Friday, May 24, 2019

SILENT TITANS PRELIMINARY REVIEW

"Silent Titans" is kind of like if Joyce's "Ulyssess" was a rpg, same islander's speculative take, a lot of wandering through shitty beaches. Have not covered an actual Titan proper in my game, outside of the first one, Chronos, where the book has you start.

Properly speaking, it's worth your $50, because the book is a3, (a4?), and has good art in it, and has good writing. That's all it takes being worth as much.

The game itself: I haven't gotten to the dungeons/titans yet. I wrote Chris Kessler, the layout designer, a bunch of questions as I read it for the first time. The room labelled #1 is where the PC's start off in. The tubes in Hilb are hallways. Sometimes a bullet point is in the wrong place. I got all mad about the overmap but it's working great as a play-aid.

I printed out all the maps using my work printer, in color, the players loves them. Character creation is lovely. The gang is wandering around Wir-Heal and one got captured by the Court of Wapentake.

Big weird-o's are the combat, which is quick, area weapons are crazy good. Does the keyword "fast" mean they get to act twice? What about "slow"? This is not a book which, as a design choice, makes sure to define every little thing. The navigation system inside Wir-Heal is quite strange and provokes some dictionary lookups.

The navigation system essentially has you experience what I imagine, quaintly enough, Patrick experiences wandering around the post-industrial landscape of his homeworld, kicking trash and occasionally encountering bombastic threats. A lot of loneliness, and then you stumble into another animal-man village, while you're slowly turning into a Woodwose. It's surprisingly somber experience...

...As the rest of the book is, when you get into it, it tells a story which is quite fatalistic, the implicit tale of the Knight of the Pentangle. I originally wrote Dirk Detweiler Leichty that I hoped the game would be kinda board-game-like, considering his art looking like Jumanji/Chutes and Ladders. I definitely do have a board game experience when I print out the maps and slide around my friend's 3d-printed miniatures on them.

There is the added benefit that Dirk's escherian/arcane linework can be displayed to the players without giving away too much; and once explained it becomes clear.

AN EXAMPLE:
Guess what the below map-segment illustrates...

.... it's a library filling up up water... "Ink-black water sheets down the shelves and falls from the sky in an eternal pounding rain." Obviously the verbal description is needed to make this clear, but once done so the image becomes a shorthand. No visual spoilers by displaying the whole map.

The above is hypothetical as I haven't run most of the game yet, although a few illustrations like:
have already served me at the table basically as I've described.

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I am worried, or rather, more aware that within my group there will be a lot of character-chucking into the abyss, horribly random occurrences may prevent any dungeons from being explored, or maybe they'll visit just one. What is the larger narrative to be had here; PIGPIP, the players will fall and be consumed by the raging time-lords.