OrcFest

For countless gamers adventures like Keep on the Borderlands was the starting place for not only the adventurers, but the Game Master as well. Designed by famed Dungeons author Thomas Reid, OrcFest has been designed as the definitive introductory adventure for all beginning role-players.
 

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This is not a playtest review.

Orcfest is an adventure designed for beginners to D&D with advice for starting players and GMs. I could find no official reference to the level the adventure is suitable for, but seems designed for 1st-2nd level characters.

Orcfest is a 96-page mono softcover book costing $19.99. Margins, font size, and white space are all reasonable. There are several full page mono sketches by Phil Renne which are pretty good; the filler art in the rest of the product is both poor and at times inappropriate to its context. Maps are a little dark, but scaled and with compass direction. Writing style is clear and simple in the ideas it puts over, though the language used may be a little intellectual at times for the intended audience - new players and GMs. Editing seems good, though one reference to an EL34 encounter is obviously wrong!

Orcfest is specifically designed to introduce new players and GMs to D&D. It is split into three parts - a players guide, a GMs guide, and the adventure itself.

Players Guide
This is an 18-page introduction to D&D for new players. It includes advice on being a 'good' player (such as not talking over the GM), picking a character class (with advice on how to complement others' choices, especially if two or more people choose the same character class), buying equipment, interacting with NPCs, playing your character in an adventure, and exploring a dungeon (including advice on traps and mapping). It also has a significant section giving a basic understanding of the essentials of combat, before also dealing with such complications as being caught falt-footed, saving throws, attacks of opportunity, partial actions, flanking, cover, and spellcasting. This is followed by two examples of combat to show how the rules work - one for a combat with a single creature, another for multiple creatures. There is some final information on roleplaying with creatures, and treasure and its uses. This players guide can be photocopied and handed out to players before the adventure is run.

GMs Guide
This begins right at the basics - getting a gaming group together, including advice on location and environment. It continues with advice on actually running your first adventure, as well as managing players character creation. The book then splits into continuing GM advice in sidebars with the adventure itself running alongside. Advice is given on understanding stat blocks, adjusting Encounter Levels, running NPCs, town generation, defining laws (and the consequences of breaking them), improvisation, avoiding railroading, describing the scenery, using traps and puzzles, balancing treasure, giving out XP, replacing dead characters, and running combat. All of this is essentially designed to help a beginning GM.

The Adventure
The adventure surrounds the town of Solitude and the problems they have been having with orcs. There is a good mix of combat, roleplaying, traps, puzzles, and skill use. Two parts of the adventure focus on a dungeon crawl and infiltration respectively, whilst the climax deals with a serious threat to the existence of the town from the nearby orcs. Sidebars take a deeper look at orc culture for the beginning GM, and discusses the different parts of the adventure in terms of their advantages and disadvantages (the contained setting of the dungeon crawl vs. the open-endedness of the infiltration section). The introduction gives enough detail of the town of Solitude to run some basic interaction, though the detail is low on information about personality, being of a more practical nature. It should be noted that about 36 of the 96 pages are actually adventure - the rest is advice to newbie GMs and players.

An appendix of sorts contains eight 1/2-page adventure ideas for further adventures with plot hook, background, the basic situational building blocks of the adventure and a monster/character idea. Two magical items from the adventure are also detailed.

Conclusion
This is a good basic adventure for groups new to roleplaying, to introduce them to a range of D&D experiences and brings together much advice from the DMG in a format that is easy to read and relevant to the adventure being run. It's not really designed for more experienced GMs and players and I couldn't recommend it on this level, though the adventure is actually quite good, only lacking detailed advice on NPCs. This weakness is reflected elsewhere in the advice given, as the focus is on running the game in terms of rules rather than roleplaying (though there are sections of advice on roleplaying too).

Though it has limited appeal to experienced roleplayers, a GM new to roleplaying will not go far wrong in picking this volume up for running her first adventure.
 

Orcfest

Orcfest is an introductory adventure, designed especially to introduce new players and DMs to the d20 System. This includes a complete adventure and additional advice and guidelines. The adventure is written by Thomas M. Reid and published by Fast Forward Entertainment.

A First Look

Orcfest is a 96-page perfect-bound softcover book priced at $19.99.

