đź“– Let's Read! Against the Darkmaster

Let's Reads are threads where one or more posters do a close reading of a book. They're one of the most fun parts of the forum ecosystem, so don't hesitate to start!

BlindAudelay

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To celebrate the 5th anniversary of Open Ended Games (and their CURRENT 50% OFF SALE!), I've decided to create a Let's Read thread for their flagship (only?) game, Against the Darkmaster. I have read a number of these "let's read" forum posts, and they seem like fun. I figure that this will be a good way for me to force myself to gradually read the game while I have time over the summer as well as engage with a community simultaneously. By the end of this series, which will likely take several weeks, if not a few months, I hope to be ready to run a game. I also hope to spread the word about this game that, at first glance, seems terrific.

The main website: https://www.vsdarkmaster.com/
The Discord channel: https://discord.gg/uXPCjrH

What is Against the Darkmaster?
Let's start with some background. Against the Darkmaster, hereafter "VsD," is for all intents and purposes a reimagining of Middle-Earth Role-Playing (often referred to as MERP). MERP was relatively popular in Britain in the 80s and 90s. The company who published it, Iron Crown Enterprises (I.C.E.), also published the one-time heavyweight competitor to Advanced Dungeons & Dragons, Rolemaster. Rolemaster is widely remembered as one of the crunchiest, heaviest, densest games in existence largely due to the fact that much of its gameplay featured poring over countless tables and charts to determine the outcomes of rolling d100. However, the game itself flows relatively smoothly and is surprisingly straightforward, as long as you have the tables on hand for reference. MERP was a slimmed-down version of Rolemaster, and VsD is a streamlined version of MERP with the Tolkien serial numbers filed off.

And even still, VsD weighs in at over 500 pages! Jiminy Christmas. But we'll get to that later.

VsD could perhaps be considered part of the OSR, aka Old-School Renaissance, inasmuch as it's a reimagining of an old-school game from the same era as AD&D and B/X D&D, which most OSR games use as their basis today. Most would not assume it's part of the OSR at first glance, because it's not explicitly derived from D&D; even still, I would consider it part of that movement. Let's call this new branch of it the Rolemaster Renaissance. Congratulations for being on the ground floor of the next big thing.

My Background
I began playing TTRPGs with D&D 4e and Call of Cthulhu nearly 15 years ago when I was in my early teens (to give you a sense for my age...). More recently, I dabbled in a bit of D&D 5e (because at this point, who hasn't?), Dungeon Crawl Classics, and Lamentations of the Flame Princess (my preferred B/X rule set, not so much for the modules/brand, to be clear). I have no experience with MERP or Rolemaster. Besides VsD, the other games I'm currently reading are Mork Börg and Mazes, both of which lie on the complete opposite end of the crunch spectrum. Maybe I'll do a Let's Read for Mazes down the road. I view these threads as good chances to give some games more exposure. Everyone and their second cousin has probably heard of or played Mork Börg at this point.

A Glimpse at the Book
To kick things off, I see no better way than to start at what precedes the book's opening pages: the actual book itself. Attached below are some images to give you a sense for what we're dealing with: our own Darkmaster that we'll be tackling together. ;)

IMG_1911.jpg


The cover artwork is an homage to the cover of MERP. The font is done after Rolemaster. "The Classic Game of Fantasy Adventure." I don't know if it's safe to call VsD itself a "classic," but we're certainly told that this is at the very least a classic-style game of fantasy adventure. I'm in.

The cover art is absolutely beautiful. Based on the art, I'm given to believe that this is a game about epic sagas, fantasy quests like you'd see unfold in Lord of The Rings or The Wheel of Time. The ominous tower looming in the background looks similar to Barad-dûr (Sauron's fortress). I love how it shows what amounts to a fellowship, because right off the bat it sets the tone that this is a game about a group going on a journey together to stop a great, formidable evil. The hobbit halfling looking at the map with a furrowed brow is definitely me with maps in the GPS era. Ha!

