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Leather |
Thoughts and Review
World of Arkonis is a beer-and-pretzels romp through the home campaign world of Vince "Evil DM" Florio starring a semi-rotating cast of mostly regular characters (and their respective players). Having grown into AD&D from its roots in 5th Edition, it is high magic, high action, and plot driven - a fun listen and an exquisite unexpurgated representation of how home games tend to feel.Full Disclosure
As evidenced by the episode reference in the post title, this review is written having listened to season 2 (episode 24 through episode 42) - the season in which the game shifted from 5e to AD&D as its system of preference. The decision was not intended to slight the older episodes nor to disparage the system or its proponents - it's just not my cup of tea, so I was curious about the AD&D content more so than 5e. Presumably, if you've found your way to this blog - I likewise figure it's probable it's not your cup of tea either.Additionally, I've never played AD&D - my first exposure to D&D was in the 2e era, followed up by a primarily B/X OSR experience - so the reader is advised to take with a grain of salt my position on the portrayal of how the rules work in the World of Arkonis podcast. I had started to peruse old rulebooks to try to improve that position (thereby reducing the salt shortage) - however finding that I had an abundance of thoughts to put down already, I did not want to unnecessarily elongate this review.
What I Like
The first thing that stands out about the World of Arkonis is the professional production quality. Sound effects are non-intrusive, voices of players are easy to understand, and the volume of all elements seems equalized - so players rarely are different in terms of how easy it is to hear and understand them and music or theme elements mesh cleanly (read: don't blow your ears out) when they transition in. Though it is common for streams and live casts - which, as of season 3, I believe World of Arkonis is live, streamed on Twitch - to have audio issues, this podcast does not - something that I really appreciated from episode to episode.Like I mentioned above, the main drive of the game is the resolution of story arcs: the characters get to know and remember NPCs, the characters engage with and understand the lore, and there is ample opportunity for in-character role play and discussion. Because of this emphasis on interactions - something that old school games tend to omit mechanics for in favor of player injection - there is a healthy mix of mechanical exposé and theater. That is, the podcast has elements where you learn how to play and observe how the GM adjudicates in-game activities (spell effects, combat resolutions, explanations for game terms to the players, etc.) - but it's wrapped in a role-play sandwich: although I listen to hear the game, many people listen to hear a story, and the flow here described provides a mechanism for both that is sufficient to keep either type of listener engaged.
What I'm Impartial About
The 5e roots of the game show through in a handful of ways that someone migrating from a new school game to an old school game might notice and greet with enthusiasm. Namely, the characters have routine access to magic via the gold economy: the literal phrase "ye olde magic shoppe" is used on occasion - though it is not the name of said magic shop. This cheapens some of the magic - hit points are less of a resource to be tracked if healing potions are a dime a dozen - and as such, serves to undermine resource management. That said - why am I impartial? Because high magic does not necessarily a non-OSR game make - and if you and your table enjoy a high magic setting, it's not going to break the world in order to have more magic available: especially if you move into domain play or other expensive coin sinks - consumption of magic becomes a longer term management of resources game. I personally would not do it in my home game - but I don't think doing it disqualifies a game or system from implementing an old school play style.In addition, the characters have some at-will powers which are unique to them. This likewise increases access to magic - however is regulated: it is limited, for the most part, and does not allow the character to become overpowered. AD&D does have a system of cantrips - that is, weak spells that can be memorized en masse in exchange for expending a higher spell slot - however it is unclear to me, listening to the podcast, if this rule is used. Even so, the OSR spirit is rulings over rules: if a character has a unique power to them, balanced by the GM and appropriate to the character's idiom, there's again nothing wrong with it - it is something I have done in home games, though it's not something I do expressly or as a rule.
Lastly, banter.
A part of any table is banter - pop culture references, out-of-character jokes, and the like have permeated every table I've ever been at: the table at World of Arkonisis no exception. The banter and at-table humor makes up roughly half of the enjoyment value for the podcast - and, for a new GM, it's a good foreknowledge to have (or forewarning, depending on your players) that it's a natural part of the experience. Why impartial? Because at the same time, it can distract from the meat of the actual-play: on a couple occasions, I found myself skipping forward a bit to get past the locker room humor and back into the episode.
What I Don't Like
Character voices. This is a personal thing for me - so if you don't mind, or do enjoy, voice acting at your table or in your podcasts, you can strike this one off: but for me, the use of voices distracts from the main game. Arguably, using voices is a good way to delineate in-character from out-of-character conversation: but at the same time, word on the street was when Gary ran, all conversation that wasn't express questions to the GM were in-character.Lastly, 5e relics. I know I mentioned it already as an indifferent element - but I wanted to include them here because, although mostly they do not detriment the entertainment value of the podcast, they do introduce some new-school elements that affect the value of using this podcast as a learning tool for new or new-to-OSR GMs. Players - early on, more so, but admittedly, they learn to role-play it by the end of the season - are bad about trying to roll to do things: that is, they may say, "I check for traps!" and then you hear dice fall: as opposed to the more common OSR sentiment that you are better off to interact with the environment and, if a roll is necessary, the GM will call for it. Similarly, as a byproduct of the story-driven (or, really, mystery-solving) nature of the podcast, there is not a lot of dungeon delving going on. Again, this is not a detriment to the entertainment value of the podcast - really, having a plot arc to follow is beneficial, from the perspective of telling a story - the nature of old school gaming tends towards exploration, tends towards delving and coming out with gold. Knowing that, again, this aspect of the show reduces the value of the podcast as a teaching tool for new or new-to-OSR GMs.
