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ASHES TO ASHES - Exploring the Darker Side of Human Nature


Trifletraxor

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ashes-to-ashes.jpgAshes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions, many of whom do not even know who their masters truly are, manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them.

Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included.

By Jeff Moeller. 180 pages. Published by Chaosium June 2008.

Supplement for this setting: Dust to Dust

Edited by Trifletraxor

Ef plest master, this mighty fine grub!
b1.gif 116/420. High Priest.

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  • 3 weeks later...

I've posted the three main maps for Dust to Dust in the downloads section!

These are: the World (expanded), the Western Isles and Takuk.

I've bowed to the crabbiness and switched over to a fractal based mapper, FWIW.

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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  • 4 months later...

:eek:

I am back to active work on Dust, to Dust. All that is left is for me to finish the It's Not A Lie....scenario (which I have now rough drafted to the end) and clean up the layout. I expect to have a block of time next weekend to work on the scenario, so it should be done in 1-2 months. (I ended up having my writing time waylaid by a Cthulhu book, which is now off my desk).

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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  • 1 month later...

Wow...I started to read my own copy of Ashes to Ashes,

The setting is a good one but to darn depressing. I find it a bit extreme the way you have so destroyed the world. There should be all sorts of "stuff" in the rubble from the past for folks to find to aid them. Plus with the amount of bio damage your talking about, I don't think humanity would actually be able to survive. Throw in the Demons too, there is way to much going on to allow a playable existance. Basically there is NO WAY the players would be able to survive long enough to even start to adventure to try and make a difference. The Demons would have noticed them in the "herd" and KILLED them off. The author has painted a pretty grim picture and painted the setting into a corner, inwhich there isn't any escape and only death.

So what would I do differently, well I would add another 50 years to this nightmare. I would then have the "people" crying out in their souls for help of a few "Gods". A God of "Nature and Life" , God of "Protection and Justice", and a God of "Knowledge". I would have these three Gods be able to break through back into the world, and begin to make a change in the world. I would have them all raise up believers to become Clerics of their faiths and begin to combat the Demons and Darkness. I would also have a God of the Dwarves also return as well too, to guide them again. Having the Gods return would give the players a chance for hope, and give them a place to start to work from.

The setting as it is is to darn depressing and there is no hope for anyone. The way the whole situation played out seems a bit heavy handed, and a bit far fetched too. I don't believe the Gods would have allowed that self serving fool to be able to bring down all of creation the way he did. Then to allow the mages to "break" the world to fix it, thus cutting off the gods and etc.

The setting is a goiod one, but just needs to be advanced a bit further to make it playable. I have played FRP not for 34+ years and had my own campaign that has run now for 26+ years. My own gaming group is made up of (5) players that are all my own age (46+ years old) and they all have gaming groups of their own. We play every other week in my own campaign. What I have stated above, is what we all feel would fix/save this setting and make it playable. The return of the Gods, and Hope into the world would be the springing board for players to start to journey forth into this bleak world to make a difference.

Penn

Old time RPGer of +34 yrs, player/DM/GM.

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Just to make it clear, I am not trying to bash this work at all. It is still a good work, it is just to my taste far to dark and depressing as it is currently. I also feel it is to heavy handed and set in a no winning campaign, wear the players all they can do is eventually die. I like a more positive and open campaign with at least a glimmer of hope for the players to roleplay towards. Also I feel the addition of the return of the Gods would open all that up.

Penn

Old time RPGer of +34 yrs, player/DM/GM.

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That's an interesting perspective on the work - and quite different from my own, to my surprise. I definitely don't consider it to be unplayable - in fact it approaches my preferred gritty low magic style of play for fantasy, and I applaud Jeff for trying to get people to play outside their familiar boxes. My favourite things about the setting are the deep mystery and the multiple conspiracies that are in place to keep the truth hidden. I can picture the look on my players faces as the various realizations that humans are being manipulated dawns on the players. I also like the allusion to the seven deadly sins - I think Jeff pulled this off nicely and avoided the trap of being too heavy handed about it.

