by Demian Katz
A Kringle in Time
Published by Cumberland Games & Diversions
Written, Designed, Produced and Illustrated by S. John Ross
85-page PDF file
$15.00
I've noticed a somewhat unfortunate trend in the roleplaying products
I've encountered over the past few years. It seems that if you purchase
a really simple, basic set of rules, you get very minimalistic
adventures with it, and if you want a long, epic campaign, you’re
generally forced to learn complex rules in order to bring it to life.
Obviously, there's nothing wrong with playing a quick 1PG session from a
single-page adventure outline or with plodding through d20 System rules
in order to experience something massive like the Witchfire
Trilogy. However, once in a while, it seems like it would be nice
to play through a lengthy, detailed, ready-to-run story without being
forced to learn or explain a lot of rules in the process. Enter A
Kringle in Time, the latest release for the free Risus
system.
I've encountered Risus in the past due to the excellent Ring
of Thieves solitaire adventure that it spawned a few years ago. The
system is based around the simple-yet-brilliant idea of building
characters entirely from clichés. The standard Risus
character has ten dice worth of clichés like Computer Geek or
Swashbuckler, and it is these, rather than attributes or skills, which
are tested during combat or other actions. A few more optional rules
can be added (including numerous variants found in The Risus
Companion, which can be acquired by joining the International Order
of Risus), but the core is very simple, covers a lot of ground, and
works for a variety of gaming styles, including the nearly indescribable
one found in A Kringle in Time.
This product is challenging to review because it is both funny and
surprising, and saying too much about it could detract from the fun of
experiencing it first-hand. That being said, the best description comes
from the text of the game itself:
This is an adventure
about saving Christmas from ancient evil. This is an adventure about
murdering Santa Claus for his own good (seven times). This is an
adventure about shopping, and family, and eggnog, and Jesus Christ, who
appears here courtesy of the Almighty God, along with his robot
duplicate. This is an adventure about the stress of fast-food
employment, the grandeur of world-domination plans, the difficulty of
pronouncing things in Welsh, and about toys nobody wants.
This is an adventure about cannibalism and about rotting corpses, but
probably not at the same time.
If that sounds funny, you
can probably stop reading the review and buy the adventure now – you
won't be disappointed. If that sounds offensive, you're probably right,
as there is a certain amount of good-natured sex, violence and blasphemy
on display. If you're still undecided, read on – I'm not done praising
this product just yet.
In addition to being a genuinely funny read, this adventure does an
exemplary job of providing the GM with well-organized and inspirational
material. The general look and feel is reminiscent of the core
Risus rules, which you might as well download since they’re free.
There are two columns of text on every page, and cute stick-figure
illustrations add flavor throughout. The book starts off with an
introduction reproducing some key rules from The Risus Companion
and offering advice on integrating the adventure into existing
campaigns. After this, the story is broken into five chapters, each set
in a different locale or time period ranging from modern-day New York to
Dickensian England. An entire game session could be devoted to each
chapter, or things could be condensed a bit to cram the whole epic into
a couple of shorter sessions. Sidebars throughout the adventure offer
key stats along with ideas for fleshing out the story, dealing with
possible character actions, and setting up running gags. In several
places, advice is also given for shortening and accelerating the story
if necessary. “Groovy Boxed Text” is provided for scene-setting and key
events, and detailed maps are included for most areas that the PCs will
want to explore. There are even some cute player handouts in the very
back. In short, this adventure has everything a GM could ask for, and
then some.
Conclusions
If anything at all can be said to be wrong with this product, it's the
fact that it's seasonal. It takes a considerable investment of time to
play through the whole thing to the fullest, and you may have trouble
getting your gaming group together over the holidays. It also won't
work very well if your group fails to get into an appropriately silly
mood; if Wraith is all you play, this may not be for you.
However, if you enjoyed Santa's Soldiers or
Kobolds Ate My Baby!, you truly can't go wrong here. Even if you
can't find time to play through the adventure, it is both a hilarious
read and a shining example of how to design a satisfying ready-to-run
adventure. I look forward to running it for my group this holiday and I
eagerly anticipate the next Risus release.
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