Scenic Dunnsmouth by Zzarchov Kowolski

I believe the complete list of adventures I have run closely from a book are:

  • The Red Hand of Doom (D&D 3E)
  • The Night Below (AD&D 2E)
  • The Dramune Run (Star Frontiers)
  • Under the House of the Three Squires (Torchbearer)
  • Breakout (Marvel Heroic)
  • Bloodstone (D&D 3E, Burning Wheel)
  • The Trouble in Hochen (Burning Wheel)

Yet I own lots of adventures. And keep buying more. Because I like smashing the ideas of the adventures into my brain for later reference.

Screencapture of the PDF cover of Scenic Dunnsmouth by Zzarchov Kowolski

Zzarchov Kowolski‘s “Scenic Dunnsmouth” piqued my curiosity after I read the following back cover text:

Scenic Dunnsmouth features an innovative village generation system using dice and playing cards to ensure that every expedition to Dunnsmouth is unique.

It delivers on that promise.

What Do We Have Here

Most adventures I’ve read provide a “fully formed” adventure. A living creature with skin, guts, skeleton, and sinew.

A fully formed adventure may work for an adventure with a simple relationship graph (i.e. Dungeon Crawl) but for a mystery, attempting to hold the concepts and pieces of the adventure in my mind is challenging.

Scenic Dunnsmouth takes an interesting and divergent approach from a standard adventure. It provides you with:

  • the guts – the core mystery
  • some disassembled mixbag of bones – d4, d6, d8, and d12 kind of bones
  • a bolt of mottled skin – the look, feel, and tone of the writing
  • some connective tissues – Families, relationships, and even possible feuds
  • a toolkit for assembling the adventure

And there lies its genius.

Some Assembly Required

Yes there is a core mystery and evil. But Zzarchov provides a procedure for assembling your Frankenstein’s monster of an adventure.

With a fistful of dice you determine:

  • The locations of the town
  • The weirdness level
  • Where to position a few of the stock characters

Then, you shuffle up some cards and determine the town’s inhabitants. And that is it.

If someone or somewhere doesn’t show up in your town construction, it does not exist in this incarnation of Dunnsmouth.

Taking Notes to Help Remember

When I am reading, I’m a terrible note taker. I don’t mark in my books. The exercise of finalizing Dunnsmouth was the best note taking session for any of my adventure preparation.

The final result of the procedure was a map with numerous locations keyed by:

  • dice size
  • rolled value
  • card suit
  • card value

With those four bits of information, I can get a general sense for the tone of Dunnsmouth. I can also lookup in the character index more information about the inhabitants and locations.

Not bad for 30 minutes of adventure preparation!

To Buy or Not to Buy?

Buy Scenic Dunnsmouth if you are:

  • Interested in unique procedures for adventure creation
  • Looking for weird fantasy
  • Looking for an interrogation/observation-based mystery

Don’t buy it if you are:

  • Looking for a dungeon crawl
  • Interested in lots of action (ie Combat!)

Other Reviews

A Handful of other reviews of Scenic Dunnsmouth.

Advertisements

3 thoughts on “Scenic Dunnsmouth by Zzarchov Kowolski

  1. Pingback: The Gnomes of Levnec by Zzarchov Kowolski | Take On Rules

  2. Pingback: Thulian Echoes by Zzarchov Kowolski | Take On Rules

  3. Pingback: Life During a Wartime Random Table Redux | Take On Rules

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s