JoeGKushner
Adventurer
Catacombs is the second supplement for the Dungeon World setting. It starts off with a fairly lengthy, six pages, introduction to the Dungeon World setting and includes notes on what the product is about.
From the get go, I can tell I'm going to have trouble with the book. For example, if you turn to page 9, “This sourcebook details the city Kerse.” No it doesn't. It is the book on the Catacombs. I can only imagine that whole sections of the first sourcebook were lifted whole and brought here. For once again, on page 12, “Chapter at the end of this book entitled Quests.” Uh, there is no chapter like that.
Is this to say that there is nothing worth looking over in the book? Far from it. There are eight new areas to explore, each one mapped out with new locations, NPCs and monsters. You can move through the the Burrows, where drow and mind flayers once battled until overcome by a beholder, explore Mechtropolist, a city of mad science or go to the Realm of the Mad King, among other locations. Most of these are short and could probably fill up a 32 page book in and of themselves so the material here is appropriate for a GM who likes to customize his setting.
One of the things I was surprised at was the new prestige classes and monsters. While there are only three PrCs, Brothers of Aahrun-Tal, Downfallen, and Iclara's Midwife, they don't seem as out of place as some of the material from FFE. The Brothers are monks who find themselves at home in Dungeon World. This extends to survival by ignoring disease, hunger, fear and madness even as they continue to advance in their monk martial arts. The Downfallen are undead, but use d8 for hit dice. Bad FFE. These beings were sacrificed to a god who found the sacrifice not in his sphere and rejects the soul, sending it back to inhabit its body. The Midwives are healers who unlike the Brothers, don't only seek survival, but to bring hope and prosperity to the people in the land.
The monsters run the gamut in origin and challenge rating. It starts off with the Broken Bone, an undead with a CR of 3 that originates from the combined bones in a crypt of other place of death to the mighty huntsman, a construct capable of decapitating its victims with razor sharp swords. Unfortunately, the format isn't followed at all times. Some of the listings show touch and flat footed armor class listings, others don't. Some of the monsters are suitable for players, but no racial traits are broken out, just the ECL and the favored class.
Art in the main book consist of public images like the guy on page 12 digging in the dirt. Now what this has to do with anything in the book I don't know. It's not a bad illustration, it's a classic. It just has no place here. Other art is done by Marcio Fiorito and most of it is good, but a few fall below his standard like the illustration on page 81. The material he provides at the back of the book covering the new monsters and PrCs is more up to his usual speed. Overall art use is light. The inch and a half borders on the outer and top edges don't help things either. Maps are the standard FFG which means no use in the game but an overview of the area on a computer generated map. Not my personal favorite type. They really need to get the guy from SkeletonKey Games over there like MEG and Necromancer have.
I don't follow the whole SRD thing, but know that certain terms are no longer permissible. Stuff like Mind Flayers (p. 13 among others), Beholders, Tanar'ri, Baatezu, and even Lolth (p. 16) so perhaps this book will join the pulpy masses. Declaration of OGL is bad with the standard of FFE which reads something like, “Whatever was out there before is still OGL and everything else is private.” which seems to go against the latter “Whatever we haven't declared as Private, if it's game mechanical, is open.”
There are some worthy ideas to mine in Catacombs and if you've enjoyed Dungeon World, you'll enjoy this book as well. Now if only they could get over the editing errors, public domain art, and OGL issues, they'd be on the right track.
From the get go, I can tell I'm going to have trouble with the book. For example, if you turn to page 9, “This sourcebook details the city Kerse.” No it doesn't. It is the book on the Catacombs. I can only imagine that whole sections of the first sourcebook were lifted whole and brought here. For once again, on page 12, “Chapter at the end of this book entitled Quests.” Uh, there is no chapter like that.
Is this to say that there is nothing worth looking over in the book? Far from it. There are eight new areas to explore, each one mapped out with new locations, NPCs and monsters. You can move through the the Burrows, where drow and mind flayers once battled until overcome by a beholder, explore Mechtropolist, a city of mad science or go to the Realm of the Mad King, among other locations. Most of these are short and could probably fill up a 32 page book in and of themselves so the material here is appropriate for a GM who likes to customize his setting.
One of the things I was surprised at was the new prestige classes and monsters. While there are only three PrCs, Brothers of Aahrun-Tal, Downfallen, and Iclara's Midwife, they don't seem as out of place as some of the material from FFE. The Brothers are monks who find themselves at home in Dungeon World. This extends to survival by ignoring disease, hunger, fear and madness even as they continue to advance in their monk martial arts. The Downfallen are undead, but use d8 for hit dice. Bad FFE. These beings were sacrificed to a god who found the sacrifice not in his sphere and rejects the soul, sending it back to inhabit its body. The Midwives are healers who unlike the Brothers, don't only seek survival, but to bring hope and prosperity to the people in the land.
The monsters run the gamut in origin and challenge rating. It starts off with the Broken Bone, an undead with a CR of 3 that originates from the combined bones in a crypt of other place of death to the mighty huntsman, a construct capable of decapitating its victims with razor sharp swords. Unfortunately, the format isn't followed at all times. Some of the listings show touch and flat footed armor class listings, others don't. Some of the monsters are suitable for players, but no racial traits are broken out, just the ECL and the favored class.
Art in the main book consist of public images like the guy on page 12 digging in the dirt. Now what this has to do with anything in the book I don't know. It's not a bad illustration, it's a classic. It just has no place here. Other art is done by Marcio Fiorito and most of it is good, but a few fall below his standard like the illustration on page 81. The material he provides at the back of the book covering the new monsters and PrCs is more up to his usual speed. Overall art use is light. The inch and a half borders on the outer and top edges don't help things either. Maps are the standard FFG which means no use in the game but an overview of the area on a computer generated map. Not my personal favorite type. They really need to get the guy from SkeletonKey Games over there like MEG and Necromancer have.
I don't follow the whole SRD thing, but know that certain terms are no longer permissible. Stuff like Mind Flayers (p. 13 among others), Beholders, Tanar'ri, Baatezu, and even Lolth (p. 16) so perhaps this book will join the pulpy masses. Declaration of OGL is bad with the standard of FFE which reads something like, “Whatever was out there before is still OGL and everything else is private.” which seems to go against the latter “Whatever we haven't declared as Private, if it's game mechanical, is open.”
There are some worthy ideas to mine in Catacombs and if you've enjoyed Dungeon World, you'll enjoy this book as well. Now if only they could get over the editing errors, public domain art, and OGL issues, they'd be on the right track.