IMG_1912.jpg

Glancing down a bit, we can see that this is a hefty tome. Good lord! The page count is 561. While I have tended to favor lighter rule sets like LotFP, Mazes, or something ultra-lite like Mork Börg these days, part of the point of this Let's Read is to help set me on the path for an experiment. That experiment is this: try to start both an online and local scene for a crunchy game other than D&D (which I would vaguely put in the medium-crunch category, from AD&D 1e to 5e). Now, how would one go about doing that? Well, the first step is reading the rules. After I've read them, if I like them well enough, I'll begin to think about how I might run some demo games at an FLGS and get a group going through word of mouth, blogging, talking the game up on various forums, etc.

Let's turn to the back and see if our assumptions about what kind of game it is are on the mark:

IMG_1913.jpg

I like the wraparound cover. An epic saga is about to begin! Not only for any players, but also for this Let's Read! High adventure, heroic action, and heavy metal combat. The last one is interesting. I love heavy metal (not a big fan of doom metal, which inspired Mork Börg). Defeating the "ultimate Evil" sure seems like the kind of story you'd see in Lord of the Rings. I wonder how VsD would fare in one-shot demo games? That's part of the appeal of lighter OSR games like LotFP and Mork Börg, as far as I'm concerned. Makes it easy to bring new players it.

Punctuation seems to be missing after the second sentence.
  • Unified d100-based action resolution mechanic: the d100 system is something I'll hopefully be at least vaguely familiar with from my Call of Cthulhu days.
  • Huge variety of character customization options: There's a part of me that loves how many lighter OSR games eschew character options in favor of character differentiation through the magical items you find and the emergent narratives that unfold as a result of engaging with the GM's world. Lack of character options also makes it easier to bring a new character to the table when the one you're currently playing kicks the bucket. I was never a big fan of how out the wazoo games like D&D 3.5 or Pathfinder were with all of their bajillion "builds." This might make bringing the game to the table for demo games difficult unless I just throw together some pre-gens. We'll see!
  • Detailed travel mechanics for long overland adventures: I love travel mechanics; one of my favorite aspects of OSR games is hex-crawling and exploring vast stretches of interesting landscapes. I never liked handwaving away travel, be it over land, sea, air, or underground. It felt like fast-traveling in Skyrim. That's well and good for a video game where you don't want to backtrack a lot, but I like more verisimilitude in my TTRPGs. More travel means more chances for building bonds through role-playing and stumbling on cool new things via random encounters.
  • Flexible magic system with over 300 spells: 300 spells is quite a bit, but we'll see how different each of them is from the other.
  • Tactical combat and brutal Critical Strikes: I liked tactical combat in my D&D 4e days, because that's all I knew, but I wonder if I'll like it as much these days. I know enough about Rolemaster to know that "Critical Strikes" are central to the myriad of charts and tables that you use when you roll well enough. The kind of damage you inflict can get quite granular.
  • Immersive rules for character driven adventures: Sounds good. This will be different from the D&D OSR rule sets I've grown accustomed to as of late that seem to place less emphasis on character-driven and more emphasis on interacting with the world itself.
Powered by Open00 is intriguing. The open license is appealing to me. Something I'd love to do is write some modules for this game if I end up liking the rules.

Until next time, when we'll crack open the book! Thanks for reading.
 
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Can I ask an incredibly silly question? Why is it abbreviated to VsD?

The cover art is incredibly handsome. Ill be following this since I am on the prowl for fan "not middle earth" games.

What exactly constitutes an OSR game seems to depend a lot on the reader. I see folks say that games like MERP or Stormbringer are OSR but when people try to define OSR it usually comes back to "only pre-Greyhawk D&D". I guess whatever you want to put in the bucket is fine :)
 

BlindAudelay

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Can I ask an incredibly silly question? Why is it abbreviated to VsD?

