I'm going to start this review with full disclosure. I consider Travis Miller to be an internet friend. When I was trying to start an OSR actual
play podcast a few years ago, he volunteered to play, and played three
sessions of Lamentations of The Flame Princess with myself and Stephen Smith. I've also written guest articles on Grumpy Wizard, and featured
guest articles from him on Welcome to the Deathtrap. Travis gave me a
complimentary copy of Hogwater: VIllage of Secrets hoping that I would review it, and in
the process give him the kind of feedback that people like about my
articles.
I will also confess that the article I did on factions with examples from Temple of Elemental Evil last week was to set this
review up.
Hogwater is a slightly different way of setting up a home base for the first phases of a campaign.
Rather
than provide a map of the village off the bat, and then go place by
place describing the people who live in it, Travis Miller describes the
village in terms of the NPCs and factions within it. Every NPC of note
is given clear motivations, preferences, quirks, and goals with the
first few steps described.
What he describes is a small,
unfinished keep surrounded by a young borderlands town situated on a new
highway that serves as a midway point for some relatively new trading
routes. It's a place where merchants pass through to resupply on their
way to other places.
The hero that established hog water a
generation ago has recently been usurped by the current lord of the
keep, who enforces his law through a dangerously skilled marshal, and
an incredibly corrupt Reeve.
Factions
Aside from the forces at the
keep and the Reeve's gang of ne'er-d-wells, much of the villages held together by a trading post controlled by
a large mercantile dynasty. The merchant leading it is a decent man and
more interested in the growth than preservation of Hogwater than the
Lord is, but has a slacker nephew who is anything but.
The
townsfolk, thanks to the corrupt land-grubbing of the Reeve, the
brutality of the Marshall, and they usurper status of their lord, see
themselves as a completely separate faction from either the merchant or
the keep. And the regular townsfolk and the craftsmen in town are somewhat at odds with one another over the direction the town's future should take.
Besides the five "in-town" factions, there is also a
group of Druids who see the encroachment of civilization as a threat,
and are weaponizing the monsters of the forest against the town. There
is a distant archmage who is an enemy of The Druids, who's not yet
involved in the affairs of Hogwater, but may soon be as The Druids
concentrate on the town. There is a group of bandits with a disgraced
knight leading them who are trying to fool themselves into believing they
are a revolution. And there is a camp of vagabonds and mendicants away
from the town proper who can provide cheap hirelings and useful
information, but have spies from all of the other factions laced within.
Finally there's a powerful and unique dragon with powers of mind
control and illusion that is playing its own game, and has agents in the
village that may be watching for player character threats.
Laced
throughout the module are ways that the different factions could end up
befriending or becoming enemies of the PCS and what they might do. As
well as events that could cause the various factions too come into
conflict with one another. While all out armed warfare is very unlikely
in this setting, espionage, treachery, assassinations, and
misinformation are quickly weapons of choice that any of the factions
might start to employ.
The villains here are interesting enough
and settle enough that it will take several sessions for the player
characters to detect any of them and deal with them in a meaningful
manner.
Adventure Hooks
Aside from the detailed faction and NPC data, hog water
village of secrets also has several short adventures. Clearing goblins
from a invaded farmhouse provides an ideal starting adventure, and can
earn PCS favour with the vagabonds and the villagers. On top of that
there is an ogre camp nearby that player characters can deal with, which
was carefully cultivated by the druids. And as they increase in level
there is a pig farm that has been taken over by a vicious wereboar. Finally there is a large adventure dealing with an evil magician from
out of town who has acquired an ancient artifact and identified an
alchemical substance he needs in the village that will allow him to make
an army of homunculi.
This last adventure is structured with
both a mapped hideout, and a mapped quarry dungeon to explore, along with a
timeline of events from the start of the adventure so that if the PCS
don't pick up the hook things can metastasize into an utter disaster for
the town. With multiple opportunities for them to finally clue in once
it gets rolling.
The game stats are Swords & Wizardry compatible and follow
most of the conventions for OSE and S&W: Complete. And because they
notate both ascending and descending armor class, there is virtually no
conversion required between different OSR games.
What I Loved
Unique Content
Travis
went out of his way to make sure that there was a mix of familiar
monsters and his own unique ones throughout the setting. Vampiric
homunculi, an evil artifact, a magic ring with a special condition in
order for it to be used, clay infused the blood of a demigod that causes
the undead to rise, and a dragon that doesn't fit any of the usual colour coding make sure that the players are going to run into some
surprises.
Well Designed Factions
The factions in Hogwater
are very well thought out. They have potential alliances and amenities,
clear goals, and almost all of them have hooks connected to the various
adventures presented in the book. They have clear rules for how they
will treat the player characters and what benefits and penalties they
can expect as they aid or cross the different factions.
Interesting NPCs
Likewise, Hogwater presents NPCs in valuable detail. Any NPC worth a stat block also has a clear listings of their motivations, quirks, desires, goals, and plans for the immediate future. Many of them are interesting and quirky people who are believably flawed.
