by Tom Moldvay |
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Development: |
Tom Moldvay and Jon Pickens |
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Editing: |
Harold Johnson, Jon Pickens |
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Art: |
Jim Holloway, Harry Quinn, Stephen D. Sullivan |
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Playtesting: |
Dave Cook, Helen Cook, Clint Johnson, Steve Kaszar, Bill Wilkerson, Jeff Wyndham, and the Kent State University Gamers Guild |
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Realm Rating: 4.5/5
Dawn and Foy, Around
the Realm:
Ray,
I just finished
the Lost City, and I have to say, Wow! This was definitely one of the best
Realm games you've done. I'm not sure if it's quite #1 (as I've mentioned
before, Tamoachan and Horror on the Hill were both great) but it's definitely
near the top! I was hoping this one would be good, having fond memories of the
pen-and-paper module, but my expectations were exceeded.
Let's see...I'll
probably post a review to the list pretty soon, but I thought I'd give you some
comments right away. One thing I really liked about this was the length. A few
of the Realm games have been a bit short for my taste (Swamplight in
particular) but this one was good and long. Sure, I like psychological
character-driven designs as much as the next guy, but sometimes I like a good
long hack-and-slash dungeon crawl. I don't remember all of this being in the
original module, though. Did you add a lot of stuff at the end or am I just
misremembering? It's been probably a decade since I played the Lost City, so I
may just have forgotten a lot of it.
I really liked
the opening title pics and the music you used. They put me in the right mood
for exploring an ancient ruined city. Most of the rest of the art was pretty
good too. Some of the scanned pics from the original module were a bit rough
but that probably can't be helped. I thought the play balance was pretty good.
My characters may have been a bit higher in level than you recommended (I used
my Eastland party, all around 8th or 9th level) but after I set the level to
Champion it was a good challenge. My only negative comment in terms of balance
was that there seemed to be an awful lot of money laying around some of the
caverns. I must have left a 100,000 gold pieces behind total. I would rather
have had more magic and less money, but that's it. Otherwise, it was lots of
fun.
I only found one
bug that I remember. I joined the Gorm folks, so when I went into the Magi
chamber in the top of the pyramid they attacked. However, after I killed them,
I still got a message telling me they wanted to talk to me. That was the only
bug of note that I remember. The game seemed good and clean besides that.
Well, anyway,
just thought I'd let you know what I thought of the Lost City. Keep up the good
work!
Review of
"B4: The Lost City" (game04.zip) by Ray Dyer
Rating: 8.0
Another in the
continuing "Realm" series of designs by Ray Dyer, "The Lost
City" is an adaptation of one of the better B-series modules for the Basic
set of Dungeons and Dragons. The plot is simple, a bit contrived perhaps, but
it gets the job done. The party, escorting a caravan across the desert, is lost
in a sandstorm. They stumble across a ruined city, discover an ancient pyramid,
and must enter in in the hopes of finding a way to survive in the desert. The
pyramid rests atop a buried city, and the party is quickly involved in the
power struggles and politics of the surviving inhabitants.
This is
definitely one of the best "Realm" modules, and hence one of the best
conversions of a pen-and-paper modules to UA. While my exact recollections of
the original module are hazy after nearly a decade, "The Lost City"
did an excellent job of capturing the feel of live gaming. There are the usual
art hacks we've come to expect in a Realm game: new walls, backdrops, combat
icons, etc. There is a bit of a range in quality, from near-photo sharpness to
rather fuzzy scanned art (presumably from the original module) but this really
doesn't detract from the gameplay. The opening title pics do a nice job of
setting the stage for a dungeon crawl in a ruined city.
One thing I
quite liked about this module was the contrast between the mostly abandoned
upper levels of the pyramid and the bustling city life below. The party becomes
accustomed to the empty corridors of the pyramid, with the occasional monster
or outpost of civilization, so when the ruined city is reached, it seems even
more lively than it is. There is also a definite sense that the ruins are
alive, that people are living and dying there outside of the party's immediate
ken. Ray has managed to get beyond the common feel in a module that nothing
happens except in response to the player's actions.
"The Lost
City" is fairly large, which is good. Some of the other Realm games,
notably Swamplight, were too short for my taste. This is of course due tothe
length of the original pen-and-paper modules, but I like a nice long involved
dungeon crawl sometimes. There is nothing truly groundbreaking in this design
in terms of plot or hacks, but that's not the point of the Realm as I see it.
The point of the Realm is to try and capture some of the feel of a classic
D&D gaming session in a UA design, and "The Lost City" does that
admirably.
--Chris Markwyn
Review of game04
- The Lost City
This was a good
adaptation of the classic module.
One of the
strengths of this module is its handling of the rival factions within the city.
The city is controlled by the priests of Zargon, but you can join any one of 3
rebel factions loyal to the Old Gods. The rebels will provide you with aid and
the way you are treated in several encounters depends on which group you have
joined.
As with all of
the Realms game I have seen, the art hacks are extensive and add to the
atmosphere of the dungeon. Wall sets have been used to create tables,
bookcases, piles of bones, and other details which help bring this design to
life. The frame set is a bit shocking at first, but I quickly got used to the
bright orange colors. Dungeon art is used effectively to simulate combat which
takes place in the dark.
The pyramid and
the city are rich in detail. The descriptions are vivid and imaginative and you
get a sense that the Lost City is a place full of living, breathing people who
have been affected in a strange way by the presence of Zargon.
Some of the art
didn't look quite right because of the changes to the frame palette. There was
a minor bug in the final combat - if you choose to fight your way through the
priests instead of making a mad dash for the volcano, then the endgame events
never get triggered. There were a few other minor bugs which aren't worth
mentioning as they did not affect game play.
PLOT: 8 ART: 8 HACKS: 8 BUGS: 6
OVERALL RATING:
7.5
I recommend this
module for fans of classic modules.
Nol
I finished
"The Lost City," and just now I finished "Tales of
Enchantment." First, I'd like to say that really enjoyed "The Lost
City." It's my favorite module so far.
Game04.zip B4,
The Lost City Ray & Maureen
This was a
wonderful module. You play a band of adventurers lost in the desert. You
stumble upon some ruins and then the story gets interesting. I really like the
way Ray & Maureen design their modules. The use of "find traps",
thin air and map usage. The only complaint I have is the font and background
colors were a little tough on the eyes at times.
Plot Matter: 9
Artwork: 9 Hacks: 9 Text: 9
Events: 9
Originality: 9 Errors: 9 Difficulty: 5
Total Rating:
90% Mycroft: 9
-Susan McKinney