Deadly Games

HellHound

ENnies winner and NOT Scrappy Doo
From the developers of Tournaments, Fairs and Taverns comes a book of games far more dark and brutal. Deadly games played for great stakes, in front of the audience of the rich and jaded. Captured slave fighters and some few foolhardy gladiators fight it out against each other and monsters within the trap-filled arena-dungeons of the Society of the Sinister Sport.
Useable either as the backbone of an ongoing campaign, or as a one-shot evening's worth of gaming when you don't have an adventure ready, Deadly Games provides everything you need to use these sinister sports at whatever degree you'd like. Sample characters have been provided for one-off games, and each of the four dungeon-arenas are ready-made to be used with minimal prep time.

Deadly Games, available in PDF and PoD (Print on Demand) editions from E.N.Publishing. Written by Brian Patterson, with art by Dave Hendee, Tom Martin, Joe Minns, Benjamin Richards, Tony Monorchio and JL Jones, and maps of the four arena-dungeons by Rob Lee. Edited by Ryan Nock.
 

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My review of E.N. Publishings Deadly Games.

Features:
92 pages
Index
Two PDF's
----- Bookmarks and Thumbnails
----- Screen version (in color, with page borders, etc.)
----- Printer-friendly version (B&W, no background image, no sidebar image)

Text: I printed the "printer-friendly" version and found the material very easy to read with no noticeable or glaring mistakes in the writing. I did not double-check the character and monster stat-blocks.

Artwork: The artwork of the book is neatly placed and does not detract from reading the material. There are twenty pieces of artwork in the book. Many of the pieces are very nice, but a few have a more comic book feel to them.

Maps: The four maps are all neat, accurate, and easy to read.

Layout: The book was set-up perfectly. Introduction and background material at the beginning, arena encounters in the middle, and stat-blocks for encounters at the end. Very nicely done.

Introduction
Why get this product? Two reasons: The first is that it contains four separate stand-alone arenas that can be used by any GM as individual encounters. The second, and in my opinion more interesting, is as a background to the forces behind the scenes that run these “Deadly Games.”

Chapter 1: The Society of Sinister Sport
This chapter details the motivations and details of the people behind the Games. It is very well written and includes the background of how the Society was formed, how to get invited to the sports, membership, rules while watching the sports, and detailed character information on the Inner and Outer Circle members (these members are all powerful 10+ level individuals).

Chapter 2: Running the Games
The “how to” run your party through the games. The four arenas (each detailed in chapters 4-7) all can have different rules applied to each of them. There are nine different rules (Capture the Flag, Team Battle, The Hunt are a few) that can be applied to each game…so you could really have 36 different contests without having to come up with your own idea. This section really allows for freedom of choice and the ability to set up a particular arena tailored to your party.
There is also a short section on “mini-games.” Contests that would take maybe 5-10 minutes of time to run that challenge characters in various ways.

Chapter 3: Motivations and Items of Note
Chapter Three details how to motivate the players. Prize money, rewards, and fame are all some reasons players might seek out the arena. Other more forced methods are also explained for those who might not be participating of their own free will. Participants must wear the Collar of Vengeful Motivation while participating. My other favorite way to continue the movement of the game is the section on Quadrant Activation. The arena is divided into quadrants each with area-effect spells similar to unhallow that may be activated by the Master of Ceremonies to speed things along.

*** The first three chapters are very well written and provide a wealth of information to the GM. I think the price of the PDF is made up easily from just the first three chapters of material. Chapters 4-7 detail each of the separate arenas. ***

Chapter 4: The Great Hall
The Great Hall was the first arena used by the Society. It is a 55-room dungeon presented as an EL 8 encounter for 3rd or 4th level characters. The Stone River Rapids option ups it to EL 10. The designers suggest arena encounter levels should be at least four levels higher than the average party level.

Chapter 5: The Dungeon of Darkest Shadow
A complicated 80-encounter area maze, set for 7-8th level characters (EL 12). The Labyrinth option detailed increases the EL to 14.

Chapter 6: The Island of Sport
The only arena that is outdoors, the Island of Sport is in my opinion one of the most interesting to run, though it will also tax the GM as well. Since it is not set in a fixed dungeon-like location and the participants start widely spaced it will take some detailed work to keep things running smoothly. This arena also has one of the most interesting rules set for an arena. It is set for 11-12th level characters with an EL of 16 (Monster Hunt is the default game for the Island.)

Chapter 7: The Well of Fiends
The grand daddy of them all set for 15-16th level characters with an EL of 20, with the Saving the Seals format set at EL 22. Sixty-one encounter areas all in one quadrant area make the Well of Fiends a tough nut to crack for any party.

