Skerples
has released an adventure entitled Kidnap The Archpriest. It is available
for purchase on rpgnow here. Billed
as a “Heist” module, it’s 54 pages and surprisingly setting/system neutral. The
module features a thankfully ink-friendly layout (black, white, and grays
mostly) for printing, and although it is pleasing to read on the screen, some
parts are almost essential for physical reference. The layout is clear and crisp even within
the denser pages and the illustrations and cartography are very well done.
This module attempts to address an aspect of play
that is often overlooked or simply “tacked on” to a larger path by most adventure
publishers. It eschews the standard dungeon, sprinkled with antagonists,
treasures and wandering boxed text for something more focused on honing the player
skills associated with Non-Player Character engagement, planning, and less
“directly fictionally material” resource management. It’s billed as a method of
gradually teaching players the essential elements of this style of adventure,
but it certainly doesn’t neglect the GM.
The module emphasizes the need for player
engagement, and this is refreshing. I wish more modules reminded GM’s about
this occasionally. What one reads on the page or within the sometimes-ponderous
short flavor-fiction of an adventure, will not necessarily translate well to an
entertaining adventure if it is missing this essential ingredient in the
admixture of role-playing. There is thankfully no lengthy prose-dump or heaped backstory
to report here: this is a functionally utilitarian adventure.
It may not necessarily serve as fodder for a
successful evening foray if your players have no interest in running a heist or
have other pressing goals in mind. Thankfully, the over-arching concept is straightforward
enough that this module could slot into a sandbox relatively easy, as the
setting is very neutral (but the key conceits, such as Locations and NPCs are
not flavorless to the point of being bland…more on that in a bit). There’s even
advice for making minor modifications to whittle the module down to slot into
other genres.
I’ve always been interested in options for play
that do not involve the conventional D&D graph-paper flow-chart experience,
but this module seemed a bit ambitious. Could a tutorial be produced that provides
the necessary tools to run a successful, entertaining, and exciting adventure
without the typical focus on combat encounters and character sheet-bound challenges?
After pawing over KtA a few times, I’m pleased
to say it does an admirable job at providing these tools. Here’s the relatively
spoiler-free skinny: The player’s characters are offered the task of kidnapping
someone (the titular Archpriest). The someone is well-defended and a figure of renown.
Most of the first portion of the adventure revolves around the players skills
with managing a trinity of resources (Time, Money, and Information)
to be sufficiently forearmed to come up an actual, bona-fide plan.
Tension is incredibly important to pull the
necessary levers for an exciting and engrossing heist. KtA uses Time for
this. People and places have schedules, and things are wont to happen according
to strict timetables barring any interference from the players. Limited time
ratchets tension and should hopefully help discourage the decision paralysis
some players encounter when asked to think creatively. Even a flawed plan is
better than no plan if it’s all you have when time’s almost up. The included
timetables, schedules and advice for handling this are all extremely useful and
helpful.
Money
appears to be the lever that can be pulled in lieu or in addition to role-playing/social
encounters in order to obtain Information that’s not immediately
apparent. While this could vary greatly depending on the finances of the group
of characters involved in the adventure, I enjoy that almost everyone and
everything not only has a price, but falls under auspices of the incredibly effective admonishment of “No
heist should fail because the PC’s can’t find equipment.” The module also features valuable advice for how to obtain things faster
(requiring less Time) by spending more Money.
When adequate Time and Money are
furnished, the result is completing the triumvirate with Information. This
is the necessary element that replaces a hare-brained scheme or plan with something
that stands a chance of succeeding. My only recommendation would be for the
necessity of this process to be more directly telegraphed to the players: while
it can be understood or conveyed through actual play somewhat easily by and to
an experienced audience, something in the form of a more direct, if kayfabe
breaking, coaching statement to this regard might work a little better for players
unaccustomed to less traditional adventures. I’ve gamed with players that see their
character abilities and sheets as the hammer for every nail, regardless of the
nature of the problem.
