribed manner and decides to do that by flooding it, killing everyone and destroying the town itself. How does that accomplish anything?

Then there are characters that are written in a way that implies certain things rather than stating them. I think this is to make the character more flexible, open to interpretation, but it can also make the character less coherent overall. 

Some of these homebrew abilities are ridiculous, such as a lawful evil humanoid lion that enslaves humanoids. They can use this ability thrice per long rest, humanoids have disadvantage on the save, it lasts for 24 hours (no secondary save) and the reasoning is simple overwhelming charisma.  A DM would have to put a lot of context around such a character to make fighting this guy fun instead of frustrating. 

I also find issue with how, if family members are mentioned in the backstories, they are either dead or antagonistic. The former is too close to the trope "Stuffed Into a Fridge" for my taste, and the latter mandates using the family as villains if this NPC is used; to not use them as villains removes a significant chunk of characterization, thus making the decision pointless. 

Overall, a lot of these "fully realized" characters have to be modified, trimmed, adapted etc. to be used in a given campaign. It's not a plug-and-play thing, like I was expecting. There is a section for much simpler character outlines, more easily selected and used on the spot. I think those are meant to be selected during the session and the rest are meant for planning stages between sessions. 

Some characters have full page artwork, which is nice. It is good art. 

This is definitely a useful book for a gamemaster. The important thing is to set your expectations. This is useful for character inspiration, side quest fundamentals, campaign reference, and that is mostly it. During a session, it will, at best, slow things down. Use a generator app instead. 

Trickster Eric Novels gives "The Gamemaster's Book of Non-Player characters" a C+



Click here for my next book review: The Ring Breaker (Blog Hall of Fame author)


Click here for my previous book review
:  Valkyrie by Katie O'Hearn (read for fun)

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.

Sunday, December 11, 2022

BOFURI : I Don't Want to Get Hurt, so I'll Max Out My Defense volume 3 (read for fun)

The Slice of Life defense build continues, as fun and charming as ever. This volumes focuses on the formation of Maple Tree, the guild that Maple and Sally start with friends they've made in the game. As such, there is a lot of focus on the various members of the guild. This series is not exclusively about Maple anymore.

We get to see Kanade solving another library puzzle and experimenting with his Akashic Records. We see Chrome stumble into a special dungeon and challenge it solo (technically he has Syrup to help). We see Iz tackle a crafter-only area in search of material. There is also a pair of new characters, Mai and Yui, who created extreme builds like Maple, and we see Maple Tree nurture them into the unstoppable force to compliment Maple's unmovable object.

These scenes flesh out the world of the story by showing other players and other play styles. The way Mai and Yui play is completely different from Maple, and so they need different skills and tactics. It is also super cute and heartwarming to see a gamer veteran like Sally take them under her wing, and Maple to take them on speed runs to level grind. 

Of course, Maple herself isn't excluded. She has several solo adventures which see her gain three transformation skills. This provides more fodder for "she's the final boss" jokes.  This also shows her development as a gamer, as she tries to keep them secret in anticipation for the Fourth Event.

Yes, the Fourth Event. Like volume 2, volume 4 is looking to be a volume-long event, a guild war styled like Capture the Flag. The "Plot" of volume 3 can be described as Maple Tree preparing for this event. Naturally, other guilds are making their own preparations, and Maple Tree is on their radar. 

This is another fun and light-hearted adventure. If you liked the first two volumes, then you will like this one. 

Trickster Eric Novels gives " BOFURI: I Don't Want to Get Hurt, so I'll Max Out My Defense" an A+



Click here for my next book review:  So I'm a Spider, So What? volume 6 (read for fun)

Click here for my previous book review:  Curse of Strahd - D&D 5E module (read for fun)

Brian Wilkerson is an independent novelist, freelance book reviewer, and writing advice blogger. He studied at the University of Minnesota and came away with bachelor's degrees in English Literature and History (Classical Mediterranean Period concentration).

His fantasy series, Journey to Chaos, is currently available on Amazon as an ebook or paperback.