The cover has the same grainy red look as most Fast Forward books have. The cover art depicts an orc with fafepaint. The picture is by Phil Renne, one of the better artists that contributed to Mongoose Publishing’s line of products.

Phil Renne also does most of the interior art, and most of his pieces are fairly good. Though uncredited, there are also several other rather crude drawings in the book that are obviously not by Phil Renne.

The interior text is fairly dense, with a conservative font size and close paragraph and line spacing.

A Deeper Look
(This section contains some spoilers to the content of the adventure.)

Orcfest is sorted into two major sections, a players tips section and a DM/adventure section.

The player tip section provides advice for new players of the d20 System. The advice is generally solid. Some of it is somewhat redundant with the core materials, such as a sample combat. However, much of it is rather fresh, and takes into consideration the sorts of things that the core books don't touch upon, like common expectations of players. Perhaps the strongest part of this section is where the author breaks down into basic terms elusive d20 System concepts like flat-footedness, surprise, and attack of opportunity. There is also tips for beginners on class and equipment selection and dungeon exploring techniques, among other things.

The DM and adventure section is essentially split into two parts. The adventure itself is in unshaded text. Alongside the adventure is a variety of shaded sidebars covering the nuances of designing and running adventures. This is a novel and promising approach. Each step of the way, the sidebar advice shows the DM how the adventure was developed and techniques for handling specific situations that arise in the adventure. This sort of advice may be a drag for an experienced DM, but it seems like it would give a new DM up to speed in a very short time.

The adventure itself is pretty decent. It is not a simple hack-and-slash. It is, however, the classic "beleaguered village" scenario. The mayor of said city asks the characters not to simply knock heads with the local orcs. Rather, he suspects the orcs are up to something, and asks the characters to search from some ancient magical masks that can disguise them and assist them in infiltrating an upcoming orc festival. Once at the orc festival, the players may participate in a number of games that orcs play at a festival, opening some interesting role playing opportunities. After that, the characters may discover something of the Orc's secret weapon, and the adventure is very flexible, allowing a variety of possible player actions. The ending of the adventure describes various stages of the orcish assault that may occur.

The end of the book provides a number of adventure hooks for possible future adventures in the area, along with a few sample characters the DM may want to drop in as opposition.

Given FFE's general tendency to heavily load their dungeons with magic (a technique formally embraced by Jim Ward in Enchanted Locations), you might worry the same happens here. However, the sidebars show in great detail how the treasure is laid out, and shows that the adventure is, indeed, rather rigorously in line with d20 System conventions.

Conclusion

If you are relatively new to the d20 System, Orcfest is a great introduction and should be a boon in getting the game going. The adventure is solid and interesting, going beyond the basic dungeon crawl formula with some interesting roleplaying and infiltration possibilities. The advice is generally sensible, and the way that it is presented promises to be a nice step by step introduction to DMing.

However, experienced DMs and players will not find the adventure much of a value. While the adventure is still solid, the advice sections take up a major portion of the book, and would probably be more of a hindrance than anything else.

-Alan D. Kohler
 

Actually, I beg to differ.

Orcfest is good for neither the inexperienced, nor the experienced. When scrutinized, the diagrams in the beginning have a blatant error, showing movement contrary to that in the text. The actual rules advice for new players amounts to nothing players couldn't learn from core rulebooks. In fact, it's a lot less. Conversely, the "etiquette" advice may have some value.

DM advice tends to be a mixed bag, but it's hardly "step-by-step". Wonderful are the few notes on rewarding roleplaying and some things on town design and the like. Yet, the book suggests the DM help faltering players (even new ones) too much, probably because the adventure puts those newbies in situations that are too demanding.

The adventure itself is cliché, full of lazy design, and misuses d20 mechanics.

Cliché: Beleaguered village; item retrieval; tombs inhabited by, you guessed it, undead; orcs assaulting a town.

Lazy Design: Needed magic items "just happen" to be located nearby; timing is important but left unconsidered in the series of encounters; NPCs in the base town can do the job better than the PCs ever could; The NEUTRAL orc chieftain has no real reason to attack the town.

d20 or D&D Foibles: ankheg (vermin) affected by mind-affecting spell, the orc chieftain cannot pull off his plan (look at him, his intended target, and the mechanics of the required spell), lack of DCs for some checks, and etc.

