Showing posts with label Hot Springs Island. Show all posts
Showing posts with label Hot Springs Island. Show all posts

20 February 2019

Hot Springs Island Mini-review After 6 sessions


Bias/Summary

HSI was not for me. I had fun with it. My players liked it. They seemed surprised that I wanted to move on at first, but they quickly and accurately pointed out why they thought I wanted to. All of this probably says as much about me as a GM as it does about the book. I'll explain below.

I run my own rules, but they're similar to OD&D and B/X and Lamentations of the Flame Princess and so on. I have a lot of oldschool ideas about things, but I only started playing tabletop imagination games a couple of years ago.

Jacob Hurst loves discussing your problems and complaints. I talked with him about most of this. His answers made it very clear to me that basically everything I complain about would not have been a problem if I was a different sort of GM.

Praise

  • Great layout.
  • Great faction stuff and political play. Fun gonzo setting and ideas, if you go for elementals and planar stuff.
  • Encourages GM discretion and improvisation.
  • Hexcrawl rules that make things much simpler.
  • Players had a great time
  • Endless tools for escalation and chaos.
  • It's dense. It's enough material for a (probably somewhat short) campaign.

Things that didn't suit me but might suit you

  • No stats or item pricing. System-neutral.
  • The island is all about overabundance. This is intentional and an interesting change of pace. One of the dungeons is basically made out of gold, for example. Inserting resource management requires some major alterations. This problem isn't a problem if the GM realized it and alters the game to make gold worthless. HSI can focus on barter instead. Barter should be at the forefront of the game.
  • Juvenile sex humor throughout. It's metal!
  • A lot of it doesn't work very well in a different or larger campaign. HSI is designed to be your campaign.

Clarity/Density Issue

  • Some things are not clear. Example: There's a secret door hidden under an object, but there are no details about how the players might discover that the door exists. The books says that a chime opens it, but there are no specific chimes, so  you may be confused about where they would find the chime. You can make up a chime and put it somewhere and create a hook, but you may not realize you need to do this until the players are already at the door. For this reason, I recommend reading far ahead and trying to notice details of this nature OR I recommend being ready to make things up and do something different than the text intends/expects/suggests.
  • The denseness of HSI requires that you be ready to make things up when you don't know them. If you're the right sort, that's perfectly, wonderfully, fine. If you're more like me, you'll feel like you're missing something and ruining something that could have been great if you only knew the details. This will cause either analysis paralysis or moving on with your own take on things.

Complaints about encounters

  • You have to do a TON of rolling and interpretation for random encounters. You can't leave a hex or leave a room without a new encounter occurring. (Rolling on Chartopia and then printing out lots of results ahead of time is a decent workaround.)
  • HSI isn't about wandering through mostly abandoned spaces and occasionally encountering a wandering monster. There is ALWAYS something alive there to deal with. Jacob Hurst told me that he doesn't do reaction rolls and that he just intended for the creatures to react to each other, not to the party. He also said that the creatures don't see the players because the players always spot them first rather than rolling surprise, initiative, and distance. The book does not make these deviations from oldschool play clear. I think this is another result of being system-neutral.
  • Details on random encounters: every single room and every single hex contains at least one encounter. You're supposed to use a slightly complicated 3d6 mechanism to determine which encounter is where. The final result should be a lively, active island. Personally, I found it cumbersome/time-consuming.
  • To add to the encounter confusion, there are almost no doors in dungeons, so monsters should be coming around corners to join whatever (possibly massive) encounter you're already engaged in.

12 July 2018

Table for the Return of a Missing Hot Springs Island Player

Inspired by this.
Some results might only be reasonably used once. Cross them off as they're used. Alter results to fit context if necessary.

1d10ExitEntryEffect
1Sleepwalk away. Sleep the entire time.Party member dreams movements guiding back the sleepwalker. Return with a disgusting, bubbly rash covered in the stench of high-proof alcohol.Gain a rumor of elven ruins from dreams.
2(Secretly?) agreed to dumb solo quest with an NPC.Wanders back to party camp, exhausted.Gain information about an NPC. Flip a coin to either gain some minor loot or have failed the quest and upset the NPC.
3Kidnapped by neutral faction member during sleep.Returns near the party.PC gains knowledge and apology/promise to repay debt from the NPC.
4Fear of the other players led to a lot of time alone in the wilderness.Return from the wilderness, maybe a little paranoid, but with newfound confidence. Tracked players to their current location.Improved bushcraft. (Wilderness survival stuff.) However, infected with a disease. http://goblinpunch.blogspot.com/2016/06/the-glog-diseases.html
5Overcome by illness and hallucination.Better now. Don't worry. Totally fine. See, I found you on my own. Ha. Haha. It's okay.Random mutation. See The Metamorphica or https://coinsandscrolls.blogspot.com/2018/01/osr-1d500-biological-mutations.html
6Tried to explore a dungeon alone. Spent the whole time exploring the entrance area.Returns to party camp.Gain knowledge about location of and entrance to a dungeon location.
7Wandered into an unexplored hex and hid from something scary there.Returns, frazzled and injured, to party camp.Learned basic details about the hex and some information about a creature or other hazard. 1/4th HP is lost.
8Captured by Martel Company mercs.Martel Company mercs return to party explaining that they mistook PC for a bounty target. (If there is a bounty, roll again.)Temporary bonus to interactions with Martel Company, including trading with Jeremy Rand.
9Led away by faction member who gave drugs, invoked visions, or some such.Stumbles out of the wilderness making wacky gestures or saying strange things.A little crazy or a little visionary. Choose the first fitting effect on this list. https://coinsandscrolls.blogspot.com/2018/04/osr-1d500-supernatural-mutations.html
10Kidnapped by opposing faction member.Returns to the party.Faction gains knowledge from the NPC in exchange for safe release.

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