The cover art is incredibly handsome. Ill be following this since I am on the prowl for fan "not middle earth" games.
It’s abbreviated VsD because it is short for “vs Darkmaster,” or “versus Darkmaster,” and thus, “Against the Darkmaster.” :)
 
D

Deleted member 18110

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It’s abbreviated VsD because it is short for “vs Darkmaster,” or “versus Darkmaster,” and thus, “Against the Darkmaster.” :)
I see! Which I abbreviate as IL for I look :)
 

Akrasia

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I haven't visited RPGnet for a few months and I was just thinking: I wonder if there are any threads on VsD over there these days? And sure enough, I return and there's this brand new thread on VsD!
:cool:(y)

MERP was one of the two games I played the most back in the day (unsurprisingly, the other was AD&D). I have a lot fo fond memories of the game. But aside from a few brief sessions over two decades ago (!) I haven't played much since 1990 or so. I think that VsD makes some very positive changes to MERP but, despite having owned the book for over two years now, I haven't had a chance to give the system a spin yet. Nonetheless, I think about it a lot and hope to do some work on a future campaign over the summer.

The core rules don't strike me as that complex. A lot of the book is taken up with information concerning spells, monsters, the nature of the Darkmaster, and the like. But I don't think that the core system itself is any more complicated than 5e D&D -- in fact, I would say that it's probably a bit less complicated overall (as it's not an "exception-based" system).

While it is a "d100" system, it differs importantly from CoC and other BRP-derived systems (e.g., RQ, Mythras). Following MERP (and RM), VsD uses a "roll high" d100 core mechanic (roll + add/subtract modifiers), which obviously differs from the "roll low" mechanic of CoC/BRP. VsD also includes "open-ended rolls" (if you roll 96-100, you re-roll and add the result to that; do the opposite if your roll 1-5 [re-roll and subtract the result]; keep rolling whenever you roll 96-100 or 1-5). Consequently, you can potentially end up with some pretty far out results.

I agree that the cover is beautiful (if not quite at the level of Angus McBride). I really like most of the black and white interior illustrations as well. VsD has a distinctive look.

The theme of the game -- the PCs are all heroes working together to oppose a Dark Lord -- is refreshing in this cynical age. The mechanics encourage the PCs to focus on their goals, rather than counting coins (e.g., wealth is abstract).

Anyhow, looking forward to reading and discussing VsD more in the future!
 

LeftWingPenguin

Dual-classed GM/Rabbi
20 Year Hero!
Looking forward to this thread. I’ve been toying with the idea of getting VsD for a while now, purely because I’m a fan of Tolkien style classic fantasy tropes, but have been waffling a bit because I already have a lot of fantasy systems.
 

BlindAudelay

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Pre-Introduction Contents
Some of the first text we're treated to is a thank-you to Kickstarter backers. An expected, standard thing to do for any Kickstarter project. However, I thought that the opening sentences were touching enough to quote here:
There’s magic in role-playing games.

Not just because they let you leave the real world behind to become an elven sorceress or a space cowboy for a few hours, but because they bring people together. A special bond is formed between people playing together; a sort of complicity. They lived in another reality, they shared a dream for a little while.

Against the Darkmaster was our dream.
I am fond of games whose designers inject themselves, quite directly, into their projects. I like to get a glimpse into the people behind the product, even if it's just in little marginal snippets. These opening words set a wonderful tone that perfectly matches my ideal TTRPG experience: a shared dream, just for a little while. To the team—Massimiliano Caracristi, Tommaso Galmacci, Nikola Segoloni, and Paolo Vecchiocattivi: I'm thrilled to participate in your dream.

The rest of the pre-introduction contents feature some beautiful artwork. I can already see that this will be a recurring theme throughout this book. Following that is an italicized fantasy narrative that begins in media res to whet our appetite for the kind of game we have before us. I won't quote it all here, but I'll say that it's well-written, gripping, leaves us with a heart-pounding cliffhanger, and really needs this to accompany its opening lines:
Past ages of the world had left their scars upon the forest. The Starfall Wars had torn the lands millennia ago. On the plains below the valley, the last battle had been fought. Evil had been overthrown at the very gates of the dark city.