My beef with the setting as written is that it doesn't stray far enough from generic fantasy. There are a number of tropes in the setting that don't (to me) seem to have any real reason for being there other than to satisfy the notion that people expect them to be in a fantasy. I found the presence of elves, dwarves, and halflings in the setting to be jarring, frankly, and completely unnecesary for the setting. This is easily solved by just turning these into humans, of course, so it's not a major thing.

While I like the theme and the tone of the setting a lot, I found it a little too... western... in the creative details (such as the placenames and the cultural aspects) and this, along with the presence of the stock non-human races, made the setting a little too generic for my taste. I freely admit that I like fantasy setting to really push the envelope in terms of culture, so my expectations might be set further than most in that regard.

While I see where you are coming from in your comments, I'm quite certain the setting is playable as it is. I think it requires a different mindset than what might be traditional - but then that is the goal that Jeff set out to achieve, I think - to get people to change their thinking about what fantasy means. I personally wish he had gone just a bit further, but I like to think that perhaps he left in those traditional fantasy tropes intentionally so as not to alienate too many people at once. Ashes to Ashes is no bleaker in its outlook than CoC, in my opinion, and certainly has more scope for heroism than CoC has. It is, in many ways, a very thought provoking work.

Thalaba

"Tell me what you found, not what you lost" Mesopotamian proverb

__________________________________

 

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Well lets just say it is individual playing style, or in my case GMing style. I love plots with plots within plots, and just love Good vs Evil themes. The difference though is I give the players a glimmer of hope, where I feel this work does not. I also love political Roleplaying, where this campaign doesn't have any of that. To each their own I guess. What one person likes, another might not and that is ok too.

Penn

Old time RPGer of +34 yrs, player/DM/GM.

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  • 2 weeks later...

I really liked reading this monograph. Felt it was very well written. The players certainly have the odds against them, but I think making a campaign that gives them a chance is part of the GMs job. What I felt was partly lacking was some more help/tips on how to create a campaign for the setting - which looks like it will be dealt with in Dust to Dust.

SGL.

Ef plest master, this mighty fine grub!
b1.gif 116/420. High Priest.

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  • 3 weeks later...

Wow...I started to read my own copy of Ashes to Ashes,

The setting is a good one but to darn depressing. I find it a bit extreme the way you have so destroyed the world. There should be all sorts of "stuff" in the rubble from the past for folks to find to aid them. Plus with the amount of bio damage your talking about, I don't think humanity would actually be able to survive. Throw in the Demons too, there is way to much going on to allow a playable existance. Basically there is NO WAY the players would be able to survive long enough to even start to adventure to try and make a difference. The Demons would have noticed them in the "herd" and KILLED them off. The author has painted a pretty grim picture and painted the setting into a corner, inwhich there isn't any escape and only death.

So what would I do differently, well I would add another 50 years to this nightmare. I would then have the "people" crying out in their souls for help of a few "Gods". A God of "Nature and Life" , God of "Protection and Justice", and a God of "Knowledge". I would have these three Gods be able to break through back into the world, and begin to make a change in the world. I would have them all raise up believers to become Clerics of their faiths and begin to combat the Demons and Darkness. I would also have a God of the Dwarves also return as well too, to guide them again. Having the Gods return would give the players a chance for hope, and give them a place to start to work from.

The setting as it is is to darn depressing and there is no hope for anyone. The way the whole situation played out seems a bit heavy handed, and a bit far fetched too. I don't believe the Gods would have allowed that self serving fool to be able to bring down all of creation the way he did. Then to allow the mages to "break" the world to fix it, thus cutting off the gods and etc.

The setting is a goiod one, but just needs to be advanced a bit further to make it playable. I have played FRP not for 34+ years and had my own campaign that has run now for 26+ years. My own gaming group is made up of (5) players that are all my own age (46+ years old) and they all have gaming groups of their own. We play every other week in my own campaign. What I have stated above, is what we all feel would fix/save this setting and make it playable. The return of the Gods, and Hope into the world would be the springing board for players to start to journey forth into this bleak world to make a difference.

