Xcrawl: Adventures in the Xtreme Dungeon Crawl League
Xcrawl is a setting book for D&D, which introduces an alternate reality, similar to contemporary Earth, but different in a few significant ways. All the tropes of D&D exist; there are elves, orcs, undead and magic. Yet, human civilization hasn't been radically altered. Basic national/ethnic identities, technological advances and political systems remain familiar.
For instance, the U.S. doesn't exist, but is instead the North American Empire (NAE,) a pseudo-Roman organization, which rules from Alaska to Mexico. The Roman deities are the primary pantheon of worship. Even historic figures are familiar; Shakespeare writes a tragedy based on elven/human romance, George Washington founds the NAE, and Hitler plunges Germany and the world into the "Great War." All in all, the setting is wildly implausible and oftentimes silly.
Given that the setting is as goofy as a bad Star Trek episode, why use it? This is the setting wherein your PCs can participate in the "Xtreme Dungeon Crawl League." Xcrawl!! So what is Xcrawl?
Premise
"You can say that it is a little bit of fantasy adventure. You can say that it's just modern gladiator combat. You can say that it's extreme sports brought to gaming. You can even compare it to professional wrestling." (Xcrawl, p.6)
Yeah, you can say all of that about "feel" or "style," but what is the focus of this game setting, Xcrawl? It is a televised blood sport, in the style of Roman gladiatorial competitions but designed around the adventuring concept of the "dungeon crawl." Players design their PCs using the D&D core rules to create Xcrawl participants who then enter competitions where they face a series of potentially lethal obstacles, such as monsters and traps.
The North American Xcrawl season consists of twenty-five events. Each event is a "dungeon crawl," designed by a "Dungeon Judge (DJ)" to thrill and captivate both live and broadcast audiences. There are five division classes, which are appropriate events for a given set of character levels. For instance, Division Two is an appropriate challenge class for character levels 7 through 10, while "Unlimited" is for levels 16 and up.
Why do people participate in Xcrawl? The rewards are fame and wealth. The social caste system ranks celebrities just below nobility and higher than even prestigious clergy and magi; commoners are regarded as little better than beggars or criminals in the NAE. The Xcrawl offers a way in which a commoner may better their social standing. As regards wealth, the events themselves have prizes for the competitors, ranging from cash rewards to goods, such as an "all-expenses paid" vacation to Orlando, a magic weapon or a "year's supply" of car wax. However, the major source of wealth is derived from advertisements and appearance fees, which are dependant on a PCs fame rating.
The drawback to participation is obvious. The Xcrawl is a death sport for a blood-thirsty audience. The traps and monsters are real and lethal, kind of a steep risk for a year's supply of "ultra shred-resistant dental floss." If the PCs die. . . they die.
Mechanics
So, if the premise is participating in the Xcrawl, how does this product facilitate such exploration? In terms of mechanics, the game is a bit light, but focused. There's the typical stuff, a new class, new prestige classes, new feats, skill uses, spells and equipment. For the most part, these are all competently designed and conducive towards setting exploration, although minor editing problems are noticeable throughout, such as on the Armor table, which has the defensive bonus listed incorrectly.
However, there are four mechanics that warrant tighter scrutiny due to their effect on game implementation: Mojo, fame, signature moves, and grandstanding.
Mojo is a pool of bonuses, ranging from 1 to 12, meant "to simulate the intangible bond between players that propels them to greater success as a group, (p.116.)" It may be utilized for any d20 roll during a crawl, excepting saving throws, as a one-for-one bonus modifier. However, there are a few restrictions. A player may not request a mojo bonus; it needs to be freely offered by a teammate. Moreover, the bonus needs to be applied before the die is rolled, so it's overall effect as a dramatic modifier is minimized; unless a huge amount of mojo is allocated, the bonus doesn't have a significant or reliable effect upon the result. The flat distribution on a d20 roll is likely to waste the mojo by either making the bonus superfluous, with a high result, or insufficient, with a low result.
If the pool were of a larger initial size, open-ended, or capable of refreshing frequently, then this wouldn't be such a problem. The team would have enough mojo that it could afford to spend it on "just-in-case" situations. Unfortunately, the maximum pool size is twelve, which only resets every "dungeon." True, a team may earn mojo from in-game events, such as +1 for every "critical hit" or room victory, but this is a meager boost considering the overall ineffectiveness of the bonus.
