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Gladus Hereticus
Publisher: Ostfront
by Ian J. [Verified Purchaser]
Date Added: 05/01/2019 09:03:11

The most important part of a solo game is choice. What choices as a player do we have? Are they meaningful? Let me run through Gladus Hereticus (GH).

Character creation: Completely random. You might start with terrible stats and several potions of cure disease.

Starting the game: randomly determine where you are and if you encounter anything.

Finally we have some decisions to make: During an encounter you can choose which enemy to attack (if more than 1), to use an item, or run away. Your attacks and your enemies are resolved randomly. You can choose which statistic to use to attack (between Strength and Dexterity, but will usually be obvious until you get injured). You get 1 action, then each enemy attacks you, and then you get to choose to attack, run, or use an item. Repeat until you or they are dead, or you escape.

Outside of combat you can use items freely. You can also choose to move (drawing a random new location) or rest in the same location.

Most of these choices are pretty minor and dependant on random results. Fights are basically on auto-pilot: Hit you, hit me, hit you, hit me.

The goal of the game is to find 10 specific items. Note that finding items is random, and the item you get is random.

Let me tell you about my first experience because I think it is illustrative. I started with a suit of powerful magical armour (13) and decent stats. I proceeded to wander a few locations before finding a Forgotten Arboretum. There I hunkered down, resting and punching the occasional monster to death. I ran through the deck over and over slowly building up experience and finding items. Only a few locations offered a better chance for loot and came with a much higher chance of encounters. It was better to remain where I was, flipping cards as I was just as likely to find items as encounter monsters. Between each fight I could usually rest several times, more than enough to completely heal. There was no incentive to go anywhere else, and then I stopped playing. Using this strategy I could probably eventually win as my armour was so strong I would only ever lose a few points of stats at a time.

On those occasions when I did lose stats it was a headache randomly determining which stat was harmed and then determining if a modifier changed. It's fiddly and awkward.

The degree of randomness hurts this game Your stats are random, but when you level up you can raise a stat by 1. This is a very small gain, and levelling can take a long time. So you can try and kill enough monsters to get you stats in shape or start again and get a better character.

Damage is randomly assigned to 1 of your 3 stats in a fiddly bit that I found annoying to keep referring to.

You have a low chance of finding a random item. You need 10 of the rarest item to win the game. How long does this take? Actually if you find the Forgotten Crypt you get all the loot forever because the game is broken!

Flip a card for an enemy attack. Flip a card to see which stat takes damage. Flip a card to see if you are poisoned. Flip a card to see how much damage poison does to you or if it goes away. It's a lot of turning cards and doing simple mental math between each actual decision.

Broken Rules and Missing Details Staying in 1 place to rest is allowed in the rules, and nothing compels you to leave. Thus when you reach the Forgotten Crypt you rest there until you find everything you need. I get the impression you are supposed to move all the time, but the ability to rest and still find items means realistically you should get to the best place to rest and also find items or fight monsters and remain there until you are geared up/levelled.

I also think the designer needed to specify that your starting stats are maximums. The way it is worded I initially thought I could rest and raise my stats above my starting value, as though my character began the game injured. I soon thought better of it, but I do wonder if there is a maximum, as you can potentially find unlimited strength potions. Can strength reach 16 or higher? Do you get bonus damage at such levels?

The experience table only gives experience values for monsters in the Smoldering City. Are the more dangerous monsters in the Necropolis giving the same experience for the same number value?

In the Flickering Vault there is no result for King. Is it Loot or a monster?

Once you have all 10 pieces of the Decahedron Device you have to fight a bunch of monsters in the "next area." You redraw if you only encounter 1 or less monsters, so if you end up in the Decrepit Study you redraw forever because you CAN'T encounter more than 1 monster.

Also the amount of items you can carry is based on your strength. It's entirely possible to be unable to carry 10 items, and thus be unable to carry 10 Decahedron Devices without grinding up levels and Strength Potions which can only be found as random loot.

If you are injured and your Strength drops must you drop items? If so, and you stay in the same location, can you recover them when your strength is restored?

So your stats are based on a card draw. That card draw get's translated into a number. Your actual modifier is listed in a table by card. So if you start with 10 Dex and gain 1 more Dex you now have 11 Dex which is equivalent to a Jack which is equivalent to +1. It's a needlessly complicated set of tables that could have all been combined and more easily read using Stat numbers. THEN the amount of equipment you can carry is based on STR modifier. So conceivably to determine how many items I could carry I would check the my Strength #, convert to Card value, check the table for the modifier, then compare the modifier to the Equipment Carried Table.

The Magical Jezzail ignores armour but not magic armour. I'm assuming the Fire Staff and Alchemical Grenade ignore armour (even magical) as their entries do not specify they don't.