The ancient wars were not all but forgotten. History had become legend over the course of centuries. For it is the curse of Men and Dwarves and Elves that they forget.

A great, oily lake now filled the valley, surrounded by crumbled ruins. The dark city lay drowned and forgotten—lost beneath the black waters.

The centuries passed. But in its sleep, Evil regained its strength...
"Men," "Dwarves," "Elves," history that became legend, crumbled ruins from a long-forgotten age, Evil regaining its strength... yep, I can see the Shire just around the bend... ;)

Introduction
We're told upfront that if we don't know what TTRPGs are, "there are possibly better games that could serve you as an introduction to this fantastic hobby." Not sure I've ever seen something that brutally honest before. While QuickStart rules do exist for VsD, there's no starter kit (or at least, that I'm aware of); and this is a meaty tome. Maybe that's where the authors are coming from. Either way, I can dig the self-awareness, even if it turns out not to be true!

The authors explicltly claim that VsD draws heavy inspiration from old-school TTRPGs that they grew up with, but attempts to bring them into the modern age by tweaking those rules a bit. It shies away from "classic dungeon-crawling and monster-bashing to emulate more closely the genre that inspired us," ultimately putting "a new spin on their old favorites."

The implied setting of VsD is just that, implied: there's no clear setting being fleshed out here, like you'd see in RuneQuest or any licensed game. No, VsD draws inspiration "from the classic Epic Fantasy Sagas, like J.R.R. Tolkien's The Lord of the Rings, Robert Jordan's The Wheel of Time, or Lloyd Alexander's The Chronicles of Prydain." I really dig this. I've enjoyed many a year playing D&D, but my familiarity with Appendix N material was all but nil until somewhat recently (thanks, Dungeon Crawl Classics, for giving me a much-needed push). I grew up with these kinds of long fantasy epics, though I haven't read The Chronicles of Prydain. On the reading list it goes! Maybe this game's thematics and tone will click with me more immediately than D&D ever did. The authors go on to list those themes:
  • Good vs. Evil: The struggle between good and evil is baked into the game's core ethos. It has been raging since the dawn of time. It's omnipresent, and simply a part of reality. The authors give us this tidbit:
Against the Darkmaster is not a game about exploring underground labyrinths and slaying monsters for gold and coins. It’s a game about becoming heroes by making hard choices, following your Passions despite the dangers, and standing against Evil no matter the cost.
So, VsD is implicitly setting itself apart from AD&D and other games that focus(ed) on time-keeping, dungeon crawls, XP for gold, and things like that. While I do have a fondness for those kinds of games—DCC is one of my all-time favorites—this is a breath of fresh air for me personally. I hang out in OSR spaces a decent bit. It's nice to check out new horizons. It's also nice to see a game that's pretty upfront about having good heroes tackling evil. I don't have the patience for PvP or evil PCs anymore like I did as a kid. I know, I know, that may rub some folks the wrong way. But in my games, you're typically valiant forces of good, picaresque rogues getting up to exciting trouble, or folks looking for an exciting adventures to save their homeland—but not straight-up evil dicks. At least, not to start. ;) That's just how I've tended to run things. Glad to see that this is baked into the game's implied setting.
  • The Darkmaster: So, there's always a great shadow that looms over the world in the form of a Darkmaster. I mean, it's in the title of the damn thing, so this seems fine.
  • Ruins of Ages Past: "The landscape is dotted with ruins, memories of a more civilized age." One of my favorite parts of exploring The Elder Scrolls IV: Oblivion back in the mid-2000s was seeing all the ruins that dotted the landscape. It made me feel like I was trekking across a place full of a past that refused to let go and continues to linger on. A place full of history that's begging to be explored. Coming out of an infatuation with Lord of the Rings as a kid, it just feels right to me for any fantasy setting to have lots of ruins from long-lost civilizations in it. Big thumbs up from me.
  • Magic is Rare and Dangerous: Very Tolkien-esque.
  • The Gods Watch from Afar: The Gods left for their Immortal Lands ages ago. However, legend has it that they might return to those they left behind to help them in their final battle against the Darkmaster. Sounds a bit like the Undying Lands from The Lord of the Rings.
  • Heroism and Hope: We're told quite bluntly that VsD isn't a "grimdark" game. THANK GOD. I've had enough of that, especially in a post-COVID world. I know that "grimdark" has its origins in being tongue-in-cheek, but I've just had enough. I'm ready for a game about hope. One thing I was afraid of when reading this is that this sub-section was code word for a game that isn't very lethal. I like PCs to feel like they're in danger and might lose any given fight. However, we're told that
Sometimes [heroes] will fail, or suffer tragedies and great losses. But as long as they’re willing to learn from their journey and rise again, they’ll find that the world of Against the Darkmaster is a world worth saving.
I can be on board with that, at least. I prefer lethal games over the amusement park ride that's D&D 5e. While there are plenty of meaningful fail states in TTRPGs that do not relate to death, I've always found death to be a reliable motivator for PCs to try to survive in fantasy games. Again, this is just a preference of mine. Maybe I'll feel differently down the road.

