Vampire Warlords is book three in the Clockwork Vampire Chronicles. Written by Andy Remic, it follows the adventures of Kell, an old axeman who fights against a summoned trio of vampires whose true power eclipses the clockwork vampires or vacine, who conquered his homelands. Like the previous books in the series, I found the characters wandering all over the place in terms of temperament and personality but it was a quick action filled ride so I'll forgot those inconsistencies. The fact that I picked it up at Half Priced books for $3.99 doesn't hurt.
Having said that, there are a few things I took from the book. Those who want to avoid spoilers, read no further.
1. Dead Plot Lines: There's the old saying about the gun in scene one being used in scene six. One of the characters, Kell's grand daughter, Nienna, speaks to Kell's unique axe. It hints at big things to come for her. Then she gets killed by that axe and nothing happens. She doesn't inhabit it. She doesn't haunt Kell. It's just a gruesome death. Now mind you, Andy has mentioned that he may wind up doing another two trilogies but the impact of the axe talking to Nienna and telling her things is going to be lost in a new trilogy because the reader hasn't spent three books with the character. Even with exceptional flashback use, Nienna will at best be a secondary character in those novels and her impact on the axe also minimal.
2. Endgame: We are introduced to three vampire warlords. Kell defeats two of them and when going to defeat the third is told, "No, it's cool. We got that." Ugh. When putting villains in the setting that are supposed to be the big bad endgame, do not take it out of the character's hands. "Well, I'm glad you guys managed to get to level 20 and all that but Ocrus kills Demogorgon so you guys don't have to worry about it." That would be a massively unsatisfying game.
3. Changing Origins: In previous books, we've seen Kell's axe gain it's bond with him. In this one, it goes "super sayian" and becomes even more powerful. In this case, it's not necessarily a terrible thing but it feels heavy handed. Working with the players when trying to update or incorporate their background elements can be difficult or easy depending on the nature of the campaign. In a high fantasy epic campaign or a silver age super hero one? No problem. In a historical fantasy or gothic? Might be a little more difficult.
4. The Set up. We learn that the vacinee or clockwork vampire civilization sacrificed to release the Vampire Warlords are merely the tip of the clockwork vampire society. This leads to a potential encounter further down the road. Kell, long poisoned, is feeling it more and more and is preparing to seek out a cure. This cure will lead him to another land where it's strongly hinted that werewolves or other wolf style creatures are waiting. When Kell's axe get's it's make over, it's hinted that Kell will have at least three issues, the vampires, the wolves, and even dragons. These things allow the setting to be expanded without forcing the issues to be dealt with at that very second.
5. Description versus game mechanics. Kell's advanced age is only there to give the writer something to talk about. When it comes to combat, heart attack, easily succumbing to disease, etc... Kell shrugs off such nonsense. When it comes to simple walking or eating though? Well, the aches and groans and moans come out. In a role playing game, those could be useful bits and catch phrases for a character who wanted to play an older individual but doesn't want the mechanical penalties of such.
Vampire Warlords has a lot of rousing action scenes that are impaired a bit by the wanderings of the characters from one mood to the next.
Showing posts with label Clockwork Vampire Chronicles. Show all posts
Showing posts with label Clockwork Vampire Chronicles. Show all posts
Saturday, December 21, 2013
Monday, December 9, 2013
Soul Stealers by Andy Remic
One of the things I love about Half Priced books is that you
never know what you’ll find there. For example, I ran across Kell’s Legend by
Andy Remic in the dollar spinner rack. I’d never heard of Any Remic before and
didn’t know if I’d enjoy it, but for $1 I was willing to take the chance.
So months after I read Kell’s Legend, I was pleased to see
they had the second block in The Clockwork Vampire Chronicles, Soul Stealers.
And this too was on the dollar spinner rack. I was glad to pick it up because
after reading The Whiskey Rebels, I needed something a little lighter and
easier on the brain. Andy Remic did not fail to deliver. It is a quick browsing
popcorn style action read.
I enjoyed it enough that when I saw The Clockwork Vampires
Chrnoicles Three, The Vampire Warlords I bought it from the actual shelf,
instead of waiting to buy from the dollar spinner rack. For that book I paid
the princely sum of $3.99.
In terms of gaming there are few things the book would have
me keep in mind. These are actually not good things and are behaviors I would
try to avoid.
When introducing antagonist that are meant to relay how
powerful and devastating the opposition is it helps if that antagonist is
actually dangerous. In this instance, the characters on the cover of at least
my version, twin vampire sisters who directly serve the vampire general Graal,
are supposed to be the fiercest and most dangerous assassins at Graal’s disposal.
What winds up happening is that when we first see them in combat is that they
are either dispatched in a most gratuitous manner or simply scared off. If
there competence is not meant to showcase the strength of the enemy, it should
be there to showcase the strength of the heroes.
The second thing I would try to avoid is the introduction of
what appeared to me to be nonsense characters that don't know where. We are
introduced to some child taken in by poisonous spiders and given background of
how the child was maimed and how he recovered in these weird circumstances.
Another child was apparently murdered. This happens with a few characters where
we get this build up of background information and then they're just casually
slaughtered. It's not the type of death that happens in say The Walking Dead or
A Game of Thrones because these characters have too much time spent building up
their unique powers that never come to play. It would be like watching The Man
of Steel and then Lex Luthor shoots him through the head with a Kryptonite
bullet at the start of the next movie and it the movie was over.
In terms of things I would try to add or remember to bring
into the campaign, is the use of intelligent weapons. Such weapons have a long
history in the game and are common themes in use with Michael Moorcock’s The
Eternal Champion series. There are numerous articles that discuss in detail the
many ways such a weapon can be a certain type of character for the game master.
One use of a weapon that is intelligent is the delivery of
information that the players might not normally have access to. This allows the
game master to pit challenges and obstacles in front of the characters that
they might not normally be able to overcome. One of the issues in doing this is that the players need to
know what subjects and fields that the intelligent weapon might know.
Another use of intelligent weapon is that it can play off of
the other characters or players, in having a different viewpoint or outlook
that contrast with their own. For example a human, dwarf, elf, or gnome might
all be the same to an intelligent weapon. They are all things of the flesh and
are all classified as such. In a setting with artificial characters, such as
Eberron or Midguard, an intelligent weapon might seek to be used by those more
of its liking.
Lastly, an intelligent weapon might have its own agenda.
Depending on the power and strength of the weapon it might be able to take over
servants, common household pets, and even semi-important characters such as
henchmen or hirelings and maneuver them into doing its unique will against
their own better judgment. Depending upon how clever such a weapon is, the
weapon might not need to outright control the people as much as manipulate them
with its own knowledge of things. It could try to get these characters to do
things for their “own good” because it knows things that the players or their
allies do not.
Other elements of the book that I enjoyed, where the
characters having weakness. Outside of his advanced age, Kell is an alcoholic
with a preference for good whiskey. Kell also believes himself to be a bad man.
This belief colors is outlook and how he approaches every obstacle. His
traveling companion has a weakness for all things of comfort: good clothes,
wine, women, and shelter. He craves the easy city life of a pampered noble.
Soul Stealers may have wandered around from place to place
and brought in characters and complications whose appearance based solely on
this novel would seem frivolous but it is a quick furious read that quickly
escalates from self survival to survival of the nation. Well worth reading if
you can find it at the right price
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