The healing potion from the Necropolis is different from the one from the Smoldering City. The one from the Necropolis heals all your stats the value of a card draw, while the one from the Smoldering City only heals 1 stat. Are they supposed to be different? Why aren't they named differently? If they are supposed to be the same, which description is correct?

Can a monster with disease give you multiple diseases in a single encounter? Do you apply the -1 to the stat immediately? What if the stat is damaged, does it reduce your current stat as well?

When you flee an area with 2 or more monsters and get attacked once how do you determine which monster attacks? Is it random, or the strongest monster?

Summation Random, random, random with rules that need a few more edits by the designer. There is some amusement to be had from this game, and I think the broken/fiddly bits could be fixed. You need a reason to move; a ticking clock element. The randomness needs to be toned down to accomodate the ticking clock (especially the starting conditions). There needs to be more meaningful choices for the player to make. As is I feel like I'm passively turning over cards and constantly checking tables. Regardless of starting gear the winning strategy would be the same: get to a relatively safe place and rest, fighting 1 or 2 enemies at a time, heal between fights and gather gear.



Rating:
[2 of 5 Stars!]
Gladus Hereticus
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Beneath, the Inverted Church
Publisher: Severed Books
by Ian J. [Verified Purchaser]
Date Added: 05/19/2018 21:42:26

Review originally posted on RPG.net. UPDATE: This PDF fixes none of the errors of the original release.

As this is a product for GMs, players should not read this review. SPOILERS abound. I backed this on Kickstarter, and received the hardcover version [Update, I also recently received a PDF copy]. As of writing (July 14, 2017) The second book in the series will be coming to Kickstarter soon, so it's a good time to review. [Edit. It's May 19, 2018. The second (and final?) kickstarter has come and gone. I hope Sirois gets someone to edit the book this time. I didn't put money down to find out.]

Premise

The Inverted Church is the first book in a planned series by Justin Sirois, designed for OSR/D20 systems. It warns of adult themes, and rightly so. The premise is that local townspeople have been lured away by a hedonistic cult. However, for the most part the adventure is fairly tame. There aren't any sex demons or rape dungeons. The material isn't very tastefully handled.

So after some set up and offers from stricken townspeople, the players will start exploring the UnDungeon, as it's called for some reason, and they will quickly find there is another realm called the Invert that's full of danger and naked people. Cleverly enough, the Invert (at least what the PCs can access for now) is found by flipping the book upside down and reading from the back. The challenge for the PCs is that the only equipment that will pass into the Invert are items made from stained salt. Not even clothing will pass through. So exploring the UnDungeon is necessary to effectively equip for a raid on the Invert.

Adult Content

It's important to stress that there is a moderate amount of sex and perversion that your players will encounter. This isn't Towers Two where rapists lurk in every corner. It's the kind of thing that will not work at a lot of tables. The players don't have to partake in the sex (kind of). The thing is there are MirrorDoors. These doors need to be seduced open.

You need to seduce doors to open them. I want to emphasize that.

Except you don't. The author explicitly writes the players don't have to seduce them if they are uncomfortable. Good, you can assure your players they don't have to describe their characters coming up with new ways to touch themselves suggestively, because of course you can never seduce the same way twice.

Alternatively, in a horrible compromise, the PCs will encounter a serial rapist murderer, kill him, and take his book of illustrations of his victims. This allows the players to show pictures to the doors to open them, as well as extort money from the relatives of the dead women depicted in the book.

The players will encounter sexuality by looking in mirrors more than most sources. Even then, it isn't all sexual. Sample results:

"A short man, and a man missing a foot, being penetrated from behind, a face of pure ecstasy." "A noble young woman, and an old king with gray eyes, reaching out to a weeping family, trying to pull one of them in." "Three young, attractive women, an old man, crippled, feeding a human hand to a very large goat with green eyes."

More than half of the results aren't sexual. The point, I think, is to give hints about the cult.

Systems

The adventure is highly structured with a fairly linear series of events. Some things are supposed to happen. It's not exactly railroading, but your hand is being held pretty tightly. A major plot point relies on the players caring about an NPC and her missing brother, but I don't think players get enough time with her for that to be the case. Much is left unresolved. Conceivably, future books will continue the story. The dungeon is also highly linear, with limited choices for exploration. Really, the designs of the maps suggests they were made for simple tactical RPGs. I hope you like mostly empty rectangular rooms.

Enemies are stated with HD/HP, AC by armour equivalent (leather, chain, etc.) and attack damage using standard polyhedral dice.