In Conclusion
I like World of Arkonis. It has been added to my listen-to list, I write as I am rolling forward into season 3. It incorporates elements from newer editions and newer-style games which distract the listener from it's AD&D roots, and by its design - it is not intended as an exposé of rules, but more so an avenue towards sharing the experience and story from its table with the listener - however, for that reason it is a good entertainment cast - it is a good distraction for if you're listening to something on the elliptical and it's good background for something in the earbuds to prevent people from talking to you at work. For those reasons, I rate it Leather.Roll high, guys!
WoW, this is a fantastic review. Have you listen any more to this group?
ReplyDeleteThank you!
DeleteRegarding this group, the Roll High or Die crew - the actual play, as I recall, kind of fell apart shortly after this review. Season 3 was more difficult for me to get into - they were adapting to a streamed format instead of a prerecorded one and suffering the learning curve associated with that transition - and checking Google Podcasts (where I had been listening) and RHoD.com (home base for them) just now: memory seems to serve right. The last posted episode was in August of last year. In terms of other games - other campaigns they ran, I hadn't tried them out after binging on Arkonis. Might be worth trying, though, knowing I get to start commuting again soonish!
I can vouch that the DM, "The Pod-father" Vince F, has started podcasting again - I'll link to it below, as I've been listening to him as background noise at work when he puts out an episode - but that's "talkin' D&D" rather than actual plays.
Delve on, my man!
Link to the evil dm podcast:
https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy80YTVlNmQ4L3BvZGNhc3QvcnNz?ep=14
Thank you very much!
DeleteAbsolutely, my dude! Glad to help!
DeleteAh yes, this is the guy who does the Palladium videos on youtube. an excellent channel may I add under The Evil DM. I am kind of shocked you gave them such a low rating this actual play is fantastic and provided hours of entertainment for me and a few at the office.. I get to each their own, but rated them slightly higher then Critical Role? That's not cool bro. not cool.. or I am misunderstanding your rating system?? Which maybe a posting about that to clear things up.
ReplyDelete> misunderstanding your rating system
DeleteIt's possible - I should probably make a post about what the ratings actually mean.
Just in case - to clarify - my rating system is based on two major factors: first, how much fun an actual play is to watch or listen to; and second, how well that actual play works as a baptism for new audiences into the OSR. The review series started because, on some of the forums I frequent, newcomers to the hobby had asked about how to play, what to expect, and if there were streams, podcasts, or actual play YouTubes that they could go to to understand the experience. Knowing that the aforementioned media are awash with non-OSR games, I wanted to provide an outlet for those newcomers, a guide for those newcomers, to help them jive with how an OSR game operates: to show them the experience that other people in the larger community produce so that they can pick up the old-school spirit: and maybe learn a system or two and pick up some refereeing tricks along the way!
The main thing with Critical Role - and same for Blue Box or D&D Is For Nerds - the production is there, the quality of story is there: but that's only half the battle. Those productions - they represent a side of the hobby that doesn't reflect how an OSR experience is going to shape up: so they don't rate well on my armor system: the latter, D&D Is For Nerds, for example - I binged on that, laughing and happy, for a full week on vacation: but it got a Clothing Only rating anyway. Why? Not because it's a bad podcast - by all means, no: its a great podcast: it's hilarious for someone who's run 3/3.5/PF games in the past, watching that poor DM deal with his raucous players - but it won't do it for someone whose only exposure is playing Phandelver at their FLGS and is looking to understand the roots of the phenomenon.
I agree - this AP is fantastic: I listened to it at work as background for a full month leading up to writing a review. Why is it Leather? In part because I'm ... really bad about being consistent - the ratings are all a gut check for me, weighing an experience having listened through what I think of a sufficient amount of an AP before poking my nose out - but also: I was, as I recall, internally comparing it to Dungeon Musings, rated here:
https://clericswearringmail.blogspot.com/2020/02/musing-about-dungeons.html
World of Arkonis has the entertainment value - as does almost everything the Dungeon Muser puts out: but what Dungeon Muser has over it: you can learn to play AS&SH watching Dungeon Musings. You can learn to play AD&D watching Dungeon Musings. You can learn bits and pieces about AD&D from World of Arkonis - and you can learn a WHOLE LOT about AD&D listening to The Evil DM Podcast - but because of the education gap in the AP specifically, it didn't seem right to put them at the same level.
So, hopefully that clears it up - now that this reply comment is getting longer than the blog post itself. ;-)
TL;DR - this is only Leather because it's not as good a learning tool as are some of the Chainmail APs I'd reviewed prior: and - in keeping with the two-factor rating criterion - it just didn't feel right to put them in the same armor.
Hope that makes sense! Delve on, my man!