Penn

Thanks Penn. As I mentioned on the main forum, Dust to Dust is done and in proofreading. There are three main parts to it (at risk of some spoilers):

The Western Isles (land afflicted by sloth): this is written as a campaign arc, and it's "winnable": the PLAYERS can beat the demons here in a fairly major way and re-right society, at least in this area. If they want to pay the price.

Takuk: (land affected by gluttony): this is written as a campaign arc, and its "winnable": the "Majestic Plateau" demons don't even know about this place. Takuk has its own set of problems. They can score a major win for humanity here: if they are careful.

It's Not A Lie, As Long As You Believe That It's True: This is the showdown scenario where the PLAYERS can (if they decide its a good idea--highly debatable) lift the Abjuration and let the old Gods return (as well as more demons), or otherwise lay some major smack down on the demons. They get handed the keys to the kingdom, and have to decide what (if anything) is smart to do with them.

When I submitted AtA, it was going to be 300 pages long, cover all seven lands and all seven deadly sins, and have a beginning scenario (bleak), a turning point scenario (hopeful), some lands where the demons had a stranglehold on society; a few where their grip was not as tight, and a showdown scenario (kick some demonic butt, and wrap up the Hooded One/Fangtooth subplot if necessary).

Chaosium asked me to keep it under 200. What got cut/not finished up so as to be included: the two lands where the demons' grip is weakest (The Western Isles and Takuk), and the showdown scenario where the PLAYERS can "win". Or lose really badly. And the adaptation notes and plot seeds to structure a campaign. So this stuff is in Dust, to Dust. Narratively, it works well if you have both: bleak followed by hope.

Sigh. Well, there's another 125 pages coming which is more about kicking demons than getting kicked by them. I actually made the last illustration a sunrise (or a sunset, depending on how one looks at it).

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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Couple other brief comments, reading down.

I did keep the "usual" fantasy tropes in the setting, for a couple of reasons. One was to keep it somewhat familiar; the other was to poke fun at them (e.g., The Redoubt). I really poke fun at them in the blowoff scenario (and I get a little more heavy-handed with the sins, as there is a gang of representative demons at issue). Oh, and I really dislike the traditional depictions of Elves as ancient, enlightened do-gooders or tragic subterranean exiles: they fare quite poorly in Dust, to Dust. Wait til you see the backstory behind the "Blessing" of Fallingstar.

And I definitely kept it western/generic fantasy culture for a reason. I did not want to be perceived as linking a particular or recognizable culture with a particular vice. You'll see the pains I go to in order to avoid that in Takuk, a polar region that I ended up making about a lost colony rather than indigenouse people. Just didn't want to go anywhere in the same universe as that.

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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Finished! Submitted proposal to ye powers that be at Chaosium and waiting for them to get back to me. I'm going to post a sample page or two in the downloads section in just a bit. One of the funnier bits, along with the new and improved map of the World. Very spoilery though. Caveat downloader.

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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And....the download is up.

http://basicroleplaying.com/downloads.php?do=file&id=324

If the dratted link won't work, look under Fantasy/Other in the downloads section.

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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  • 2 weeks later...

ASHES TO ASHES (hereon AtoA) is a novel and quirky idea for a fantasy setting. As it says at the beginning of the book itself, it's designed for GMs and players on the other side of the table would be better off knowing as little about the world as is possible to still play it - so we'll be trying to keep spoilers to a minimum here.

Eschewing the general fantasy tropes, AtoA is a mix of post-apocalyptic and fantasy. Life is harsher than the usual Dark or Middle Age scenario, with characters thrown into a world where agriculture is limited, trade is non-existant and manufacture is mostly relegated to making clay pots. Metallurgy and other advances, by fair means and foul, have been sidelined by situations not understood by the average survivor of the cataclysm that robbed the world of its technology.

So, what's good about AtoA? First off, it's an interesting spin on the norm. Life is rougher, tougher and nastier than most other settings, yet doesn't limit itself to doing so by ramping spellcasters or sword-wielders to superhuman levels. Instead, it's about surviving by one's wits and outside 'civilised' society. Within the first chapter we've got the reason life's so damn nasty (Spoilers: it's demons). Rather than actively killing and eating everything that moves, our villains are insidious, manipulative and generally Rather Bad Sorts, which is a nice change from the norm.