This book really seems like a marketing ploy for an unremarkable adventure. It doesn't live up to the standard it sets for itself at all.

2/5 (at best)
 


Dat would be ME! Ach, ya got me. Thanks fer pointin' out me foolishness for the benefit of all. Still, Orcfest ain't so good.
 

"Beleaguered village; item retrieval; tombs inhabited by, you guessed it, undead; orcs assaulting a town."

So, for an adventure to familiarize a group with D&D, you would recommend what? Sorry, I think this is perfectly appropriate for the type of product this is intended to be.
 

I thought that this was a great low level module. It gives good, sound advice on how to play and how to dm. The adventure looks like a good one although a few of the encounters seem on the hard side for beginners. The best praise that I can give is that this is the only D20 module (out of the dozen or so that I own) that I have read cover to cover so far.
 

Grompi

"When scrutinized, the diagrams in the beginning have a blatant error, showing movement contrary to that in the text."

Far as I could tell the movement seems OK, there are just incorrect references in the text as to which diagram the movement is shown in for the multi-character combat. I do agree that this bad referencing isn't too good for the beginning DM and they should definitely have referenced it more clearly with more maps showing Round 1a, 1b, 1c, etc, but a little time sitting down with it got me straight in the end.

"The actual rules advice for new players amounts to nothing players couldn't learn from core rulebooks. In fact, it's a lot less."

Well, surely that's the point. This is simplifying the rules learning process for a new DM, but this process should reference the core rules relevant to the adventure as its played out.

I thought your comments on the difficulty of the adventure and the plot inconsistencies were interesting - would you maybe write your own review on it with more detail on these aspects to give another perspective?

Simon Collins
 

Something that's missing from even the central tomes of D&D itself is a friendly, cohesive guide for beginners. Fast Forward Entertainment seeks to fill this gap with an adventure and guidebook--Orcfest. The volume is touted as a "rollicking quest" that will help players and DMs alike learn the craft and fun of playing, while gaining a solid grasp of the rules. It's said to be a learn-as-you-go manual, adding layers to the game as the adventure unfolds, complete with diagrams that "easily illustrate any aspect of the game". Written by a veteran designer, Orcfest has a lot going for it as a unique product, if it manages to be the "perfect learner's manual" the back cover blurb claims.

Orcfest starts out with a guide for beginning players, thinning out the rules and giving summaries of some harder to understand features of the game. When one is just looking at the numbers selecting a class for one's first character can be quite daunting. Unfortunately, this manual is shallow on the rules; the section that explains classes details only four of them. In explaining other rules, the book takes many pages to explain what a DM (even a beginning one just somewhat familiar with the rules) could make clear after a few moments of talking to the players. That's if those players haven't read the rules.

Sections on combat are equally vapid, stating that more detail is added later in the adventure, which isn't really the case. The guidelines don't even reference the core books by title, abbreviation, or sections (as allowed by the d2o Guide) to aid the unfamiliar with locating the rules they're trying to learn. Further, the diagrams that illustrate game mechanics are a depiction of combat against a single enemy and then multiple foes. One part shows a character moving in a way that's contrary to the text, and the text itself refers to the wrong part of the diagram. Since there are no other diagrams in the adventure, Orcfest hardly elucidates these few facets of the game, much less "any aspect". The explanation of combat does not include die roll results to illustrate points either (like both the PHB and DMG do in their examples). Orcfest misses the opportunity to explain more complex, yet valuable, tactics to the inexperienced, such as casting or fighting on the defensive, charging, and other special maneuvers--all of which are available in the SRD. (In fact, a printout of the combat section of the SRD might prove a better tool.)

Conversely, the parts of the player's guide that describe things unrelated to the rules are pretty good. Players are instructed in good play etiquette, what to expect from differing adventure locales, and how to interact with NPCs. All of these things might be overwhelming to a new player, and some understanding before jumping into a game is certainly valuable. Reid seems to support the roleplaying style of play (as opposed to "kick-in-the-door"), which is a great thing to show as valuable to new players, even though the latter style can be fun too.

Speaking of fun, the adventure section is next, complete with tidbits for a new DM. As one can find out on the back cover of Orcfest, the tale is set in a frontier town named Solitude on the border between human and orc lands. Powers that be in Solitude know the orcs are about to have a grand festival in which many tribes gather. The mayor of the town is concerned that the barbaric humanoids are about to assault Solitude. He needs help.