Appendix 1-3: Traps, Opponents, and Sample Characters
This section contains all the information needed for the current layout of each of the Games. Traps are listed by type and alphabetically. Monsters listed alphabetically. The sample characters include parties of level 3, 7, 11, and 15. The entire section makes it very easy to find what you are looking for!
 

Deadly Games is a good read. Interesting NPCs, good backstory, nice variety of games and settings. But is it actually useful? Actually: a lot of it, yes.

Chapter One details the Society of Sinister Sport (who run the games), its members and history. The history hangs together nicely and the NPCs seem well-statted, with useful notes on combat, should the need arise, and lots of motivations for the PCs to run afoul of. The one downside of all this is that this section runs to a full quarter of the quarter of the page count, which could be considerably more than some people will find necessary. A big part of the 'bloat' of this section is the inclusion of combat strategies for the NPCs, which takes up quite a lot of room. The value of all these stats will vary widely from campaign to campaign: some DMs will see them as a godsend, while others will prefer to tie the Society to their own NPCs, or may have little interest in the combat techniques of the 15th-20th level NPCs.

Chapter Two covers the various games played by the society. It is surprisingly short at 7 pages, but in that space it presents 9 main games (each with variants) and 4 mini-games. There's a fair variety of game styles offered here, from free-for-alls to pitched battles to more subtle events that require speed, ingenuity, teamwork or all three. The Race Against Time is particularly clever (it’s a duel to the death between 4-8 poisoned adversaries, who are slowly being worn down by the poison even as they slay one another), though perhaps difficult to implement in a campaign, due to the 'only one survives' nature of the contest. It should work great for a one-shot, though. The 'Save the Seals' adventure is also well designed, as it adds an extra level of urgency to the standard concept of fighting hordes of enemies. Other than this, the variant games (such as the melee where the dungeon is also slowly flooding) are generally more intriguing than the 'standard' versions of the games. Ideally, however, I would have liked this chapter to be longer: at least 3 more main games and 2 more minor games would have been good.

Chapter Three outlines ways to motivate characters to participate, covering both threats and rewards, and offers general advice about keeping the games exciting and interesting. Despite it only being 4 pages, it's one of the more important chapters. I would have liked to see more content here (particularly in light of the page count in some of the later chapters) dealing with methods of using and re-using the Society and the games within a campaign, including ways of using them as either sponsors or adversaries of the player characters.

Chapters 4 through 7 outline the four arenas, each of which is aimed at a different level of party, ranging from beginners through to near-epic parties. All four are large - perhaps too large in some cases, and battling through them could become tiresome - and well detailed. A genuine effort has been made to make each setting seem unique, but it's not 100% successful, since they are at heart all places to run around and hack stuff up. Each game also gets a full description of how one specific game runs when used in that arena. I would have liked to see a bit more than this: it would I think have been better to provide more detail on each game in chapter 3, then simply had a short section for each game in these chapters, listing ways in which the game would be affected by the change of venue.

Appendix One outlines traps - and it has plenty of material. For DMs who like to subject their PCs to dangerous environments, this is a great chapter. It packs a lot into just three pages: dozens of traps, many with optional 'extras'.

Appendix Two: 15 pages of monster stats, most of them straight out of the SRD. I suppose it helps make them convenient, but devoting a sixth of the total page count to this was excessive. It would have been much better to simply use one page to list suggested opponents, and either reduced the page count and price, or included additional content. 15 pages would be enough for another arena, or lots more games, or for extra information on tying the Games into a wider campaign arc.

Appendix Three: Sample characters for one-shot sessions. This is more wasted space, to my mind: I'm sure we're all more than capable of knocking together some quickie characters that would do the job just as well. While this is a handy convenience for a 'pick up' game, it would have worked better as a free web enhancement, rather than a part of the book's listed page count.

The book ends with a solid index - always nice to see!

Deadly Games has a great concept and lots of good ideas, but towards the end it ran out of steam and seemed a bit 'padded', contents-wise. I would have liked to see some of the pages used for the appendices given over to chapters 2 and 3, myself. In the first of these chapters, it would have been nice to see more games, as well as suggestions for combining the games together. In the second, I would have liked there to be more suggestions for motivating characters, options for using and re-using the Society in a campaign, and more details on the possible ways that the Society could interact with the wider community, from officially sanctioned method of execution to high stakes entertainment to concealed bunch of aberrants, hunted by the authorities.

Summary: With more (and more detailed) games, and better information on integration with an existing campaign, this product could have been superb. As it is, if you have a use for four cool and intriguing dungeon style settings, several ideas for different quest/game types to run within them, and a number of interesting (though disturbed) NPCs, Deadly Games is still a solid product.
 

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