The book is laced with black-and-white, public domain art, which is - unfortunately - somewhat of a let down. I'm led to believe that they were originally in colour; but the monochrome isn't a hindrance. More problematic are that they feel superfluous and interchangeable. The hodgepodge of styles and qualities give no feel for the setting (ranging, as they do, between the childish and the sublime) and is rather jarring. Even more odd is the thick attempt at humour that runs through the piece. This isn't to say it's unfunny (well, bits of it are funny...) but it makes no real sense within this dark, oppressive setting. I could have done without the atomic explosion photograph with its 'amusing' caption, but - hey - it ain't the end of the world (ho-ho).

The new rules and skills are beneficial and make sense, and it's obvious that a lot of effort went into designing the world. So much so, in fact, that even an avowed anti-fantasyite like myself could enjoy what I was looking at. The scenarios, by and by, were passable. I'll play them, but there was nothing that jumped out at me and said "this is different." Not that this is a necessity, but I was hoping for something more gritty than slightly-more-convoluted-than-it-should-be kidnappings and other shenanigans.

The layout of the book was fine, but I have to say that the fonts were sometimes uncomfortable reading, especially with the subheadings being nothing more than a bolded and underlined sentence. For all the effor that was put into the writing, I was a little disheartened at first by the lack of extravagance in the format - but that's a niggle rather than a complaint. It doesn't detract; it just doesn't add anything. I was happy, however, that an index was provided.

Overall, starting at a base of 5, AtoA goes up the scale with a novel idea (not necessarily original, but definitely interesting) and a strong new play-style. What was lacking was the veneer to that fantasy world. I came away with the feeling that there was a whole world developed here, but only a fraction made it into print - and some of it was unnecessary. The scenarios didn't feel like what I'd been reading about earlier on, and the artwork and humour downplayed the gritty realism of the writing. This brings it down from a solid 8 to a middling 7.

Overall, ASHES TO ASHES is a worthy first monograph to the BRP line. There's a lot in here, and I think a GM could get a lot out of it, especially the setting and the ideas behind it. Definitely a good buy if you want to see how fantasy-tropes can be twisted, but the self-referentially 'adult' qualities it mentions in the introduction crop up with surprising irregularity. With some new formatting, a rewrite and a full world provided, I would likely buy it as a proper, full-price setting - as it stands; fun but flawed.

~ Britannia Waives The Rules ~

Kingdom of the Blind: Call of Cthulhu roleplaying in 1920s Britain...

Its Time Come Round: Setting and campaign/arc for H.P. Lovecraft's End Times (release: on hiatus)

Slaves of Freedom: Roleplaying in a world of Revolutions, alchemical magicks, fantasy monsters and powdered-wigs (release: TBA)

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Ashes to Ashes, written by Jeff Moeller aka neorxnawang forum, is the first fantasy setting that was released for BRP. With the subtitle: "Exploring the Darker Side of Human Nature", this dark post-acopalyptic fantasy setting is probably as far from the standard tolkienesque fantasy setting you can get. This beetle review will first take a look at the content of the book, the art and layout, and then a Triff says summary.

C O N T E N T :

Chapter 1: Introduction (page 3-4)

Chapter 2: History (page 5-8)

Chapter 3: The Present (page 9-11)

Chapter 4: The World (page 12-20)

- The first four chapter gives an overview of the setting and the World of Ashes to Ashes. It's all well written and interesting, and quite manages to convey the atmosphere of the setting.

Chapter 5: BRP Rule Variations (page 21-29)

Chapter 6: BRP Rule Variations - Magic (page 30-42)

- Chapter 5-6 deals with character generation, new skills, a new wealth tracking system, typical gear and the use of Magic in the World. I didnt' like the wealth tracking system that much, but the magic system is both simple and brilliant.

Chapter 7: Religion and the "Circle" (page 43-44)

Chapter 8: Inhabitants of the World (page 45-52)

Chapter 9: Organizations (page 53-69)

- Chapter 7-9 details the dominant religion, the various races that inhabit the World, and organizations the players can join. Again, well written and interesting to read. Only problem with the organisations is that they aren't really that fitting for player characters in a traditional adventure group.

