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Tabletop RPG Review: Swords of the Serpentine

Bijgewerkt op: 7 dec. 2023

Swords of the Serpentine

Naar alle websitesr - Pelgrane Press

Overall: 8/10


Longtime readers of our sister e-zines, PDFs, and websites, such as PDF 'zines and GameJunks, know that we've covered quite a few Pelgrane Press tabletop RPGs in the past. Aside from the impressive The Dying Earth RPG, which captures the feel of the Jack Vance novels it is based upon amazingly well, most of the Gumshoe games use the Gumshoe system, which tends to focus on investigation and mystery. Swords of the Serpentine is no different, bringing heist-themed drama and skullduggery to the kind of sword & sorcery authors like Fritz Leiber and Robert E. Howard are famous for, while also allowing for broader stories, all of them set in the city-state of Eversink.



The Setting


Eversink is located in the Bay of Coins, but it is definitely not isolated, as the wider world consists of the feudal Great Kingdom of Capria (ruled by the uncompromising King Ceolwulf XIV), the Republic of Caym (a parliamentary republic built by various criminals exiled from the Serpentine Empire), the immense prairies of the Great Flatlands (inhabited by the Mongol-like Vontavni Horse Lords), Min (an autocratic government of tyrants and pirates), the Theocracy of Erebos (a far-off eastern desert country where almost everyone worships the nameless God of Fire and Flame), the dark and strange Kingdom of Irilev (where sorcerers practice openly), the Empire of Senggon (a distant island continent), the lawless Border Lands (where pretty much anything goes), and the immense Salt Mountains of Lut.


All of these regions are sparsely described, and according to the authors, this is on purpose, as the RPG focuses mostly on Eversink. The rest of the world is used mostly as a backdrop, but it's easy to see how any of the above governments and places could be expanded in later supplements or adventures. As they stand, most of them are fairly generic and obviously meant to represent a wide array of cultures and political systems. As a result, they fail to be unique or truly captivating, but, luckily, the game isn't about traveling great distances and discovering other countries; it's about adventures in a city that is rife with intrigue and drama.


As indicated, Swords of the Serpentine unfolds its captivating narrative within the enchanting City-State of Eversink, a sinking metropolis built on a river delta over a millennium ago after a lowly swamp goddess named Denari raised the land people are now living on out of the water. In essence Denari and Eversink are one and the same, and the city's denizens are literally living inside and on top of the goddess. Interestingly, both its residents and visitors get spellbound by the greatness of the city through something which is referred to as Denari's blessing, but the deity herself has evolved into a supernatural mercantile power. Wealth and making a profit are key, and the Denari's pledge to keep her own city safe is entirely conditional. Citizens pay their taxes in the form of tithes to ensure her divine protection and maximize merchant profits. As the book states, every coin exchanged becomes a prayer, and every transaction a sacrament in this intricate tapestry of faith, stone, and water.


Unsurprisingly, the name of 'Eversink' isn't devoid of meaning; in fact, it is rather descriptive, as the city is continuously descending into the swampy soil. Its buildings sink at an average rate of 8 centimeters per year, transforming the first floor into a future basement after fifty years. Canals, reminiscent of Renaissance Venice or Amsterdam, weave through the city, creating a network of waterways that define its transportation and architectural landscape. Because of the frequent flooding, bodies aren't buried, but either given to the swamp (if poor) or set adrift on the sea (if richer). The souls of the deceased, however, are protected by statues great and small, resulting in these sculptures being omnipresent. If a statue that is bound to a dead soul is shattered or otherwise destroyed, that soul is ripped from Denari's heaven, lost forever - an awful thought indeed.


Factions


Eversink is also defined by its factions, each intricately weaving its influence through a complex tapestry of alliances and conflicts. The Ancient Nobility, comprised of the original aristocratic families, witnesses their influence diminishing as the Mercanti amass wealth and power. The Church of Denari, boasting an organized hierarchy, holds official status and is integral to Eversink's societal structure, spreading the worship of Denari alongside the Mercanti.


The City Watch, positioned low on the hierarchy, grapples with understaffing and underfunding while resisting corruption. Commoners, encompassing disenfranchised laborers and craftspeople, occupy the lowest rung, keenly aware of their place in Eversink's social order.