Sources of Inspiration
The sources of inspiration are divided into literature, cinema, heavy metal, and other TTRPGs. The authors list works that they think would make good recommendations for inspiring games of VsD. I'll highlight some, but not all, from each category. The literature includes, but is not limited to:
  • Brandon Sanderson: Mistborn
  • Eric RĂĽcker Eddison: The Worm Ouroboros
  • G.R.R. Martin: A Song of Ice and Fire
  • J.R.R. Tolkien: The Hobbit, The Lord of the Rings, The Silmarillion
  • M. Weis & T. Hickman: Dragonlance Chronicles series
  • Poul Anderson: The Broken Swords
  • Robert Jordan: The Wheel of Time series
  • Tad Williams: The Chronicles of Thomas Covenant series
  • Ursula K. LeGuin: Tales from Earthsea
There are several more that I haven't heard of, but I should clearly read if they're being put in a similar category to those above. The cinema category features:
  • Krull, directed by Peter Yates
  • Labyrinth, directed by Jim Henson
  • Legend, directed by Ridley Scott
  • Princess Mononoke, directed by Hayao Miyazaki
  • The Dark Crystal, directed by Jim Henson & Frank Oz
  • The Lord of the Rings, directed by Ralph Bakshi
  • The Lord of the Rings, directed by Peter Jackson
  • Willow, directed by Ron Howard
I've seen some, but not all, of these (as well as the others on the list I'm not quoting). Then we have the heavy metal category, which is LONG:
  • Amon Amarth
  • Blind Guardian
  • Cirith Ungol
  • Dio
  • Helloween
  • Iron Maiden
  • Manilla Road
  • Manowar
  • Mötörhead
  • Stratovarius
  • Virgin Steele
  • Warlord
If you're thinking, "how the hell could they take inspiration from ____ and not ____, which I don't see listed?!", they probably did, but my hands got too tired to type. Seriously, their heavy metal list is A+. It's great. This is also a Let's Read thread, not a Let's Quote the Whole Book thread. The other RPGs they took inspiration from, however, I'll list in their entirety, given the forum I'm on:
  • AD&D
  • D&D 5e
  • King Arthur Pendragon
  • Middle-Earth Role-Playing
  • Ryuutama
  • The Burning Wheel
  • The Mouse Guard Roleplaying Game
  • The One Ring Roleplaying Game
  • Zweihander Grim & Perilous RPG
Ho boy, what a juicy list. This seems like a pretty eclectic set of RPG influences, from my vantage point. AD&D and The Mouse Guard RPG? Ryuutama and Zweihander? I haven't played all these games, but I will say this: any game that takes inspiration from King Arthur Pendragon gets a high grade in my book. This list presents a nice list of new(er) and older RPGs that span just about the length of the entire hobby until the late 2010s. I'm excited to see what the authors did with these influences. What a glorious stew!

