An Excellent OSR Module.
Disclaimer: I have only read this module. I have had the misfortune of not having the time nor situation of running this brilliant piece of work.
Flower Liches of the Dragon-Boat Festival is an amazing piece of RPG work for those of you who love Bizarro Martial Arts and Asian Witch-Craft Horror like The Boxer’s Omen or films like Spirited Away. Even if you are not into those kinds of things, (you don’t like Spirited Away?) you can still use the material here to throw curveballs at your group.
The plot is that there is a deathmatch Dragon-Boat Festival held by the mysterious Flower Liches in an unnamed Asianic-esque city, allowing you to make the city be wherever you want for your own setting. The city is weird, coming out of fevered myths and fairy tales from all around Asia, and full of marvelous encounters, monsters, objects, mythical locations, and more. Events that will shake things up and plots are being formulated, but the PCs can be dragged into those things if they like or not, the module is set up like a sandbox for your PCs to just explore. The Flower Liches are just the tip of the iceberg with this module’s weirdness and creativity. I’ll let you find out that weird stuff for yourself.
It is jam-packed with fantastic ideas for you to run as is or to mine for concepts to slam into your own setting or game. Even if you are not into Asianic milieu rpgs, you can grab the ideas and mechanics introduced in this module. I used, for example, the dragon-boat race mini-game rules for a car-chase scene, changing the vehicle from dragon-boats to cars and it worked perfectly and was a wonderful rush for our group.
The art in this is really something, the perfect kind for me. Vibrant and impressionistic, allowing you and your group to get an idea of what you are looking at yet providing room to make your own version of what the person or creature looks like.
The module provides a character and notes for solo-roleplaying which I have not used, so you can use Flower Liches as a Choose-Your-Own-Adventure novel if you don’t have a group to play with.
For criticisms, there are a few kinks in this module, but nothing that pulls it down. I’m not a fan of the dungeon and location descriptions being long paragraphs that require the referee or GM or whatever to do some more legwork. I would have preferred the standard room/key way of things. Another big problem is that a lot of the clues and hooks for events going down and locations to be found are only able to be psychically discovered because the character for solo gaming is a psychic detective. The problem is: what if you are running a game that doesn’t have psychic powers or the characters your group is playing don’t have the right psychic powers. A simple remedy for this is to either make those clues available to non-psychics, which requires more referee legwork, or have the solo gaming psychic detective being a henchwoman (the detective is female) for the PCs. Another problem is that it feels that the module would have benefited from one more draft, which most of the other problems, I feel, arise fron. The only thing else I would say is that this module probably isn’t for the first time referee or GM.
Yet don’t let those minor blemishes dissuade you from buying this product. With the PDF being so cheap and the amazing, rich stuff you get packed full within this module, you will be a fool not to grab this PDF.
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