The Guild of Architects and Canal-Watchers, a potent mercantile guild, engages in secret rituals reminiscent of the Masons, leveraging the sinking city and its vital canals for influence. Mercenaries, the hired military force, stand at the ready in lieu of a standing army, offering flexibility to those who can afford their services.


Monstrosities, denizens of the city's eon-spanning underground structures, provide both sanctuary and forbidden knowledge. Outlanders, unfamiliar with Eversink's intricacies, represent untapped sources of information. Sorcerous Cabals, in defiance of the ban on sorcery, clandestinely seek power, while Thieves' Guilds thrive amidst the city's bustling commerce, navigating agreements to avoid direct competition.


At the top, the Triskadane, the Thirteen who govern Eversink, cloak their identities in secrecy, manipulating the city through an established bureaucracy that keeps its gears turning. As characters navigate this sinking city, they are very likely to become entwined with the factions, forging alliances or accumulating grudges, thereby shaping the destiny of Eversink through their choices in this rich and stimulating setting.



Characters


Character creation builds upon Gumshoe's foundation, but adds a more combat-focused angle that isn't seen in other Gumshoe TTRPGs. The steps involve selecting a profession from four distinct options – Sentinel, Sorcerer, Thief, or Warrior. Professions serve as bundles of specific Investigative and General Ability scores, providing a high-level perspective on how a character perceives and is perceived by the world. Unlike some systems, choosing a profession mercifully doesn't automatically allocate ranks to corresponding Abilities, allowing for more flexibility in character development, even though the number of Abilities isn't very high.


To add depth, players are encouraged to include several Adjectives and three Drives, derived from the answer to a question that is taken from the 1982 Conan movie: 'What three things are best in life?' These descriptors offer a quick glimpse into the character's personality and can influence in-game experiences.


The character creation process continues with the assignment of Investigative Build Points and the consideration of allies and enemies. In Swords of the Serpentine, Investigative Abilities are categorized as Social or Professional, with each profession boasting its own list. The allocation of Investigative Build Points is contingent on the number of players, facilitating flexibility for varied group sizes, and one-to-one play is accommodated with specific rules.


In essence, Investigative Abilities always succeed – if a scene holds a crucial clue and your character possesses the relevant ability, obtaining it is automatic, requiring only a single rank in the respective Investigative Ability. In a somewhat distinct flavoring specifically meant to represent the broader sword & sorcery genre, 'clues' can indicate adventure hooks that advance the storyline, not just clues in the traditional sense – a departure from most other Gumshoe RPGs.


Unfortunately, Investigative Ability points do need to be spent to obtain certain information and effects, and this has always been the Gumhoe system's greatest weakness, as it strains the suspension of disbelief terribly that a (mental) skill can be depleted simply by using it. Of course, this is done to keep game balance, but it's just a very difficult mechanic to wrap our heads around and the entire game system would be a lot more palatable to us if the design team would find a way to make Investigative Abilities more stable. This would probably mean abandoning the idea of automatic success in favor of probable success, which, according to this humble reviewer, wouldn't be such a bad idea at all.


Additional ranks in an Investigative Ability provide the advantage of spending Ability Pool Points (1 rank = 1 pool point) to gather supplementary information, enriching the investigation beyond core clues. Notably, even if all pool points are spent, the character can still obtain essential core clues.


Investing Build Points exclusively in Social and Profession Abilities grants a bonus build point, which can be spent on any Social or Profession Ability, establishing permanent alliances and enemies for the character. The strategic use of Alliance and Enemy Abilities allows characters to access core clues or sense the presence of adversaries.


General Build Points follow. Unlike Investigative Abilities, General Abilities entail a chance of failure, prompting the Game Master to call for tests when necessary. Players roll a single d6 and can spend available Pool Points in the respective General Ability to enhance the roll, with critical hit rules applied if the total exceeds the Target Number by 5. Refreshing General Ability points is a gradual process, emphasizing their value.


Attaining 8 or more ranks in a General Ability grants a Talent, offering an additional boost or maneuver related to the expertise. The list of General Abilities includes Athletics, Bind Wounds, Burglary, Health, Morale, Preparedness, Sorcery, Stealth, Sway, and Warfare, each with its own Talent (Dodge for Athletics, Plenty of Leeches for Bind Wounds, Fast Hands for Burglary, and so on). The Talents are very thematic and contribute to the feel of the game, but since there's only a limited number of (Investigative and) General Abilities, our concern is that some characters may start to resemble one another quite quickly.