Finally, the rules for setting the pre-game mojo pool are vague; roll 1d6 and adjust this by certain situations. For instance, the team gets a +1 bonus for a "rousing pre-Crawl speech from the team captain." Great, what are the rules for determining a "rousing" speech? Does the player deliver a speech and the GM decides based upon the player's personal oratory skill? Do the other players decide? Does the character roll a "perform" check? Some advice here would be helpful. Same thing goes for having an official coach. This is a neat bit of setting simulation, but where are the rules for having a coach? How much do they get paid? Again, some more details would be useful. Furthermore, the disposition of the crowd has an influence on the mojo pool. There are DCs listed to sway the crowd, but what are the mechanic effects of a successful "sway" check? Does a "hostile" crowd improve in disposition to merely a "lame" crowd? Or does the check swing them all the way over to "Hometown"-style enthusiasm? The rules do not say.
Personally, I like the concept of the Mojo pool, but, in actual implementation, I found that it does not provide an easily utilized or effectual resource.
Fame is measured from 1 to 100; it measures a character's popularity. Fame is primarily determined by accomplishments in Xcrawl competition, such as completing a dungeon level, successfully making five consecutive Grandstanding checks, or performing a signature move. Taking actions that are seen as contrary to the PC's public persona results in a loss of fame. So, what are the mechanical effects of Fame?
Fame gives a die roll bonus to various situations. During a crawl, the fame bonus may be applied to grandstanding or mugging attempts. Outside of the crawl, the bonus is applied to various Charisma-based checks, where the PC's notoriety may have influence, such as in getting "favors" from Xcrawl enthusiasts. The fame bonus is equal to the "rating" divided by 10 and rounded up; Rating 01-10 equals a +1 bonus, Rating 51-60 equals a +6 bonus, and so forth. Therefore, a "superstar" with a Fame of 75 would have a +8 bonus to a diplomacy check to get a favor from a fan.
Furthermore, Fame determines the standard appearance fee (SAF,) 250 gold pieces times the PC's rating. (In real world terms, one gold piece purchases an equivalent amount as $3.00.) This mechanic includes such situations as commercials, TV cameos, and endorsements. The use of agents is mentioned, including a suggested "cut" for payment, but no hard rules are offered for their implementation. Do agents arrange a better SAF for the PC? Do they add a bonus to the Fame rating? This is an interesting opportunity for simulation of setting, but we need rules.
Finally, fame rating is equal to the percentage chance of being recognized in public. When recognition occurs, there's a range of possibilities; consult the "Random Recognition" chart. Does a fan ask for an autograph? Is the PC hit up for a donation to a special cause? Does the PC pick up a stalker? This is a great opportunity to explore the ramifications of fame. Unfortunately, it isn't developed. There are neither mechanics nor techniques offered to run an encounter based upon recognition.
So, again I find that Xcrawl has an excellent concept behind the Fame mechanic, but it just doesn't come through. This is especially frustrating because mechanics for social challenges for exploring the theme of fame would be totally innovative in the d20 field. Moreover, it would be the perfect counterbalance to the "Hack-n-Slash" combat challenges that constitute the crawl events. The lack of solid mechanics is a disappointment.
On a minor criticism regarding design, I'd have preferred that the base Fame mechanic worked similar to the standard d20 task resolution system. The 01-100 system works, but some extra time spent making it fit the core mechanic would have been appreciated. It's a small gripe, but non-standard systems annoy me.
Signature moves are a fun bit of setting simulation. A three-round action that can only be performed before a live audience, signature moves are showy maneuvers meant to impress the viewers, hopefully adding to a character's fame. There are three parts to a signature move, each taking a round. First is the "Call," a full-round action that indicates to the audience that the signature move is about to be utilized. Then comes the "actions," two distinct actions that thematically fit with the "call."
For example, the book (p.124) lists a few signature moves, such as the "Hot Time in the Old Town," which includes a "Call," followed by a fireball spell, and followed by a flashy dance move (Performance DC 15.)
There are three primary restrictions to using signature moves. First, they can only be used when an audience is present. Second, it must be visible to the audience at all times. Third, it is not considered successful unless each part is successfully completed. Further restricting the use of signature moves is that a character needs to spend 1000 xp to acquire one; the "Extra Signature Move" feat allows players to develop additional moves for their character.
So, what are the benefits for using a signature move? A +2 competency bonus is applied to actions performed as part of the move, including a +2 DC to spell saving throws. After a successful execution, a grandstanding or mugging check may be immediately attempted with a +6 synergy bonus. Finally, a character earns one fame point for a success, three if the target is taken down.