Chapter 10: Gazetter (page 70-135)

- The biggest chunk of this monograph. The different regions of the known world is described in high detail, including an overview, history, geography, culture and daily life, resources, ways and traditions, leadership and governance, plot hooks, sites and features, important people and a map for each and every region. VERY well done.

Chapter 11: Points of Emphasis for Roleplaying (136-139)

- Some usefull tips on running the setting.

Chapter 12: Scenarios (page 140-171)

Chapter 13: Some Noteworthy Demons (page 172-176)

Chapter 14: Index (page 177)

- Chapter 12-14: Two scenarios, The Lord of Nothing and The Redoubt. Both are good, and give some necessary help in understanding what type of scenarios can be run in this setting. Some of the more imported demons are statted up (which is always good), and there's an index in the end.

L A Y O U T :

The layout could allways be better, but does the job. The art is mostly black and white photographs, not allways that good. The map is hexagon-based and colour, and creates quite a contrast to the B&W photos. I do not know exactly why, but I actually like the layout quite a bit.

T R I F F S A Y S :

I loved reading through this monograph. It is very well written, and describes a highly detailed, believable, original and interesting setting. The only cons I can see with this setting is that it will probably only appeal to a certain subset of roleplayers, as it's pretty dark and gritty.

Final verdict: 5 beetles - :b1::b1::b1::b1::b1::b2:

I would recommend this book to anyone who would like a great read, and highly recommend it to anyone who are interested in a really dark and gritty fantasy setting.

Ef plest master, this mighty fine grub!
b1.gif 116/420. High Priest.

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Ashes to Ashes is a 177 page monograph setting for Chaosium's Deluxe BRP rule set, released last year. It's a post-apocalyptic dark fantasy role-playing setting with darkly humorous underpinnings. It is available in both print and downloadable PDF format from Chaosium's website. A few brick and mortar vendors, particularly in the UK carry the monograph line, but they are few and far between.

For those unfamiliar with Chaosium's implementation of monographs; a monograph is a longer work where everything: art, content, editing, and layout is done by the author. Chaosium gives the work a cover and a product number, prints a small batch and sells them exclusively through their website. They do not enter the distribution market.

For full disclosure, the PDF copy I received was complimentary from the author. I have not seen the print version.

The book

The book is divided into 14 chapters, each of which I'll deal with separately. There will be some mild spoilers. The layout is clean throughout, and as far as monographs go, very typo free. I wasn't keeping an active eye out for typos, but did spot 10. That's very good for monographs, many of which are littered with typos. It is straightforward two column text with artwork sprinkled throughout. One part of the author's style which I like, but others may not is the POV shift from third to second person periodically. In my opinion, it helps set the tone for the world, helping bring the chaos and disorder to life. The author never shifts POV in the middle of a section, so it is not disorienting in that respect. One thing I didn't care for was the outline method chosen by the author. New sections were prefaced by either a number or letter, and underlined. For example, the introduction starts with a. Welcome(?) to the World. While I understand the utility, I find it breaks the flow of the text.

The art shines, however. The author chose to go with artwork publically accessible from the Library of Congress. Most are fitting, but not your typical fantasy art. For example, the photo of atomic bomb exploding with the caption The Abjuration from Eight Miles Away at first seems out of place, but then the sudden realization of the author's use of dark humor settles in and the picture becomes entirely fitting. As you go through the book and look at the artwork and think about what is presented in the text, each picture becomes increasingly relevant.

The maps are hex based, reminiscent of many wargames. While functional, I would have preferred line drawn maps. I think that would have fit with the post-apocalyptic fantasy theme, but given the limitations of monographs (i.e. the author doesn't know anyone who can create line maps) he's forced to use the tools available to him. Since the maps are functional, but just not to my liking, I can't ding the author. At least he included maps.