The adventure needs help too, for it's not well conceived. Though it starts out with a great piece of action to set the mood, it quickly degenerates into cliché, poor use of mechanics, and indolent storytelling. Very unusual items that are required to complete later parts of the adventure just happen to be located nearby--in a dungeon into which the intrepid PCs must delve. Those heroes are on a tight time limit, yet this fact is largely ignored with distances to places and when the text suggests repeat attempts at failed missions. A few examples of poor mechanics are no DC given for some skill checks, using CR and EL interchangeably, text that mentions treasure (gems) yet gives no value for those gems, and so on. It's important to get things right when a product holds itself up as not just an adventure, but also an instruction manual.

Perhaps it's more important to show a new DM how to construct a story, but as I mentioned, the story is poorly rendered. Many of the NPCs in the base town could easily handle the pivotal ventures the heroes are asked to undertake. Many of the encounters can easily overwhelm a low-level group. Inscriptions in one area provide clues to enter secret rooms in another with a "you-forgot-your-password" flair, and equally as unlikely, traps are placed in areas that would be commonly traversed by those inhabiting a place. As anyone could guess, the enemies of Solitude do have a plan, but the not a good one, involving influencing a monster with magic that the caster can't pull off, due to his Will save and the target's HD. If the DM just assumes the plan succeeds anyway, that creature is CR 9, so the story is written so the "heroes" don't face it, while the more powerful characters in Solitude do. One also has to wonder why the orc chieftain, who is neutral in alignment, is so keen on eradicating the border settlement.

Once again, Orcfest redeems itself to a certain extent with the advice it gives new DMs. The design of Solitude itself shows a creative knack for fudging the statistics of inhabitants that live in rough areas, per suggestions from the DMG. Further, Solitude has a purpose for existing on the dangerous border--lumber and the remnants of a lost civilization. The DM's guidelines also encourages realism when it comes to law, limited availability of magic items except as rewards, and solid advice for interacting with the players (and their characters) in a fair and fun-inducing manner. Other gems include ideas for adjusting monsters without reducing their CR, and creating special roles for certain NPCs. Especially good is a section on experience awards based on story accomplishments, used instead of monster kills. One must remember, however, that all of these points have a home in one core rulebook or another.

Moreover, some of the DM material is not praiseworthy. An example includes aiding player mapping by giving exact directions and measurements. While this is hardly an unusual technique, when's the last time you could eyeball a room and get the exact measurements and compass directions? How useful is the skill Intuit Direction coupled with such free information? Much worse, Orcfest presents an encounter area (the orc festival) that it arguably too complex for beginning DMs and players. Limited notes on orcish culture therein contain a long list of how the PCs might screw up, due to lack of familiarity with orc traditions, such as they are. That same section ends with an admonition to go easy on the players, because they can tire of keeping up the ruse of posing as orcs. In several places, the notes for the DM promote the exceptionally bad technique of reminding the players of their goals, or telling them what they should do when the going gets rough. Use this idea and see how quickly your players rely on you to get them out of all sorts of situations, instead of playing intelligently.

Readers, on the other hand, should rely on a book's layout to keep things clear, so little must be said about the graphic presentation of Orcfest. While the typography gets the job done (that is, it gets the text in the book), the presentation is often unattractive, and sometimes hampers the usefulness of the book. Font size changes regularly for no apparent reason, while here a section head is printed as body text, and there text intended to be read aloud is not typeset like other read-aloud sections, easily mistaken for body text. The illustrations and maps are all good, however. Even the cover art is striking, though the background has been clipped, leaving rough spots.

Orcfest is a coarse attempt itself. The adventure is formulaic, poorly edited, and lazily designed (game-wise and graphically). Most of the "advice" offered can be gleaned from the rulebooks with relative ease. This book isn't even a good learners manual, much less a perfect one. It reads as if Fast Forward tried to make a mediocre, 40-page adventure more saleable by packaging it in the façade of a 96-page education tool that also promotes the sale of their Green Races setting. While a group can certainly have some enjoyment playing Orcfest, and even learn a thing or two, this fair simply isn't worth the price of admission.

This review was originally written for Gaming Frontiers on 01/15/03.
 

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