ON MODULES
Our group ended up talking about modules the other night. Our hobby has some
classics which define many people’s experiences Q1: Queen of
the Demonweb Pits, I6: Ravenloft, B2: The
Keep on the Borderlands- just to draw from D&D. Nearly all of the
gamers in my circles never played those. They’re of the age where they
could/should have, and they know the names. But like me, they skipped them in
favor of homemade stories or bought them and stole a few interesting bits from
them. Even today I have a hard time with modules; I rarely buy them, preferring
setting and idea books to ransack. I can’t think of the last module I ran
straight; it might be Horror on
the Orient Express back in 1991. Before that it might have been the
various James Bond
modules; I found creating espionage adventures difficult at that age.
In my experience modules run from generic to specific. Generic module present
an adventures easily ported over to any setting or game. They’re little work.
That can be useful, but more often than not, they lack flavor and have little
compelling material. They present new monsters, perhaps an abstract puzzle or
two. On the other hand, the specific module has rich backgrounds. The story
relies heavily on the setting, and the plot requires knowledge of the world.
GM’s face a difficult task extracting the story from that setting. That removal
can waste so much that it isn’t worth it or require immense work from the GM.
But some modules transcend this. They offer interesting situations, plots and
ideas which have a connection to the background, but can be reworked. For
example, I ran Masks of
Nyarlethotep as an arc in a fantasy campaign. The themes fit and the
structure worked, even if the specifics of the Cthulhu Mythos weren’t
necessary.
I did the same thing with a series of fantasy adventures- which already
borrowed from Lovecraft.
The Enemy
Within Campaign.
WHFRP’S TEWC: TEW
My sister bought Warhammer
Fantasy Roleplay when it came out in '86- she’d been to England and met
a number of British rp’ers. While she followed miniatures less, she loved the
idea of the grittiness and career paths of this new system. By this time I was
already invested in GURPS, so while I liked the game's concepts it
didn’t grab me as much. A year or so later, however, I started buying more
fantasy modules and sourcebooks to help me assemble my patchwork fantasy world.
I picked up The
Enemy Within and Shadows Over
Bogenhafen at the same time. Reading through, I realized this wasn’t
exactly the world I’d pictured it from the WHFRP book. I liked it more; it had
a historical resonance to it and felt like some of the old Call of Cthulhu
campaigns my sister had run. I’d learn later The Enemy Within’s success
set the course for WHFRP.
I expect many reading this know The Enemy Within Campaign. For those who
don’t, it was the first linked set of adventures published for WHFRP, a
tabletop spin off of Warhammer Fantasy Skirmish. The adventure focused
on overwhelmed adventurers trailing the forces of chaos in the dark underbelly
of the empire. In many ways it was fantasy Call of Cthulhu- with grunge,
corruption, gritty and darkness around every corner. The themes established
here became inextricably linked with WHFRP (for better or worse). Imagine if
TSR published Expedition
to the Barrier Peaks first and it became an iconic hit. Then D&D
becomes known only as that game where fantasy characters explore lost spaceship
and high-tech ruins. Or if Ravenloft had been first and D&D became
known as that game where you fight famous gothic movie monsters.
PRESENTATION
The Enemy Within exists in a couple of different formats. There’s the
original folio version; a couple of consolidated versions from GW; and another
from Hogshead which combines it even more tightly with Shadows. I have
the original and the Warhammer Adventure
version. TEW originally came as an A4 size 56-page campaign booklet plus a
number of supplemental pieces. That includes a large heavy-stock full-color
poster map of the Western Empire, with a blank hex-map on the reverse. The
folio cover has tighter two-panel green & white map of the Reikland
adventure area. It also includes eight pages of handouts featuring lovely
player map and calendar of the Empire. Everything looks awesome- GW broke away
from conventional RPG design elements with their work in this era.
Much of that comes from the art and graphic elements. The cover’s distinct and
unlike anything coming out of American companies at the time. It looks like a
mix of Durer and Bosch, so it much be John Blanche. That
sets the tone for the module, weird but echoing the historical. Most of the
interior illustrations really set the stage- especially the uniform and
character illos. A few aren’t as great, but that’s made up for by Tony Ackland, Euan Smith, and Martin McKenna.
The text design’s quite good- it uses three columns without looking busy,
decent white space, and lots of spot illustrations and headings. The writing’s
good- with a light tone. It speaks directly to the GM, offering direction and
insight, rather than keeping a distance. There’s the sense that the authors
have played this out and recognize the problems and pitfalls of the set up.
Authors Jim Bambra,
Phil Gallagher
and Graeme Davis
bring this world to life.
ON THE EMPIRE
The booklet of The Enemy Within has two major sections plus pullouts.
The first part, running up through page 35 provides background on the Empire
and guidance for the GM on campaigns. It offers solid advice- suggesting that
GMs inject humor despite the darkness of the world. For novices starting out
rpgs, the guidance is appreciated and just enough. It offers some rules
specific advice (regarding advancement and careers), but otherwise focuses on
broad guidance. The details of travel also come in handy, since the players
will be doing a lot of traveling throughout the campaign.
Page eight begins a lengthy coverage of the history and people of The Empire.
It gives detailed timelines, political structures, religion, geography and so
on. There’s some interesting and useful material- in particular the discussion
of the law, of the guilds, how regions communicate, typical dress and so on.
Those provide rich details the GM can easily bring to the table- “playable
moments.” The issues presented can conceivably touch the lives of the PCs. The
dress and discussion of the soldiers of the Empire give a nice visual sense.