- For example the lord of the castle is depressed and uninterested and actually ruling, having found it far less interesting and exciting than he had planned on it being. Meanwhile his castellan runs the show with clockwork precision, or would if it weren't for his incredibly corrupt Reeve.
- The Reeve in turn is a great villain not because of an impressive stat block, but because he is a believable man who, given an opportunity has abused his power in slimy, subtle, and petty ways.
- Likewise the leaders of the bandits is self-deluding himself because of incredible cognitive dissonance. Presenting himself as a Robin Hood like figure, while the bandits under his command are nothing but common thieves or disaffected villagers who mostly just tolerate his eccentricities
And this is just a small sampling of a very large ensemble.
Information Design
The
pages and Hogwater are usefully cross-referenced. More importantly,
stat blocks are repeated wherever they are relevant to prevent it GMs
from having to flip around too much while using the module. This can
mean that there are entire duplicate sections within the book.
The PDF is also well-indexed, which is a massive bonus to me.
The back of the book contains one-page reference and tracking sheets for keeping the factions straight and finding information quickly, and an appendix with most of the significant NPC stat blocks. It also has a sheet listing all of the dirty little secrets in town for quick reference.
Set up for Multiple Levels of Play
The
threats to Hogwater vary a lot in level and complexity. Some, like the
goblins, ogre and Wereboar are straightforward. But at every time the
player characters will be pointed towards more complex and subtle foes
such as the Reeve, Druids, and Dragon.
Just getting enough
information and leaves to identify these threats and deal with them can
provide material for several adventures per enemy, giving time for the
players to build up to meet the challenges of the most powerful foes
in the settings. I could easily see players growing to 6th or 7th level
before leaving Hogwater for adventure further afield.
And because many
of the villains spend multiple villages, eventually being drawn back to Hogwater at 10th or 11th level to start cleaning house. Which, I gather
was how it played out in Travis's original campaign, which he discusses
places in the book to get GM's pointers on how it may play out.
Specific Encounters
Rather
than random "dryad" or "centaur" encounters, the random encounter
tables in the vicinity of Hogwater includes specific creatures like
"Karya the Dryad". These encounters come with descriptions of specific
dispositions, motivations, etc. to help build the setting rather than
leaving it purely to the dice.
I am if mixed feelings about this;
as it does take the guesswork out of the encounter, and enriched the
setting beautifully, but leaves the potential for happy accidents or the
world-changing chaos that totally random encounters can create.
Lucky Find
A
roll of 12 on the random encounter table leads to a sub-table of
interesting and rare discoveries that I thought was a really clever
touch.
Growth Points
Sparse Design
I'm a sucker for an
artful layout; I don't need a lot of Art, but multiple columns, some
variance in color scheme, and a font that sits comfortably at ~75
characters per line across 2 columns really is much easier to read.
A slight re-arragement of sections might have obviated the need for some of the repetition.
This is, of course, a minor gripe.
The Wereboar Misses a Beat
The
Wereboar adventure that is one of the first hooks that the PCs get is
pretty straightforward; the Wereboar is a savage beast who has massacred
a family and settled into the farm to mate with the sows on it. Played
as written, it would be a frightening and savage bush encounter.
It
could have been much more complex and deadly if we had details on how
the Wereboar might try to deceive or bait the PCs posing as a human
farmer. This would have given it the same level of sophistication as the
Ogre encounter, which is set up to be tactically interesting and reward
investigation.
The Reputation Mechanics Could be Integrated
One
of the Appendices in Hogwater: Village of Secrets is a mechanism for
judging how well the PCs are liked or disliked by a given faction that
has an impact on 2d6 reaction rolls.
When describing how the NPC
factions will react to certain PC behaviours it could have been useful
note how those actions would adjust the reputation score of the PCs .
Consistency in Stat Blocks
Many of the early shorthand stat blocks were edited form a previous format, and remain incompletely edited. The stats themselves are prefectly usable, and complete versions of the same NPCs can be found in multiple places throughout the book.
Conclusions
This is an well-realized setting for running a classic Old-School D&D campaign. It gives you enough of a world to run the first handful of adventures and seen rumours of bigger, wider-ranging threats, so that by the time your PCs are ready to go further afields they will already have clear motivations, and you will have had time to expand your world around the starting village.
Travis' focus on complex NPCs with goals and motives makes it a very dynamic world that is easy to use in response to PC actions.
My complaints are mostly organizational: Hogwater could use a little tinkering with layout and presentation to be the best it could be.
Thanks for the very fair and thoughtful review. It tells me I accomplished the gilas I had for the book and a few places for improvement on the next project. Thanks for taking the time to read it and writing this excellent review.
ReplyDeleteIt was my pleasure! It was really fun to read. You have a real gift for NOCs!
ReplyDelete