Introduction

In the introduction, the author sets forth the goals he had in mind when he wrote Ashes to Ashes. He set out to create a very specific type of role-playing environment, Ashes, to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. The author tried to create a world where the players' choices would come down to something more than just a few rolls of the dice. If the PLAYERS are arguing among themselves not about what they can do, but whether they should do anything, then you have the hang of Ashes, to Ashes.

The introduction offers a high level overview of the game world that GMs might want to photocopy and hand to their players so they can have some grounding in the setting. It also sets the tone for the post-apocalyptic nature of the setting. Even the destruction of the world involved a major moral and philosophical decision. The World has been broken, broken as a desperate sacrifice to save humanity against the invading demons. 100 years have passed, and it's still quite broken. The remnants of a mighty, high fantasy civilization litter the World, but civilization is no longer mighty.

History

This section describes the relatively typical idyllic high fantasy world that preceded the downfall. A wise man succumbed to his pride and entered a Faustian bargain and released an army of effectively immortal demons into the world. In his pride, however, he did not see the downside of this bargain and suffered for it. To get revenge against his immortal demon cohorts, he set in motion the abjuration, a world shattering event that not only destroyed most of civilization, but it severed the links between various magical realms, ending the role of magic in the world, and prevents more demons from entering the world.

This history is engaging reading. It has all the elements of a tragedy. Heroes and common men sacrifice themselves to save a world that had already doomed itself. As the author notes, this is not information for the players to learn outright. It's been 100 years since the abjuration, and most communities are isolated, so many of the lessons of the lessons that could have been learned are lost to time. As the players progress through the world, they might peel back the layers of the world and learn what happened.

The Present

This chapter details the power structure as it exists 100 years after the abjuration. In a nutshell, The World is still broken. The weather is, by and large, still berserk and unpredictable, making a peaceful living (and even survival) difficult. The World is still largely depopulated, having only recovered in isolated areas, with vast stretches of ruin lying between habitable areas. Huge mountain ranges and vast deserts make contact between regions rare and dangerous. Demons rule the world, but there are only a few hundred left, and they are no longer immortal. They are susceptible to steel and magic, and work hard to keep those things out of the hands of potentially dangerous humans. They rarely risk exposing themselves, preferring to rule through intermediaries.

A GM learns a lot about demons, their methodology, their organization, and their flaws in this chapter. Since demons are the main adversaries in this broken world, the author provides a lot of details for making them unique. Although limited in number, the demons work hard to control the human population to ensure the survival of both, since demons need humans to breed.

The World

The World deals with how humanity is managing to survive in a world that's been stripped of its resources and every day is a struggle. Although the section is called The World it only details one continent in the world. The remaining continents are not covered in Ashes to Ashes.

One of the more interesting aspects explored in this chapter is how people are dealing with the transition from a high magic world where magic was everywhere to a low magic world where someone who uses magic might be mistaken for a demon and run out of town on a spear. As an example, magic used to provide light, allowing for work to proceed almost around the clock. Now, fires provide the light, so darkness is a time for sleep and fear.

The world is now an iron-age society. Steel is very rare and most population centers survive on subsistence. A very brief outline of the major regions of the world is presented here. More detail on each area mentioned here as well as more regions is available in the gazetteer.

BRP Rules Variations

Here the author outlines the optional rules from the Deluxe BRP book that are suitable for the world of Ashes to Ashes. There are no great changes to the BRP ruleset. It's still percentile based and skills are tied to occupation.

However, there are changes to the number of skill points allocated to characters, especially if you choose to play a magic user, referred to in this setting as an adept. Most players receive 200 plus INTx10 skill points. Adepts receive 100 plus INTx10. If the adept chooses to have a wild talent, he receives 150 plus INTx10 skill points. In other words, it costs 100 skill points to be an adept and 50 to have access to a wild talent, which will be discussed later.

The author tweaks the available skills, as well as starting values for those skills, to better suit the setting. It also adds the Survival and Religion skill, both of which are important to the setting.

The only races available to players are humans and Halflings. Dwarves were driven underground into secluded communities cut off from the world by the abjuration. Elves, tied to nature, were either killed or driven insane by the abjuration.

