|

Stronghold Builder's Guidebook
By
Matt Forbeck and David Noonan
(Wizards
of the Coast)
Rating: 5
|
|
MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
|
|
It's
probably dangerous to read a review written
by a game designer. I've even received emails
(and seen -- less classy -- message board comments
that refer to it obliquely) that suggest that
as a designer I shouldn't do reviews at all.
Obviously, I disagree, and have written
about that fact. The danger, I think, comes
from the fact that it's hard for a game designer
to look at a product and not think, "I
wouldn't have done it that way." Every
reviewer goes into his review of a product with
expectations, and a designer is no different.
But a designer's expectations might be more
precise (thus perhaps more narrow-minded?) than
someone else's. By precise, I simply mean he
would think of exactly the sort of contents,
mechanics, and writing style he would put into
the product if he were designing it. That's
not always good, because a book deserves to
be judged on its own merits. I try to take this
into account in my reviews.
So
take this review for what it's worth, because
when I read through Stronghold Builder's
Guidebook, I did say to myself, "I
wouldn't have done it that way." Well,
at least in part.
But
first, let's just go over the contents. The
first chapter deals with building a stronghold,
including the site, the size, the price, and
so on. The second chapter deals with the various
components that go into a castle (different
types of walls, rooms, etc.) presenting them
like a big catalog of accessories. The third
chapter deals with strongholds in the campaign,
including maintenance, staff, and defense. The
last chapter presents some sample strongholds
of various types.
In
Chapters 1 and 2, I liked the "catalog"
style of picking the various parts of your stronghold,
so you can build what you want. This format
makes it interesting for players with a lot
of cash to go "shopping" to build
their strongholds and makes an interesting tool
to help DMs pick and choose interesting elements
to add to their adventures. Some things, like
the various types of walls (adamantine, bone,
living wood, etc.) are interesting aspects for
the bad guys' fortress as well. Not to mention
such cool things as a prismatic prison, the
room of rending, or speaking stones. This is
certainly the book's strength right here. Cool
magical additions for a stronghold called "wondrous
architecture"... great stuff.
The
book's maps of things like sample gatehouses
and whatnot are useful for both players and
DMs, but it would have been nice for the authors
to have mentioned that they were suitable only
for a fantasy reality. The almost 50-foot-wide
bedrooms (with the 10-foot-long beds) certainly
would not fit in any castle that I have been
in. The 25-foot-wide auditorium makes the gigantic
bedroom seem even sillier.
Now,
I'm no stickler for realism. D&D is a fantasy
game, not a medieval history game. Still, in
a book like this, I would like to have seen
indications of some historical research. This
is perhaps my main gripe with the book: There's
nothing here that really gives a player or DM
any idea of what a real fortress is like. The
sample strongholds help a bit, but there's no
discussion of things like the danger of placing
the keep walls adjacent to the curtain walls,
or even mention that castle walls were usually
plastered and painted inside or that interior
walls were sometimes made of wood. This type
of material isn't a slavish devotion to realism,
it's helpful information so that DMs can describe
strongholds with detail and flavor. When I wrote
the dungeons section of the DMG, I included
a discussion even on the most basic things like
doors and floors and fountains because I knew
that when I first started playing the game,
I had no idea what some of that stuff was really
like.
This
book, I think, should have taken the same approach.
It assumes that you already know all about strongholds.
It assumes that you just need the price for
an armory, not any advice on where to put it
or even why you need one. (A reader might wonder
why can't the guards just keep their weapons
in the barracks? This book doesn't explain one
way or another.) Will the captain of the guard
demand his own quarters, or can he sleep with
his men? How important is a nearby source of
water (and how much does a well cost)? I'm left
with a lot of questions, if this book is all
I have to go by.
The
list of magic items and how they relate to strongholds
seemed extraneous. I know I didn't need to be
reminded that winged boots would be useful
to someone who owned a floating castle or that
a robe of eyes would be handy for someone
on watch. To include a few pages of this and
not cover some of the real stronghold basics,
as I mentioned above, seems like a bad choice.
Likewise,
reprinting the traps section from Song and
Silence seemed excessive. I'm all for not
requiring books to use other books, but at some
point there is a diminished value for giving
the customer the same stuff twice (although
the traps material is good -- the
best part of Song and Silence by
far).
I
should mention one last thing about the construction
system. It deals only with the big picture --
building a whole new structure. More common
in my experience is the PCs defeating a foe
in her lair and adopting the lair as their own,
making various changes. This book is only moderately
helpful in this regard. If you want to know
the price of adding a door (or replacing one
that's been battered down), putting in some
new statuary, or rearranging the layout, you're
out of luck. It only deals with entire rooms
or stronghold sections.
Chapter
3 is adequate, but it leaves me with as many
questions as answers when I'm done reading it.
What happens to a tower if you disintegrate
part of it? How much do you have to destroy
to collapse it? Does it cost more to make the
barbican shaped like a huge dragon's head? Can
I find guards willing to come to my fortress
that's built in an active volcano?
The
only quibble I have with the sample strongholds
chapter is that there should have been perhaps
one more example of a conventional stronghold.
I like the fact that the authors included an
underwater locale and a floating citadel, but
as a reader I felt I wasn't ready for them at
that point. I wanted to know more of the basics
before I was thrown into the deep end of the
stronghold pool.
Overall,
it's a book worth having, if for no other reason
than the wondrous architecture section. I'd
have stripped out some of the more extraneous
material and taken five or six pages to cover
stronghold basics, including a few real-world
examples. The book needs to offer a lot more
guidance to people attempting to design and
build a stronghold -- it gives you most of the
pieces you need, but not a lot of advice on
how to put it all together.
Back
to Reviews Archive Page
/ Back
to Monte's Home Page
|