![]() In defense of Memento Mori / Memento Vivereīryce, that’s awesome that you liked the setting so much! I understand your thoughts on the adventure, especially since you maybe saw the flowchart and panicked… The flowchart is an optional GM’s aid for players so inclined-it is not at all a requisite to play. If it weren’t $25 I’d pick it up to steal parts for my city game. There are ideas here, but the degree of abstraction and irrelevant detail is overwhelming. This thing SCREAMS the type of incoherence that a CoC adventure can only dream of being. The format selected is so … disconnected? From itself that making head or tails or it, much less quickly scanning a scene to run it, would be nigh impossible without actually make this adventure a major part of your ongoing lifestyle. The various scenes in the adventure are complex, but nearly impossible to piece together. And thus it goes.Īnd, of course, there’s, I don’t know, it feels like multiple pages, in which the designers have inserted themselves in to the adventure. No problem, people come back as ghosts in this setting! And, of course, there’s Speak with Dead! But … the killers used a poison that prevents ghosts from manifesting after death. Or, maybe, work on the rewrites until you don’t need to do that? ![]() As the adventure justifies by saying “As this book is as much a foray into philosophy as it is an adventure, consider this a Kafkaesque element added to the adventure.” Uh huh. And, of source, its railroady, because its a complicated plot thing. But, not when the flowchart needs a flowchart. I can get behind a flowchart, to help sort things out for the DM. So, a mess, but a delightful one and just dripping with flavour.īut, this blog ain’t about no setting reviews! It’s about adventure reviews! What about that adventure that’s included, Escape from Ghost Island? It’s also got stupid shit, like level 9 guards and some level 5 fighter guy whos the hero of the mercenary fighter corp. And the setting hits on this stuff time and time again in the various encounters in the city, the city districts, the factions, and so on. That should be what every D&D red light district is. Or, a description of the red light district that goes “A red light district full of smoky cabarets, unruly bars, ample brothels, gambling halls, fight clubs, opium dens, pawn shops and fences, grifters and snakeoil salesmen, lurking cutpurses, and countless hangovers. One of the random things is a mime with a consumptive cough. It’s a setting.Īnd a decently flavorful one. “Memento Mori / Memento Vivere is designed to be many things, but need not be all those things to everyone.” and “What would such a world look like? We wanted to explore it, and we wanted to share that exploration with others” and “It is a philosophical foray into the meaning of life and death” Ok, sure, what the fuck ever. On top of that you’ve got to wade through some, uh … high brow bullshit statements, we’ll call them. There’s no intro, though, shit just starts coming at you, and it’s a little confusing to make out the setting because of that. So, some kind of pseudo-19th century London with a decent helping of Brazil mixed in. Oh, and there are ghosts and skeletons everywhere, living in the city. Lovecraft’s fear and paranoia, mixed in some existentialism, and certified continued existence after death?” Yeah bitch! Take my fucking money! In practice, this turns out to be a kind of standin city for 19th century Lond, maybe a bit like that Sean Bean Frankenstein series, with the bureaucracy from that Discworld city thrown in. “What if you took Albert Camus’ hope in the face of Franz Kafka’s futility and H.P. Well, the designers have the fucking marketing down pat. The adventure is a fucking mess, as all plot based adventures are when they get too big and try to handle too many deviations from the norm. ![]() The setting is mostly a city, and interesting enough to steal bits from your own bizarre big city. In a baroque setting described in the sourcebook section. This 128 page source book uses about 41 pages for a plot based adventure. Can you maintain hope in the face of impossible odds? Will you survive nefarious pirates, dangerous creatures, or the land of the dead itself? And, if your character dies while exploring Anon, your adventure won’t be quite over… However, you won’t have much time to gawk before you become swept up in a Kafkaesque adventure-and even more danger! You must overcome challenges and puzzles, uncover hidden secrets, come face to face with madness, the fragility of life, and the absurdity of existence to escape this place. … you are newly arrived and find yourself stranded on the mysterious, mist-shrouded island of Anon, in the strange city of Vestige-where ghosts mingle with mortals as if it were commonplace. What do you get when you mix Kakfa, Lovecraft, Camus, pirates, ghosts, graffiti, magpies, swamp monsters, philosophy, the spirit world, and an unimaginably large wall? Well, this book. ![]()
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