Ashes to Ashes has an abstracted wealth system where a character's wealth rating determines what type of gear he has. The system is vague, and could do with more fleshing out, because there is little information on how to perform a transaction. It mentions that horde of coins is more useful for studding leather armor than it is for buying something, but it doesn't provide me enough details on how to buy or barter something when the need arises. Given the nature of the world, magical items that are mundane in a typical fantasy setting are very rare here. The wealth section then concludes with information and tables on the various weapons and armor available in the setting.

BRP Rules Variations - Magic

Magic is rare, difficult to study, and greatly feared. As one of the headings states, b. Magic and How to Acquire It (Or, How to Make Everyone Hate and Fear You). Aptitude for magic in this setting in innate; either a character has it at creation or he doesn't. This section includes information on how magic users are viewed by the populations of the world, both human and demon. Despite the fear and lack of knowledge, an adept is not a hopeless character, the world was once highly magical, and somewhere in the rubble are the great libraries and magical academies of the days before the abjuration.

The magic system is complex, but there are tables and examples to help readers understand the system. Rather than cover every aspect of the magic system, I'll cover the basics. Spells cost Magic Points to cast, but unlike base BRP, there is not an individual skill for each spell. To quote the author, That implies too much organization and predictability. Magic here is fractured and wild. Spell casting is controlled by the POW attribute and skill points invested in an aptitude such as healing or fire which relate to broad categories of spells. These points are used to determine the adjusted POW used to cast spells. Success in spell-casting is determined by a modified POW check. The Adept checks his (adjusted) POW x3 vs. the MPs needed for the spell x10 on the Resistance Table. If the Adept wins, the MPs are expended and the spell goes off. If it fails, the MPs are still expended and Bad Things Happen. This system seems to work well for the setting, creating a sense of suspense and mystery every time and adept tries to cast a spell. There is a detailed discussion and table of potential modifiers to help GMs work through the system quickly. The Bad Things happen to the adept. If an adept fails his roll, he suffers HP damage. If an adept tries too powerful a spell by expending numerous magic points, it's possible a failed spell will kill him.

The magic chapter also conatains the Lost Arts. These are hidden mysteries that adepts can delve into as they progress in power. Some of the lost arts include Terrible Presence, whereby an adept physically radiates magic. He can use this ability to intimidate enemies, but it also causes penalties to social rolls where the adept wants to be viewed as a nice, unassuming guy. Another Lost Art is Dreaming, the adept can have visions of the world and what might come.

Listed as a Lost Art, but seemingly out of place, are Wild Talents. Any character can spend 50 skill points at character creation to have a Wild Talent. Those 50 points are why character creation indicates a Wild Talent character has 150 skill points instead of 200. A Wild Talent only has one aptitude, but is better at exploiting it than a normal adept. Unfortunately, the risks of taking damage are higher.

Sample magic items, which can be used to modify the POW roll are included after the Lost Arts.

The chapter is rounded out by two sample adepts. Both are ready-made NPCs and showcase the versatility of the system.

Religion and the Circle

This brief chapter outlines the one religion that is prevalent in the world. Not surprisingly, it's not what the characters hope it is.

Inhabitants of the World

Most of the space here is dedicated to demons. The author is careful to point out that demons in Ashes to Ashes are not the demons of games such as D&D. In terms of game mechanics, there are no fantasy monsters other than demons. Some demons may look like a dragon, or a imp, or minotaur, but at their core, they are all demons and have the same abilities and limitations as every other demon. I think this interpretation adds flavor to the world and provides the GM with a great deal of flexibility. In the worldview of the inhabitants, everything evil and wrong is the product of demons, but no too demons are the same. Maybe even the character's neighbor is a demon. He can't be too careful.

Halflings and their very secretive way of life are also covered. Dwarves and elves also receive a small amount of space. The last race mentioned is the Overseers, who are soulless demon/human or demon/dwarf hybrids that are the backbone of the demon army and serve as a way to control the majority of the peasants.

Organizations

This chapter outlines four guilds that characters can join. The Heroes of Old are a traditional demon slaying group of heroes. The Paired are healers who travel the world with a life mate, offering healing for a price. The Coursers are brave souls who wander to where they're most needed. The final presented group is the Brotherhood of the Raven, which is a secret society that tries to restore knowledge and learning to pre-abjuration levels. Sample NPCs are provided for each group.