The interlocking of these elements is beautiful
when taken in concert with other aspects of the module, particularly the
development of the NPCs which largely serve as the dispensers of Information
that isn’t readily obtainable through devoting precious Time to basic
observation (i.e.: a plan built only on a lengthy intelligence-gathering stakeout
phase only reveals so much and is almost sure to be discouraging). NPC descriptions
are delightfully brief (and true the system-neutral claims) and contain only the
most actionable information needed at hand for a GM to successfully portray the
character: The GM is provided with the Name, Appearance, Voice (important and
often neglected for bringing a character to life and differentiating them from
each other!), Wants, Morality, and Intelligence (expressed in relative, descriptive
terms instead of an Ability Score). Stats are conveyed using a simple shorthand,
such as “As a Noble” which is expounded upon later in the module in terms of
the type of challenge the NPC would present to the PCs should it come to
fisticuffs or handily, bluffing them.
Several
key NPCs are outlined in this manner and all are distinctive and interesting
enough to provide plenty of fodder for the Information gathering phase, but one
of the real standouts of this prescribed process is the incredible Rumor table
this adventure provides. The table, like some of the NPC descriptions is
peppered with the seeds of exciting schemes. I find it very difficult to
imagine a situation where the players could make it through the Information
gathering phase without a usable germ of an idea on how to proceed with the
heist. Some are naturally more feasible than others, but the important thing
here is that they open additional options and notions to the players that may
have gone unconsidered initially. The complexity of the potentially revealed
inter-relationships is truly appealing and arms the GM with some surprises
down the road. Central NPCs are also given the aforementioned time-tables
and schedules which become indispensably important to help determine
their given location when the actual heist is underway.
Locations receive a similarly succinct but still
very functional treatment, with enough information to provide quick
descriptions (advice within the module hammers this home: this is a Kidnapping,
not a room-to-room tour with time to search every nook and cranny),
obvious/visible Loot and Plunder, and the additional advantage of some in-line
scheduling notes for the times during which NPCs would normally be present. This
addition alone makes for a much more dynamic and functional method of
describing locations than I’ve typically seen, especially when coupled with the
NPC time-tables to understand what they are doing here.
The maps, as previously mentioned are very well
done and useful. The inclusion of walk/run times (for Escaping with the quarry
is part of the heist after all!) between locations that will be central to most
heists is far more useful than a simple distance key for the city. In a very
welcome departure from typical presentation, areas of larger maps are reproduced,
enlarged, on the same page as their keyed descriptions which is very handy
indeed. This makes for much easier reference by the GM for pesky, critical, and
inevitable tidbits such as “Where’s the nearest Exit!”
Flavorful encounter tables are also provided to further
furnish the GM with some interesting complications and situations. I really can’t
see this module going the same way twice, which can seldom be said for more
traditional site-based crawls.
The module closes with some additional advice for
designing your own heists using the blueprint followed in KtA. It breaks
down the constituents of a good heist-based adventure and almost serves as
useful design notes/insight when taken into consideration with the rest of the
module. There’s some real wisdom, beneficial tips, and warnings of common pratfalls
tucked away here that would be useful to anyone attempting to design this style
of adventure.
I’ll end with a quick table that will likely only
make sense if you purchase the product, which I definitely encourage you to do if you are interested in running any kind of Heist-style adventure:
You saw
a Black Endoguard do what?
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1
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“The blighter
was at least two pike-lengths away from us, and we was whispering. When we
talked about pilfering the silver though, he perked right up and started
moving towards us. We ran we did.”
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2
|
“He strode
into the library, to the section where they chain the big books down with fetters
as wide around as my arm. Ripped it free and walked to the Fortress with it,
he did.”
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3
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“Saw one
tangle with a sorcerer once, I swear on me mum that he flat out just caught
a Magic Missile in his gauntlet, crushed it, and only red dust remained.”
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4
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“An out of control
cart was a-barreling down the cobbles toward him. One swing of his Flamberge
and both horses were decapitated. Cart crashed into him a right mess of
splinters…didn’t even wince.”
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5
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“Waked right into
the sea, sure as the sunshine. No bubbles or nothing. Was down there for what
seemed like ages, came back with an anchor that had a skeleton in robes tied
to it.”
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6
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“Oh, they don’t
never stop moving…during last years’ archery contest in Market Square one of ‘em
waltzed right into the line of fire like it was nothing. Should’ve been hit
by any one of the hundred arrows flying his way…”
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