Next, players need to allocate Health and Morale Points to their characters. Those opting for Corruption must select a Sorcerous Sphere per rank, determining whether their sorcery targets Health or Morale.


Gear, while mechanically light, holds significance in character definition. Players are encouraged to choose at least 5 iconic or meaningful items, which contribute to a character's identity. These items, personal trinkets, and trophies, not only reflect the character's life but also provide storytelling depth. Listing these 5 important items also earns Grit. Grit provides damage reduction to Morale attacks, aligning with the evolving narrative of a character. The emphasis lies in the personal and symbolic nature of the chosen items, allowing players to convey their hero's essence through these details. While the option to list more than 5 items exists, a minimum of 5 ensures the acquisition of 1 point of Grit. This iencourages players to invest in their character's story, even though some may feel it's a little unfortunate that the authors felt the need to do this mechanically.



Combat


Gear plays a pivotal role in combat within Swords of the Serpentine, primarily revolving around Weapons and Armor. Weapons, ranging from mauls to shortbows and warhammers, are characterized by size, range, cost, damage modifiers, and potential properties. The latter may include Armor Piercing, Loud, Obvious, Reload, and Stun, each contributing unique tactical advantages or hindrances. Ranges, following an abstraction approach akin to 13th Age, are denoted as Point-Blank, Close, Medium, Long, and Very Long, allowing fluid movement between increments during a turn, albeit requiring additional actions for transitions like Long to Very Long.


Point-Blank signifies close-quarter fighting, while Close Range extends up to 10 meters, Medium spans 30 to 40 meters, and Long covers around 100 meters. Very Long Range, at 500 meters, is specialized and mostly out of reach. Combat dynamics shift as the range alters, affecting Health Thresholds and providing strategic opportunities, such as free attacks for those moving into Point-Blank.


Armor, serving a dual purpose with Grit, provides damage resistances and potential athletic penalties, notably for swimming. Shields contribute armor and can assist in dodging attacks with the Dodge Talent.


In a move that is a little reminescent of the narrative Initiative in Doctor Who: The Roleplaying Game, players don't roll dice to determine who goes first. Rather, the Game Master chooses which Hero or Adversary has the initiative, and once a Hero is up, they choose who goes next. At the beginning of the next round, the player whose character ended the last turn chooses the first character or NPC to act in the new round. Honestly, we're a little conflicted about this system, as it certainly has narrative values, but is also ripe for abuse.


Attacking in combat involves three General Abilities: Sway (i.e., using words, actions or body language to undermine an opponent), Sorcery, and Warfare. The book also introduces various example maneuvers (more as suggestions than anything else), including Blind, Daze, Disarm, Unseat or Dismount, Drag or Restrain, Persuade, Strangle, Trick, Trip, or Knock Back. The text emphasizes that they are not an exhaustive list, leaving room for creative maneuvers. Investigative Ability spends can add to the damage inflicted.


The combat system extends beyond traditional attacks to include Hazards, introducing a layer of complexity and creativity. Hazards like Drowning/Suffocation, Falling, Fire, and Extreme Heat/Cold add strategic depth, impacting characters based on their exposure. Additionally, Poisons/Venoms, similar to Diseases, feature a much-needed sub-system of effects. There are also nicely detailed traps and lots of suggestions on how to use them and which Abilities should be involved.


Magic & Corruption


Within the framework of Swords of the Serpentine's magical system, engaging in true sorcery is an inherently disquieting endeavor – an act that disrupts the natural order, unraveling both the fabric of reality and the essence of one's soul. The forbidden nature of true magic becomes palpable as sorcerers find themselves compelled to embrace corruption to harness its power, a prerequisite being at least one rank in Corruption to initiate sorcery. With each additional rank, a sorcerer can choose a Sorcerous Sphere, defining the distinctive flavor of their magic, ranging from Aging and Air to Serpents and Transportation.


