Demise of Watchman Island

I was totally planning on writing a review of Demise of Watchman Island, the sample adventure included in the playtest material of Varg’s MYFAROG, but B/X has taken up a lot more of my time lately, particularly my writing on Vampires & Liches. I may get to it eventually, but now that I am writing for both Cirsova (whose core content I am falling behind on) and Dice Monkey, I have my work cut out for me.

Rather than give you my interpretations of it, you can check DoWI out for yourselves, as Varg has made it public. Additionally, he has posted a Fan-written expansion to the module that somewhat rectifies the original’s downer ending, in which no mysteries are solved despite a significant loss of life.

MYFAROG: Varg Vikernes’ (Burzum) new RPG

So, despite poking around on Burzum.org every now and then expecting to see something pop up on the news feed, I’m just now finding that Varg has had a site up since almost the beginning of January this year focused entirely on the RPG he’s been working on.

And the Play Test period is beginning soon!

Just based on the information he’s already posted, his Mythical Fantasy Roleplaying Game or “MYFAROG” looks like it’s going to be fairly brutal for hack n slashers. The combat strives for realism, but as such is complex and unforgiving, thereby discouraging (purposefully so, according to Varg) combat as a first option for problem solving. Plus, as there are no levels, and characters are simply heroic individuals, not super powered plot monsters, the engine looks to force teamwork, cunning and innovative problem solving to take out the sort of monsters who would make quick squishies out of even the most hardened of veterans. Additionally, there won’t be hit-points, but rather some sort of function of toughness (as a calculation of strength, constitution, and size?) vs strength to figure hout the results of hits in combat. In a way, this makes a lot of sense: even if you’ve killed several dragons, that shouldn’t mean that if a dragon hits you really hard you’re going to be able to shrug it off because you’re level whatever; it’s using a crane to crush a fly.

Another point I was interested in was the magic system. Varg has expressed on his Burzum blog that he wasn’t a fan of Vancian magic and that it wouldn’t show up in his game. It sounds like spellcasting is going to be based on a combination of stamina (he says it’s not the same as having spell points, but I guess I’d have to actually see the mechanics of it) and having an awesome beard (seriously, you can depower wizards by cutting off their beards).

He’s spent a lot of time on background and “fluff” a lot of which is available for download on his new page. The font is… unpleasant (I like a cleaner font for anything that will be used for reference). I’ll either get a chance to read it in the next few days or later if it’s included in the PlayTesting stuff.

For the Playtest, Varg is including a sample adventure.

The main questions will be:
How well does combat flow? As someone who has mostly just played older D&D and Exalted, it looks a little overwhelming.
How easy will it be to create for Varg’s system?
Who will be my friend and play Varg’s game with me?