OSSR: World Tree
Posted: Fri Apr 11, 2014 4:58 pm
I don't actually know what the requirements are for something to count as Old-School for the purposes of these reviews. World Tree came out in 2000, but it has a distinctly old-school feel, mostly due to low production values and craziness. I seriously got flashbacks to the old 1e DMG reading this thing for the first time, because it was full of black and white illustrations and because the world it describes was as alien to my mid-college mind as the one implied by the DMG was to my grade-school mind.
This is not to say that it's bad. I have an abiding and unironic affection for the setting of World Tree. It's just so far from the bog-standard World of Warcraft fantasy setting, and even farther from the naturalistic fantasy of George Martin and his ilk. No elves! No dwarves! No humans!
It's also unapologetically gonzo-high fantasy. I'm talking enchanted city walls made of snakes that are on fire high fantasy. And yet it connects those heights to down to earth concerns with stuff like this little excerpt (which is the header fiction for the poison section).
Anyway, enough pre-ramble. The game is by Bard Bloom and Victoria Borah Bloom. They got 'editorial assistance' from two people who are also listed as playtesters and one person who is not. Only two writers with three editors is actually a very good sign. Less encouraging is their special thanks to FurryMUCK, especially since the cover looks like this:

Yeah, it really looks like an anthro-furry setting in the mold of Albedo or Ironclaw. And that can be a real turn-off for a lot of people. I will say that there is no particular sexual content in the text and that the art is mostly modest and non-fanservicey. It's like all the BDSM subtext in Claremont's X-Men - people who are into that sort of thing might get aroused, but everyone else can just get on with the story.

This is about as sexualized as it gets.

This is about normal. For the art and the setting, not in general.
The table of contents divides the book into fourteen numbered sections, as well as unnumbered sections that include the appendices, the indices, and bafflingly also a few of the fiction pieces. I don't know why you'd want to look up the story of Flokin and the Baker more than any other piece of setting fiction. Section 6 begins on page 104 and is amusingly titled "Can We Play Yet?"
The first piece of fiction is a full page, and is all in italics, which is a little distracting, but is also a good signpost for the reader, because all in-setting text in the book is in italics. It's not great when you're looking at whole pages of it, but it is consistent, which is worth a lot.
The story is about an adventuring party and has the same combination of high fantasy and grounded perspective that is the setting's signature. There's a cani (anthro-dog) woman who's married and also pregnant from an affair, and is afraid that the father's distinctive breed will give the game away when the puppy is born. She knows a ritual mage who can guarantee that the puppy only expresses the mother's breed, but the mage has demanded a magic macguffin as payment. The cani has talked her doctor (who is the narrator) into fetching the macguffin for her. The doctor rounds up a college buddy and some pro adventurers and offers to pay them in bound healing spells. They all go wandering over the edge of the gigantic branch into 'the Verticals,' which is the term for the sides of the world tree branches where you mostly walk on vegetation growing out of the side like parallel bars.
The story is not entirely comprehensible for a first-time reader, but I think it's close enough that the bits you don't get are more intriguing than confusing, which encourages you to find out more; so, a modest success.
Next up: The World Tree
This is not to say that it's bad. I have an abiding and unironic affection for the setting of World Tree. It's just so far from the bog-standard World of Warcraft fantasy setting, and even farther from the naturalistic fantasy of George Martin and his ilk. No elves! No dwarves! No humans!
It's also unapologetically gonzo-high fantasy. I'm talking enchanted city walls made of snakes that are on fire high fantasy. And yet it connects those heights to down to earth concerns with stuff like this little excerpt (which is the header fiction for the poison section).
Now, history shows that I'm just a sucker for magical law codes, but the way that piece establishes resurrection magic as a for-granted and accounted-for part of the setting kicks my ass.The Code of Hastrobaldus Mores wrote:For subjecting a prime to Itchy poison, the poisoner shall be struck thrice with a scorpion whip, and fined. For subjecting a prime to Twitchy poison, the poisoner shall be struck thrice with a scorpion whip and thrice with a burning log, and doubly fined. For subjecting a prime to Howly poison, the poisoner shall be struck thrice with a scorpion whip, killed thrice by beating with a burning log, healed each time at his own expense, and trebly fined.
Anyway, enough pre-ramble. The game is by Bard Bloom and Victoria Borah Bloom. They got 'editorial assistance' from two people who are also listed as playtesters and one person who is not. Only two writers with three editors is actually a very good sign. Less encouraging is their special thanks to FurryMUCK, especially since the cover looks like this:

Yeah, it really looks like an anthro-furry setting in the mold of Albedo or Ironclaw. And that can be a real turn-off for a lot of people. I will say that there is no particular sexual content in the text and that the art is mostly modest and non-fanservicey. It's like all the BDSM subtext in Claremont's X-Men - people who are into that sort of thing might get aroused, but everyone else can just get on with the story.

This is about as sexualized as it gets.

This is about normal. For the art and the setting, not in general.
The first piece of fiction is a full page, and is all in italics, which is a little distracting, but is also a good signpost for the reader, because all in-setting text in the book is in italics. It's not great when you're looking at whole pages of it, but it is consistent, which is worth a lot.
The story is about an adventuring party and has the same combination of high fantasy and grounded perspective that is the setting's signature. There's a cani (anthro-dog) woman who's married and also pregnant from an affair, and is afraid that the father's distinctive breed will give the game away when the puppy is born. She knows a ritual mage who can guarantee that the puppy only expresses the mother's breed, but the mage has demanded a magic macguffin as payment. The cani has talked her doctor (who is the narrator) into fetching the macguffin for her. The doctor rounds up a college buddy and some pro adventurers and offers to pay them in bound healing spells. They all go wandering over the edge of the gigantic branch into 'the Verticals,' which is the term for the sides of the world tree branches where you mostly walk on vegetation growing out of the side like parallel bars.
The story is not entirely comprehensible for a first-time reader, but I think it's close enough that the bits you don't get are more intriguing than confusing, which encourages you to find out more; so, a modest success.
Next up: The World Tree







