Pyramid #3/76 – Dungeon Fantasy IV Review (The Magic Touch)
This is the fourth issue that is devoted to Dungeon Fantasy. No surprise – it’s the most popular sub-line, having spawned at least 16 or 17 books, and of course, since it occupies the same turf as the most popular game today (D&D in all its flavors, be it D&D5, Pathfinder, or the various OSR or D&Derived versions).
This issue is quite eclectic in its coverage, and some of the articles are downright . . . well, somewhere between odd and squicky, but in an I have to put that in my game kind of way.
So, let’s delve in . . . but remember you’re descending from an upper level, where psychic freakin’ Jedi can be found . . . or slighty below that, where books and mighty spells can’t be found. Nope. Nothing to see there. Though you’re going to want to lose your lunch after spending time in the horrid living room of your bad guy.
But what’s this we see here? A small, harmless-looking guy in a robe? The rube has no business in a dungeon. Or does he?
The Magic Touch (+Matt Riggsby)
This short article presents a set of magic items tuned to the martial artist archetype. Martial Artists usually eschew weapons and armor, and so much of the common loot one finds is inappropriate for them. This article tries to help balance the scales – but many of the items are not unvarnished benefits to the user!
Style, Writing, Execution [-2 to 2 points]: The writing is casual and approachable, with game mechanics present, but woven into text. 0.5 points.
Background, Inspiration, Epiphany [0 to 4 points]: The basic concept is sound – give Martial Artists more stuff to play with. And each one, mostly, requires some sort of sacrifice to the user, which is very in the spirit of “discipline for power” that is the core of the martial arts philosophy. It makes you want to create more of these, which is good. 3 points.
Drop-in Gaming Utility [0 to 4 points]: These are easy drop-ins to any game where magic items and and martal artists can be found. The “bite” that makes some of these items less than an unvarnished good might detract for a few of them, but there’s always the Concussion Amulet. 3.5 points.
Overall: 7/10. A short utility article that delivers on its premise – cool stuff for martial artists – with no wasted motion.
Would I use it? Yes. Maybe not all at once, but the overall lesson here is solid: provide cool stuff for each player’s character.
Biases Aside: An alternate scoring if you’re approaching the article as not-me.
It’s Just A List: Of course, that’s the entire point. Ready-made items. But if you don’t like the gear-catalog flavor, then drop-in utility will be degraded for you. I’d not go lower than 2, though – because it’s the very definition of drop-in.
Exposition, not Mechanics: You might get more satisfaction on the presentation than I did, enough to boost the Writing score to 1.0 or 1.5.
Upper-Lower bound Rating: This one’s pretty tight. It’s a solid 6-8 any way you look at it. It’s not long enough that anyone could say “this was a waste of time,” and it has high-level lessons to be extracted. Plus, ready-worked examples save the GM time and inspire other creations.