Saturday, March 26, 2022

Palladium Fantasy RPG: Wolfen Empire

They have never reprinted Palladium RPG Book IV: Adventures in the Northern Wilderness, so if you are looking for a "book 4" for your Palladium FRPG collection you will find some of the same material in the Wolfen Empire book. You can also throw the old "book 5" Further Adventures in the Northern Wilderness into the Wolfen Empire compilation, so the second edition books have a numbering gap jumping from 03 to 07. I suppose they are leaving those open for a reason, but as far I know, all 2nd edition books are in print. If you want the 1st edition books to fill the gap, get them in PDF.

It looks like the older 1st edition books were more pure adventure books, while the 2nd Edition books switched to a mixed "rules expansion plus adventure" format. I feel this is a good format change since you are expanding your game with each new 2nd edition book that you add.

There is some content only found in first edition books, as I read, so it is worth having these if you are willing to convert the stats to the second edition.

This book is fewer rules, more background, and lots of adventures; so if you are looking for expansion classes and other core material you may feel a bit underwhelmed. The information is incredible though, and the Wolfen is one of the races at the heart of the Palladium FRPG experience so it is not to be missed. This truly has that feeling of the northern Michigan wilderness during the winter, where the soul of this game started, so I would not say skip this one since to understand the world you need to start here.


The Wolfen are Cool

This is a Roman Empire-like collection of wolf-person tribes that are just cool in the way gritty TNMT is cool. They are not furries, since those tend to be over-sexualized and cute in an anime way. The humanoid animals in all the Palladium games (especially After the Bomb) are these gritty, mean-looking, tough, angry beasts and almost an anti-furry in a way since they have that snarling, narrow-eyed look that makes the classic "dark" ninja turtle style-art work so well. They look bad-ass and cool, even the more regal pictures have this look they could turn savage and start tearing throats out quick.

They are very much the noble savages sort of collection of tribes and clans, and they have taken an inhospitable, frozen wasteland and turned it into their home and a powerful empire of commerce and civilization. The Wolfen are unique and help make the Palladium world what it is, so they are one of the signature elements to the world and the game as a whole.

The worldbuilding in this book takes center stage, and the mix of savage plus civilized just works so well for them. There are no specialized classes and special rules in this book for them, just an exhaustive gazetteer for their lands. With notes on their religion, military, government, currency, trade, and all sorts of great information.


Monsters of the North

We do get new stuff, which is cool, and we get a monster section with some hefty encounter charts and a random table of adventures. The monsters are all cold climate beasts and they add a lot to the lands.

I would have liked to see some more monsters here, and possibly a few NPC classes. As it is, the section works as supporting material and I would also recommend the Monsters & Animals book for more creatures that live in this area.

I would have also liked to see some more gear, like sleds, snowshoes, different parkas, climbing and survival gear, and maybe rules for ice fishing. I lived in the far north once and know what it is like, and having that specialized cold-weather gear would have felt right to me. We probably have it in other places I know, but I missed it here. Winter weather charts and specialized rules for sleet, lake ice, hoarfrost, ice fogs, wet snow, dry snow, snowbanks, avalanches, and other weather types would have been fun too.

That cold weather, it has certain moods and swings, tempers, and calm moments; and it is more than just ice and snow. It is really another character in a scene and adventure you need to deal with.


Adventures

The book closes with adventures like many of the other books do. They run about half the book, 80 pages, and provide a good mix of travel, social, combat, town, and other non-dungeon adventures. There is only one small cave map, so the adventures are more story-focused than dungeon crawlers.


It's Cold, Really Cold

To sum up, a book that is more focused on setting than rules, and this feels like a good change of pace from the previous books that felt like more rules and less setting. The sea adventures book felt almost entirely rules, so this being the next book after that gives us a little balance back to the series.

Compared to my other "ice kingdom" books I have read for settings, such as Icewinddale for the Forgotten Realms, this one stands up there with one of the best. The atmosphere, Wolfen, and flavor of these savage lands just work so well together, and it has this "winter of death" feeling to everything here. The civilized turn to the Wolfen is a great choice, and it shows a different, non-stereotypical take on something a lot of games would just leave at bloodthirsty werewolf tropes and call it a day.

And it does feel like the Palladium FRPG by this point is hitting its stride and not making up for needed content. We have gods, dragons, old ones, pirates, bards, travel, ships, demons, and elementals out of the way - now it is time for more world-building.

Would I have liked Wolfen classes, magics, and professions? To be honest, I would. I did feel the book was a little light on the new stuff to play with, but given the amount we just digested with the previous books, I get why laying off the avalanche of rules and classes would be a good thing.

But having grown up in a small town on the Canadian border, I get the feeling this book went for, and it is really one of those that lies at the heart of this game. Those long, cold, endless days of winter where the darkness never seems to end, the bitter dry cold and the sudden storms and shifts in weather create a hearty breed of settlers in an equally harsh land.

This game came from those long winters with nothing to do outside; so when you look at this book, you realize that the spirit of the creators of this game is in this volume, howling like a distant wolf in the wind.

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