About six months ago, I announced that I was joining the Bones of Contention blog. Although this has been one of my least productive blogging years, I did manage to get a few posts in.
For my first post, I decided to review one of the first adventures put out by the prolific minimalist Nate Treme. In addition to a careful reading of the gamebook, I was able to base my review on some actual play experience with my regular Friday night game group. This one also features something that I hope I can still make a somewhat regular feature of the column, a section where I put the procedural adventure generators in the book to work and run them through their paces by generating an entire setting.
One of the interesting things about Bones as a blog is that we have multiple authors. The Cryptic Signals series of posts tries to use that to offer a series of short vignette reviews of several different game books. I went ahead and organized this one, and wrote two of the reviews, including for the Pokemon-like browser game Google released to celebrate the 2020 Summer Olympics. My review of Mausritter included another test of adventure generation procedures.
When I wrote my Ghost Star review, I mentioned that I had been hoping for a setting like William Hope Hodgson's Night Land, which led Trey from From the Sorcerer's Skull to recommend this Night Land to me. Aside from the name and the basic premise of a weird, futuristic land stuck in eternal darkness, this adventure doesn't borrow much from Hodgson, but I'm still glad I read it.
I feel like mentioning the book in my first two columns makes it seem like I'm obsessed with Night Land, and I'm sure I'll review more science fantasy in the future, but I promise that every column won't be about how another game designer has failed to sufficiently remind me of Hodgson.
This was our most thematic Cryptic Signals so far, and to be honest, I liked that so much I hope more of them will have some sort of unifying theme. I picked my second favorite review from the book. I didn't review my favorite - yet - because I don't want to pigeonhole myself as only writing about Mausritter. I'm hopeful that we'll do another batch of reviews from Dissident Whispers though, and if we do, I'll be sure to review it then. The process of writing my three "mini reviews" so far makes me wonder if I'm constitutionally incapable of writing an actually short review, but it is good practice reining in my tendency to wordiness.
My last review of the year looks at the free, public materials for the upcoming Root roleplaying game. I backed the Kickstarter, so I have the pdfs for the full game, but I wanted to base what I wrote on the parts that people can actually play. I wished I could have included this year's Free RPG Day adventure, but I didn't pick it up in person, and the pdf still isn't publicly available.
I'm glad there was an adventure to review though. It could be tempting to fall into a trap of just reviewing rulesets, but I think the most interesting part of this project is looking at the more actionable advice that shows up in adventures. I want to note that Root actually has a small system for procedurally generating the campaign area, but I didn't bother testing it out, precisely because the availability of pre-written villages makes the random generator to create them less important.
My final contribution to Bones for the year was to make an index of the reviews so far. For next year, I hope to use my Cryptic Signals entries to highlight some zines that I think have done something interesting, but that maybe don't rise to full review status. I also hope to try out the Folie a Deux format that Gus and WFS pioneered. I think they're another good way to use our numbers, and I have a couple already tentatively lined up. I just need to come out of my shell enough to get them written.