A major mechanic in the game is Stress, which builds up as the PCs are in the UnDungeon. It's interesting, if a little cumbersome. It becomes especially difficult to manage if the GM wants to keep the system a mystery to the players. There are a few other minor systems like a system for solving combination locks that is incredibly tedious. For some reason there are practically no calls for saving throws. Many enemy weapons poison, but they don't indicate the effects of the poison.

OK, if all that didn't convince you not to buy the book...

The book is riddled with bad design choices, errors, and isn't very functional. It's sloppy, and in dire need of a competent editor. A helpful [+] marks important plot points to communicate to the PCs, but otherwise there is no useful formatting. Snippets of text might be read aloud, but there is no indication they should be.

The biggest hurdles for the GM are the maps of the UnDungeon. It is broken into 13 separate maps for each encounter area. They have limited keys, and most room contents are not noted. Some rooms are labelled, some are not. The accompanying text may refer to a room by its name or not. It is often unclear where things are. A huge pile of rotting heads that can topple on the PCs isn't indicated on the map, while an Urn with no description is. They are empty rooms for basic tactical play on a dry erase board or using generic dungeon tiles. Often the room descriptions come before or after the full page map, and require flipping back and forth. Generally the maps could be made smaller, leaving more room for text. Then there are the errors.

Take Map 6 as an example. Every exit is mislabeled. [Update, yes, even in the PDF released almost a year later.] The passage to 3 is actually to 5. The passage to 5 actually leads to 7, and the passage to 6 leads to 8. This IS map 6! While there are 3 labelled rooms, there are no headings or even bolded text to help the GM find the room descriptions.

The maps appear to be made from a limited tileset, and the walls don't always line up. There is no excuse for such simple maps being this bad. They function (mostly), and that's the nicest thing I can write about them.

The errors start getting comical. Take this example: "She mostly resembles a young woman with no arms and a long serpent like tail. She wears a long open Stained Salt Robe. On her wrists are jewel encrusted bracelets..." Fortunately there is a picture of her that confirms she has no arms, let alone wrists. Pages are referenced incorrectly, having you turn to 104 for a table that isn't there. Equipment descriptions are contradictory. The exploding magic dagger's text turns into a description of rapiers a few lines in.

Good Points

Scott Buouncristiano's art throughout the book is excellent. Seriously, check out the Kickstarter page for some of it. Most of the major enemies have a full page dedicated to them. Otherwise he illustrates a few of the stained salt weapons you are likely to find. It's only 10 pieces in total, leaving the book a bit barren. Oddly enough, none of the art is sexual, but that actually follows from the descriptions. The cover artwork by Eve Ventrue is also excellent. There is a map of the town and a map of the surrounding region that are both well done and clear.

A very new GM may appreciate the scripted scenes with dialogue between NPCs.

There are a few tables included for generating new monsters, and for adding new sections between the provided map sections. They look OK, with map graphics from Sirois' Dungeon Dealer Decks (which are much better products).

The Invert section is more functional, with still a few errors. When the PCs enter the Invert they arrive in one of 20 self contained rooms. Each of the 20 rooms, map and all, fit on a single page. Each one presents the players with a challenging encounter, generally with a single powerful monster. As the PCs can only bring stained salt items inside they are handicapped. However, they gain HP every time they hit an enemy. Besides making my editor alarm go off, one minor gripe is a monster with an AC of 1. Up until this monster, every single monster has had AC referenced by armour type: as chain, or as plate, etc. Immediately I assumed this monster was really easy to hit, as my OSR system of choice uses ascending AC. However, I now suspect the monster is supposed to be really hard to hit. It's hard to tell when dealing with a massive immobile blob monster.

Conclusion

I can't dismiss this entirely as a failure. It's mostly a failure. I also can't give much of a recommendation to a product that is so riddled with mistakes, especially one that bills itself as functional. I give small press a break on typos, but this is too much.

There are a few good ideas here presented poorly. I like the idea of the Invert. It presents an interesting challenge for the PCs, but right now it's nothing but a boss arena. You fight monsters for more stained salt stuff to fight more monsters. The big bad is the Inverted Cupid. He/she wants to create a perfect gender neutral race from all species of the world. That seems like something some players could get behind instead of being cut and dried evil (it is actually evil, in the long run). I think the stress track is an interesting mechanic that adds another layer to dungeon crawling. It needs work, but it can be brought to the table. It has a few sessions worth of material in it, with a promise of a second book sometime in the latter half of 2017.

The softcover is $20 including shipping in the USA. You can also get the hardcover for more $. You can buy it from his Etsy store or Amazon. [Update, obviously now the PDF is available.]



Rating:
[2 of 5 Stars!]
Beneath, the Inverted Church
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Creator Reply:
Thank you for this detailed review! These are edits that my editor did not catch and we're fixing them in the collected version.
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