However, there is a risk of losing fame through failure; one fame point is lost if the move fails. Three fame points are lost upon rolling a natural one. Ouch!
Now this is good design! The requirements are clear, the benefits are significant, and the risks are reasonable. Signature moves enhance simulation of setting. Moreover, for maximizing the effect of the move, the party will need to work as a team, setting up a dramatic and showy situation. In implementation, setting up a successful signature move facilitates teamwork and is entertaining for the whole group.
Grandstanding is a Performance skill check, which allows the character to work the live audience to enthusiasm and support. Mugging is similar, but in regards to the broadcast audience. Five consecutive successful checks add a point to a player's fame rating. The DC of a grandstanding check depends on the initial disposition of the crowd. For instance, a "hometown" crowd has a DC of 10, while a "hostile" crowd had a DC of 40. Mugging is always at DC 21.
That's a sweet bit of simulation, but what else does this skill do? Umm, it does nothing else. Does it add to the mojo pool? No. Does a successful check add a one-round morale bonus to teammates? No. Does skill at grandstanding offer a possible synergy bonus in appropriate social challenges with fans? No. Grandstanding is a nice concept, but the game doesn't develop its full potential as a setting simulative mechanic. It should be place in the forefront of game implementation, nearly as important as combat skill, as the passage below indicates.
"Xcrawl is not an adventure designed to challenge and stimulate the players- Xcrawl exists to thrill and captivate audiences, create national pride and, some argue, to distract the nation from the real problems of the day." (Xcrawl, p.93)
So, since the Xcrawl is essentially a lethal exercise in the "entertainment" industry, why isn't the primary Xcrawl performance style, grandstanding, given a bigger role in mechanical terms? Again, the game misses out on a great opportunity to further both the premise of the game and the state of d20 social challenges.
Techniques
A game is not comprised of mechanics alone. Techniques of implementation are also important in running and playing a game. So what does this game offer? There are three areas of interest: setting, advice, and example.
Setting has been briefly discussed above. I feel that the book spent way too much time on a kooky history and world; it feels like a misguided effort to shoehorn the D&D tropes into a pseudo-contemporary setting. It doesn't work for me. Attention is spent detailing various countries and wars of the far distant past, but none of this furthers the basic premise; how does this enhance the Xcrawl experience? It doesn't.
I could be argued that the world is given such detail so that adventures that don't revolve around the Xcrawl may be run. For instance, playing Messianic rebels against the corrupt NAE could be fun. Much entertainment can be found in things like "monster trapping" or exploring the dark subterranean realms of the alfar. The setting, goofy though it may be, contains vast potential for adventure, but there is no advice or example on how to implement such games.
My conclusion is that the setting is superfluous. The vast detail spent on this world and its history is left as a flat backdrop for the games. Certainly, you can explore beyond the basic Xcrawl premise, but you're doing so without any help from this book.
Advice on running the actual Xcrawl is much more focused and helpful. From addressing mood to constructing appropriate treasure distribution to factoring experience, the GM advice is golden. However, there is one major oversight in the advice; how do the players win a Crawl?
"The majority of Crawls are still scored only by time. The first team to accomplish the goals and get through the dungeon in the best time wins. But that isn't the only system used these days. Many DJ's have created specific goal-oriented scoring systems unique to their dungeons, giving teams headaches and forcing them to train for something besides speed." (Xcrawl, p.176)
This is excellent, putting a tactical pressure upon the PCs. So, how does the GM determine how the other competitors fared? What are the guidelines for determining "par for the course"? GM fiat! The GM decides how the PCs did in the competition. This is lame; it totally defuses player incentive to operate under the tactical restraints of the scoring system. Why risk your PC's life in an attempt to rush through the dungeon, when these efforts have no direct influence upon winning? The lack of a simple guideline is extremely disappointing.
Example of play is sporadically offered throughout the book. It's generally clearly written and illustrative of the situation. However, the big help is in the sample Crawl, MemphisCrawl XVI. This is wonderfully useful in showing how an Xcrawl event differs from a traditional "dungeon crawl" adventure.
Appraisal
I like this game. The premise of obtaining wealth and fame through adventuring is an old one, but this game gives it a sweet new twist; the PCs are gladiator celebrities "dungeon crawling" for the entertainment of a blood-thirsty audience. The themes of status, style and teamwork, usually secondary elements in traditional fantasy, are accessible avenues of exploration in Xcrawl. Although the game does occasionally falter in execution, the ideas are good and, for those GMs willing to put in a bit of effort, the mechanics are salvageable.
Overall, I recommend this game.
---OMW