And so ends the Introduction.
 

BlindAudelay

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I haven't visited RPGnet for a few months and I was just thinking: I wonder if there are any threads on VsD over there these days? And sure enough, I return and there's this brand new thread on VsD!
:cool:(y)

MERP was one of the two games I played the most back in the day (unsurprisingly, the other was AD&D). I have a lot fo fond memories of the game. But aside from a few brief sessions over two decades ago (!) I haven't played much since 1990 or so. I think that VsD makes some very positive changes to MERP but, despite having owned the book for over two years now, I haven't had a chance to give the system a spin yet. Nonetheless, I think about it a lot and hope to do some work on a future campaign over the summer.

The core rules don't strike me as that complex. A lot of the book is taken up with information concerning spells, monsters, the nature of the Darkmaster, and the like. But I don't think that the core system itself is any more complicated than 5e D&D -- in fact, I would say that it's probably a bit less complicated overall (as it's not an "exception-based" system).

While it is a "d100" system, it differs importantly from CoC and other BRP-derived systems (e.g., RQ, Mythras). Following MERP (and RM), VsD uses a "roll high" d100 core mechanic (roll + add/subtract modifiers), which obviously differs from the "roll low" mechanic of CoC/BRP. VsD also includes "open-ended rolls" (if you roll 96-100, you re-roll and add the result to that; do the opposite if your roll 1-5 [re-roll and subtract the result]; keep rolling whenever you roll 96-100 or 1-5). Consequently, you can potentially end up with some pretty far out results.

I agree that the cover is beautiful (if not quite at the level of Angus McBride). I really like most of the black and white interior illustrations as well. VsD has a distinctive look.

The theme of the game -- the PCs are all heroes working together to oppose a Dark Lord -- is refreshing in this cynical age. The mechanics encourage the PCs to focus on their goals, rather than counting coins (e.g., wealth is abstract).

Anyhow, looking forward to reading and discussing VsD more in the future!
Excellent! A MERP aficionado. Glad to have you on board, and I'm glad to see that a veteran thinks that VsD made some "very positive changes to MERP." Makes me feel good about having chosen this book over tracking down old copies of MERP.

Thanks for the explanation of their d100 system, and how it differs from BRP-derived games like CoC. The system that you describe seems simple enough! I can see open-ended roles being lots of fun and leading to some crazy results indeed.

And yeah, it's hard to beat Angus McBride, but wow am I in love with this book's artwork. It's seriously some of the best I've ever come across for a TTRPG.

Mechanics that encourage PCs to focus on goals over gold will be something a bit new to me, but I'm eager to give it a go. You can probably tell I'm not well-versed in PbtA or FitD games, haha.
Looking forward to this thread. I’ve been toying with the idea of getting VsD for a while now, purely because I’m a fan of Tolkien style classic fantasy tropes, but have been waffling a bit because I already have a lot of fantasy systems.
Glad to have you on board, too! Welcome. I also love me some Tolkien classic fantasy tropes.

I was also waffling a bit with picking this up, because, well, what does VsD have to offer that 500,000 other fantasy TTRPGs don't? The answer, for me, largely boils down to the fact that I'm inexperienced with MERP or Rolemaster, and I've heard many tell that they play quite differently (in a good way), and feel very different from games like D&D 5e or Pathfinder or what have you. There's also a long, respected history behind Rolemaster, and I'm eager to see what all the fuss has been about for decades. I'm ready for some massive charts and tables. DCC's spell tables are part of what makes it so unique, and I'm curious if things will feel similar here in that respect.
 
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