Prior to delving into the intricacies of Sorcerous Spheres, a sorcerer must grapple with crucial decisions: whether to target the bodies (Health) or souls (Morale) of their enemies and the manner in which they obtained sorcery – whether through ancient texts or by accepting possession from a demon, small god, or spirit.


While sorcerers can infuse minor magical effects for added flair, the true potency of sorcery unfolds when Corruption Pool Points are expended. In the heat of battle, Corruption Spends enhance Sorcery attacks, delivering a substantial boost and enabling an array of potent effects, including exceptional damage, area-of-effect damage, unique spells, special maneuvers, curses, and the creation of sorcerous glyphs and traps. The transformative effects of these Corruption Spends imprint lasting, visible marks on the sorcerer — warts, scales, or darkened veins — symbolizing their profound connection to sorcery.


A Health Test failure during a Corruption Spend leads to more pronounced and noticeable changes, imbuing the sorcerer's appearance and presence with an unnerving quality. These visible alterations serve as an outward manifestation of the inner corruption.


The externalization of Corruption bears consequences not only for the sorcerer but also for their environment and allies. Allies within Medium Range must undergo a Morale Test, facing the risk of losing 4 Morale if they fail. The corruption lingers in the surroundings, its effects measured in stages. These stages escalate with higher Corruption Spends, impacting the area's conditions, suppressing blessings, inducing fear, weakening foundations, and even creating rifts in reality with far-reaching consequences. The lingering corruption is not only visible to those with Spirit Sight but also acts as a distinctive signature for Inquisitors tracking sorcerers, heightening the stakes and repercussions associated with the use of true magic in Swords of the Serpentine.


Other Stuff


The Adversary and Monster entries in Swords of the Serpentine aren't very extensive, but especially the NPC types do cover a broad range of people for the characters to encounter. The adventure in this well-laid out book with good to excellent illustrations featuring inconsistent art styles is serviceable if a little predictable, but the many plot hooks and adventure seeds scattered throughout largely make up for that. It's no Freeport Trilogy, though.


Overall


For those teetering on the edge of engagement with Gumshoe, Swords of the Serpentine emerges as a welcoming introduction. The game's narrative weaves gritty swords and sorcery tales adorned with peculiar humor and sprinkled with social commentary at strategic junctures. The allure lies in the fresh and novel contours of Eversink, a city that deftly upholds genre tropes while offering a unique and invigorating experience. Although there are more detailed and maybe even more evocative fantasy TTRPG cities out there – Green Ronin's Freeport and L5R's City of Lies come to mind, those are few and far between, and some of the most iconic cities in fantasy literature (such as Lankhmar and the dreaming city of Immrryr) may not yet have had the TTRPG treatment they deserve (here's looking at you, Pinnacle Entertainment and Chaosium). As it stands, Eversink is an excellent home to base your sword & sorcery adventures in, and Swords of the Serpentine does a good job of providing us with the right atmospheric writing to truly make the city-state come to life... but the book also has its weaknesses.


Providing us with only a limited overview of the rest of the world feels a little bit like lazy writing, a lack of inspirartion, or an effort to limit the page count (and, thus, the printing expenses). Sure, the writers tell us that it was all done with a purpose in mind, but do the other regions really need to be generic in order to use as a sandbox? After all, GMs are always free to change any details they want, and more novel, creative, and memorable descriptions can be adapted or tweaked just as easily. Luckily, because the emphasis really is on Eversink, this doesn't matter all too much.


More significant stumbling blocks might be the limited number of character choices provided, the focus on sorcery that does damage, and – especiallty – the Investigative Abilities that are at the core of the Gumshoe system and that need point expenditure to work. It's not a system for everyone, but it is so engrained in the setting that I don't feel like using another rules system with this book, like I did with Freeport (which I ran with the extremely versatile HERO System 6th Edition). In the end, however, the system does succeed in what it sets out to do, and many of the ideas presented in the book are very intelligent design decisions nonetheless.


In essence, Swords of the Serpentine beckons not just to seasoned Gumshoe enthusiasts but also to those with a penchant for fantasy steeped in grit, eccentric humor, and a touch of social reflection. The game's flexibility doesn't extend that far beyond Eversink without some, signficant extra world building efforts by the GM, but visiting Eversink even just once is still worth the trip.



Dirk Vandereyken




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