Tussock wrote:It's great stuff.
For some definition of "great", I guess.
Ch 9: Treasure
So yeah. Treasure. ACKS includes extensive tools for random treasure generation. The default assumption is that most treasure will be randomly generated, and the MC will will only hand-place items of special importance. Random treasure is not by any means a new concept, so ACKS is not treading any new ground here.
After the tables, we get the standard list of magic items. All of your favorites are here, because otherwise it wouldn’t be a pseudo-D&D game. Offensive magic potions require the target make a save against staffs, because ACKS’s saving throws completely exhaust possible effects and there is never any awkwardness.
If anyone cares, I can go into more detail, but the lack of new material in this chapter makes it less than exciting.
Ch 10: Secrets
Secrets is kind of a weird name for this chapter, because there’s nothing particularly secret about its contents. Unless you think that the game will be ruined if the players know how economic demand modifiers are generated. This is really just a “Tools for the MC” chapter. For what it sets out to do, it's pretty good. It doesn't cover a lot of basics, so it doesn't seem to be intended for people just starting to MC.
Unsurprisingly, ACKS recommends top-down world creation. So we begin with discussions on how to create your game’s playable region. This includes a classification of realms by size. This classification scheme is bizarrely discontinuous at points: Counties are realms of 4,600 - 8,500 families, and duchies (the next step up) are realms of 20,000 - 52,000 families. Perhaps realms with 15,000 families are expressly forbidden by the gods of ACKS-world.
Weird discontinuities aside, the rules here are pretty comprehensive. If the MC wants to, they can totally generate a region of realms with a internally consistent population densities, distributions of cities and villages, realm incomes, and so on. It’s not going to be a super quick process, but it sounds quite appealing to the number-whore in me.
You can also set up the basic economics of your region. These are as detailed as you would expect. For example, there’s a greater demand for weapons and armor in newly founded frontier towns than there is in ancient enclaves. And grasslands cities don’t really care about importing grain, but desert cities totally do. There’s even a neat bit of demand-interaction rules: smaller cities that are close to larger cities will have their demand modifiers shifted toward those of the larger city.
This is all useful for satisfying the MC’s inner number-whore. But it’s also quite useful for setting up adventures. Since all these data exist, the players can totally enquire about them, and use the results as the basis for their own mercantile ventures. It’s a nicely connected system.
With the basics done, we move on to dungeon and lair placement. We get detailed guidelines on how to setup your own hexcrawl. This is all going to be pretty prep-intensive at first, but then it seems like not a lot of work would be required to keep the campaign going from session to session. There’s a surprisingly perfunctory list of adventure hooks at the end of this section: Did you know that exploration, fighting evil, magical doorways, rescue missions, and quests are all useful adventure hooks?
We get a bit on dungeon design (a mix of advice and random tables), and then a slew of wandering monster tables, both for dungeons and outdoor areas.
Easily the stupidest ACKS-ism in the entire book is that of the “sinkhole of evil”. They are exactly what they sound like, and they function precisely as you’d expect, and there might not be a hokier name for this concept.
Finally, we get rules for starting with characters above 1st level. You can start as an Adventurer (probably level 5), a Conqueror (probably level 9), or a King (probably level 12). The levels 1-3 tier does not get a name; it would probably be Zergling or something like that. The guidelines have a kind of odd feature in which you pay some of your allotted funds for a
chance to start with some magic items. So if you start as an Adventurer, you get 16k gp. You can trade 3k of that for a 25% chance for a weapon or armor, a 25% chance for a potion, and a 10% chance for a wondrous item. The probabilities seem pretty harsh.
And that’s the book.
As is probably evident, I like ACKS a lot, possibly more than I should. A tremendous amount of work very clearly went into the Equipment, Campaigns, and Secrets chapter, and it definitely paid off.
I ran a few sessions of ACKS over the summer, and it was a pretty enjoyable experience. We didn’t get a chance to try out any of the more advanced subsystems, but what I liked what I saw. If I had the time to prepare a game, I would definitely run one again. That being said, I don’t know if I would want to
play in an ACKS game unless I really trusted the MC. Because the MC is definitely given the tools to fuck you over and is often recommended to do so.
I feel like you could probably hack the more interesting parts of ACKS into a 3E game with a little effort. The main issue you’d face are probably the difference in setting assumptions: 3E posits a much greater availability of magic items and spellcasting.
With the touchy-feely stuff out of the way, I’m not quite sure who ACKS is intended for. It’s definitely the most complex OSR thing out there that I've seen. But that is not a difficult criterion to meet. I get the impression that the OSR is mostly a bunch of middle-aged dudes who dedicated their youths to the futile and tragic task of making AD&D playable. And now they’re too old and burnt-out to learn how to play a better system. Judging by their favorite blogs, none of them would care about any of ACKS's benefits. But enough Gygaxisms remain in this game for it to be a hard sell to the average 3E person. It’s weird.
Out beyond the hull, mucoid strings of non-baryonic matter streamed past like Christ's blood in the firmament.