Day One – Nile Empire
A couple of things before I launch into this review: First, the Nile Empire has always been one of my favorite Realms in Torg. I spent a lot of time there as a GM, and there was always a lot of great action to be had within its borders. Not only was I a huge fan of things like Raiders of the Lost Ark, Rocketeer, and The Phantom, the weird science and general tech level of the place amused me.
Second, this is one of the reviews I’ve been dreading most.
What sense does this make? Well, so far I’ve really been enjoying the darker tone and general nihilism of the new Torg Eternity version of the Possibility Wars. The original game, for better or worse, had a lot of goofy moments in it. Sure, there was a war going on, and odds were stacked against the characters… but it was also a game of high action and character stunts. And a lot of this came from being able to wing it with the high pulp sensibilities of the Nile Empire. Dramatic speeches, electro-guns, overwrought plots to steal shiny maguffins – if the characters needed a break from the dire events taking place in Orrorsh or Tharkold, they could take a bit of a break and try to untangle the plots of the insidious Wu Han. Comparatively, it seemed like a much less deadly place to run around in, and there were a lot more opportunities to be larger than life heroes.
Mounted against the backdrop of the other Realms, there are essentially two ways that Ulisses Spiel could bring forth the Nile Empire. Either they could preserve its inherent pulp heroics, which would set it even further apart from the hopelessness of the rest of the current Possibility Wars, or they could alter things so that even Pharaoh Mobius has great and murderous plans for the heroes.
From the look of things, the writers have tried to strike a balance between the two ends of this spectrum; while the adventure does offer some opportunity for daring exploits, it makes fairly clear that the heroes are facing overwhelming odds. The module offers a couple of fun directions that the characters can go in their rescues and escapes, without making any part of it seem too unbelievable.
Reading through things, I will say that they did some great things with this module, as would befit the pulp milieu that it’s built from. For one thing, this is the first Invasion I’ve read where the characters are at Ground Zero for the maelstrom bridge dropping. As in, about half a klick from where it actually touches down. From where they are standing, they see the troops and vehicles descend the bridge and start carrying out the business of the Invasion. In the module for Tharkold, everything happened roughly a day after the invasion. For Orrorsh and the Cyberpapacy, the Invasion took place the previous night, but no one is quite sure what’s going on. And of course, with the vaguely secret invasion of Pan-Pacifica, everyone’s more concerned with what’s going on in the rest of the world.
Naturally, the characters get a front row seat with the Nile Empire.
The first scene of the adventure deals with the maelstrom bridge falling. From there, the characters are dropped into a newly created ancient catacomb (go, weird World Laws!) for the second scene that they have to escape in the proper high action way.
This is the point where it seems like poor editing has thrown a monkey wrench into the text of the adventure. The characters have to make their way through a death trap maze under the pyramids, but if they fall victim to the death traps, they’re magically restored to life when it comes time to return to the surface. Earlier, there’s a Moment of Crisis opportunity that comes in, where it’s noted that, if the characters fail to save the NPC in question, she’ll simply return later. And it cites a World Law that doesn’t actually exist as a World Law – the Law of Inevitable Return. This seems to be the same effect that covers the dead characters surviving the catacombs.
Here’s the thing: Inevitable Return exists in the game, but it’s a Cosm Card that operates under the Law of Drama. I feel like this is an issue of having the module written before the text of the rules has been fully nailed down.* Being that this was sent out after the mainbooks were, it feels really odd that the module book wasn’t finalized after the rules were. Maybe that’s just me, though.
The final scene is a broadly sketched free-for-all against a variety of foes at one of the Invasion base camps. There is no defined assumption on how the characters should proceed in their escape, so it can range from a pure Stealth approach to a pitched battle against one of the pulp villains of the Nile Empire. There’s even the option of stealing a zeppelin and flying off into the night. (This would be my preference, if I’m being honest. It even comes with its own hull-mounted plane, the Nile Empire version of the Vought Corsair. Then all my Crimson Skies books would suddenly come into play.)
The pulp villains are just enough over-the-top to fit into the definition without being too outright goofy. The closest one to ridiculousness would be Lady Hourglass, who has a weird science monocle and acts like a stereotype of a femme fatale. She’s a bit out of place in the military camp – she’s really more of a subtle, social character who would be better suited to a nightclub setting – so I think I’ll save her for another scenario entirely. (Even in the text of the adventure, it notes that she sashays her way around the military camp at a slow roll, taking far longer to respond to anything than her compatriots.) In comparison, the Hooded Cobra and Brick-Knuckle Branko are solid villains without descending into nonsense.
I’m still not sure that the Nile Empire is going to be capable of inspiring the same sense of danger that the other Realms are doing (I mean, really… Pan-Pacifica is now running its own version of Biohazard on the populace), but I guess we shall see. There’s still the dire potential for mood whiplash when moving from Realm to Realm, but I’m hoping that the designers have plans for keeping this place threatening enough to keep up with the other Invaders. I guess we’ll see.
*For what it’s worth, I did submit this to the errata engine, so hopefully this will change by the time it goes to print. Yay, modern tech, for allowing on-the-fly proofing like this. Boo for relying on your customers for the proofreading.
Posted on August 3, 2017, in Adventure Paths, Current Games, Kickstarter, Older Games, Review, Systems Discussion and tagged Torg, Torg Eternity, Ulisses Spiel, West End Games. Bookmark the permalink. 1 Comment.