Gazetteer

This is the largest section of the book. It is a detailed overview of the continent presented in Ashes to Ashes. If a GM wants to set his campaign in the author's world, he has more than enough material to work with. The regions are all well thought out and provide a diverse selection of geographies. There's a desert, a blasted wasteland, a seemingly verdant park, and even the remnants of a few great cities. There are numerous hex based maps to help GMs and players visualize the world.

Points of Emphasis for Roleplaying

The author stresses some of the key points of Ashes to Ashes in this section. Primary among them all is conflict. Not just physical combat, but moral conflict as well. The players should be confronted with difficult decisions for their characters to make; nothing should be black and white. The author also encourages GMs to stress the poverty and scarcity of the world compared to other fantasy worlds. Each character should find his own personal Hell in the world of Ashes to Ashes and strive to escape it. The world is destroyed, distrust is fomented by the demons of the world, and the cow the next farm over just died. The characters have to decide who they're going to help and how.

This section is a nice touch. It allows the author to spell out exactly how he envisions his world without breaking the narrative he already established in the previous sections describing the world. If you like the material, but don't necessarily agree with the author's vision for it, simply forget this chapter ever existed.

Scenarios

There are two introductory scenarios included, The Lord of Nothing and The Redoubt. I have not had the chance to play the scenarios yet, but I want to. The Lord of Nothing is a morality play where the characters have to decide whether or not a local warlord who is provided for the people, but also working them to the brink of death is a boon or bane to the community. The Redoubt takes place at an ancient fortress where the great wizards of yore brought down the abjuration. It is more of a traditional fantasy scenario complete with massive dungeon and powerful dragon, but not without its own moral issues.

Some Noteworthy Demons

A who's who of demons, this chapter includes statistics and detailed personality notes for six demons - the major adversaries in Ashes to Ashes. Each description should provide an enterprising GM with enough scenario seeds to run a campaign or two.

Index

The book has a useful index that allows a GM to find most of the pertinent information quickly. Coupled with a detailed Table of Contents at the beginning of the book, it's easier to find material in this monograph than it is in many professionally produced RPGs.

Commentary

Was the author successful in his stated goal to create a philosophically heavy and conflict heavy RPG? I think so. Ashes to Ashes is all about surviving in a world that thrived, sowed the seeds of its own destruction, and is now trying to claw its way back. The allegorical nature of the book, at least as I see it, is a nice touch. If the seven deadly sins of Roman Catholicism are not the underpinnings of the various bad guys in the world, I'd be surprised. For example the man who destroyed the world was a victim of his own pride - he thought he was the best in the world, and would break the world to prove it.

Content wise the book is rock-solid and even if you don't plan on using the setting, it is still full of excellent ideas to lift for your own setting. Or it might serve as a guide for introducing a more layered, realistic fantasy setting to your players. Almost every page is full of plot ideas and seeds I could lift for other systems.

Presentation wise, the book could use a little work. This is more a matter of my own taste. The spartan layout does get the job done.

Since Ashes to Ashes only covers one continent in the world, hopefully the author will produce more works further expanding the world.

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  • 1 year later...

Well, what do you know. Am happy to note that my earnings on this project resulted in an unheralded second monograph check that showed up unbidden in today's mail, so its topped 500 in sales, ipso facto. Now I have to choose between brakes for my daughter's car and a trip to Vegas to watch old 80s bands at the Mandalay Bay. What would Scaraband do?

I wrote all this junk and accept full credit or blame:

Mortal Coils:

http://index.rpg.net/display-entry.phtml?mainid=1216

Out of the Vault: http://index.rpg.net/display-entry.phtml?mainid=395

The Primal State:

http://www.sjgames.com/pyramid/sample.html?id=7056

Ashes, to Ashes (& soon, Dust to Dust):

http://www.rpg.net/reviews/archive/14/14290.phtml

Lost in the Lights (coming soon):

http://yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=17334

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