The Empire borrows heavily from the German City States, though I'll admit my
knowledge of that isn't complete. A great deal of the material here covers
high-level issues: legendary history, structure of the electors and electorate,
religious factionalism. In most cases I would dismiss this as GM background
which won’t come into play as often. In other books it would be filler to set
the stage which could be reduced to offer more useful material. Except I’ve
read the rest of the series. TEW sets the groundwork for the GM and they may
not even realize it. Those issues, so apparently above the pay-grade of the PCs
will return and become central to the story.
MISTAKEN IDENTITY
The actual adventure runs from page 36 through 52. The last pages of the book
discuss mutants in the Empire, a player handout on the Empire, and an Imperial
Calendar.
Spoilers follow.
“Mistaken Identity” is old-school, but perhaps no more than in how directed and
linear it can be. It relies on a few specific coincidences, and a number of
incidents where the GM will have to cut off or block the players to prevent
them from interfering with the course of the adventure. Players also have a
couple of places where skill failure will likely force the GM to have to
rearrange things to get the clues into their hands. The adventure is not,
however, complete- instead it “lay pipe” for the rest of the campaign. It leads
directly into Shadows over Bogenhafen, and sets up details which come
into play in the later Death on the Reik.
“Mistaken identity” is a classic travel adventure- with the only specific plot
being the players heading to get from point A to B. The road trip is
interrupted by a series of incidents. In this case, the players are assume to
be heading off to sign up for an expedition leaving from Altdorf (which they’ll
find is already full). The players have to head by foot and boat to reach their
destination. The story opens with some nice scenes at an Inn with lots of ideas
and interesting NPCs. On the road, the party suffers an ambush by mutants. More
importantly they find the bodies of a previously ambushed group after the
fight. One of those is an identical twin to the PCs, carrying a letter
indicating an inheritance. Push, prod, push (psst…head to Bogenhafen…).
Of course it isn’t as simple as that. The double is in fact a dead chaos
cultist- which means trouble. The identical twin thing can and should be played
a little bit for laughs, but it does serve as a crux for the adventure. The GM
really needs to choose a player who will enjoy the role, as it does put
additional pressure on them. As you can imagine, the travel continues with the
PC being mistaken by cultists and a trailing bounty hunter as the villainous
Herr Lieberung. Murders along the way propel the PCs forward to avoid being
caught up in things…onwards to Bogenhafen, as it happens. Eventually the
players will have a showdown with the bounty hunter. They may or may not figure
out that the inheritance offered is a ruse designed to flush the cultist out.
And then…well, then the adventure ends because you need to buy Shadows over
Bogenhafen.
AUDIENCE
The Enemy Within has obvious appeal to WHFRP fans, but what does it
offer other gamers? It sets the stage for some truly awesome adventures, but
the brief story here isn’t itself dynamite. It has some fun details, but
requires the GM keep the players on a fairly narrow track. The early material
is interesting world building, but I suspect more solid and detailed versions
of this can be found in other books from later editions.
That being said, TEW completely changed my campaign. In high school I tried to
run a fantasy GURPS campaign, borrowing a little from Sandman.
The players had no character sheets- instead they woke up and tried to figure
out who they were and what was happening. For prep I made up characters which I
kept to myself. I also drew a two-page continental map which I quickly labeled
and filled in. I figured it would be a throwaway prop. The amnesia game ran
only a handful of sessions, but I did a lot of interesting world-building on
the fly. When I began to consider my next long-term GURPS Fantasy
campaign, I decided to return to that world and expand the ideas.
Of course, now I had a massive open map, with no real sense of what went where.
I locked a few of the gazetteers into place (Karameikos,
Glantri,
Ylaruam).
For other places I sketched out a few quick notes, often adapted concepts from
other setting books (like MERP). At some point I skimmed through TEW and the
rest of the series which spuured me to change things. I would use the Empire as
the basis for my Kingdom of Miremal, the various electorates would become
allied or neighboring regions. I worked on the cities, the faiths, genealogies
of the various rulers and tied those into the history I’d already established.
It would be a loose fit, but added a great color to the world. More
importantly, using the Warhammer concepts gave shape to the threats
facing the world. In the earlier game, I’d established a Big Bad called The
Thonak, but hadn’t established anything about him. Now he would become an
avatar of Chaos, bringing the forces of that to this world. While he warred and
drove armies against his neighbors ala Sauron, agents of the four chaos gods
would be working in the shadows to convert and undermine resistance.
The campaign world ended up a patchwork, but a magnificent one. The players
knew Chaos from 40K, so they bought in rapidly. The Germanic-style city states
perhaps didn’t exactly fit into my high-fantasy setting, but it worked. Years,
many years, later I would excise that Chaos from the setting, but many of the
concepts would remain.
OVERALL
For all my looking back and grumbling, this stuff provided the baseboard for
many, many hours of awesome play at the table- YCMV. The Enemy Within
kicks off a truly excellent campaign series; certainly one of the best I know.
I ran great portions of it using GURPS Fantasy; the basic line of the
adventure can be easily adapted and keep its flavor. Take a look at the session
reports created by Chris Flood aka MULRAH which
begin here. He’s using HeroQuest 2e to
get the job done. I think that demonstrates the resilience and depth of these
modules.
One of the most enjoyable campaigns I ever ran was set in the Old World. I used the adventures source material and ran a sandbox. The rules were just too silly for me but the world was (is) brilliant.
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