Last Days of Constantinople from Avalanche Press
Why did Constantinople get the works? That's nobody's business but the Turks --J. Kennedy and N. Simon
As you may already be aware, roleplaying games as we know them evolved out of strategic combat games, which in turn evolved from reenactments of historical battles. The Last Days of Constantinople, a d20 adventure by Mike Bennighof, PhD, for Avalance Press, pays homage to the history of the world and to the history of roleplaying as well by giving players an opportunity to experience not just a great battle but about a week in the history of an ancient city.
The book is intelligently made, with notes in the beginning about historical attitudes toward gender, magic, race, and hygiene; historical facts about money, food, clothing, and weapons; and a few notes about how to adjust game mechanics to fit the historical perspective-most notably alignment, which is redefined a bit and made more internal, so that it describes a person's internal motivations rather than allegiance. In this module, a Lawful Good emperor and a Lawful Good sultan make war on one another, their troops commit atrocities against each other, and a full range of alignments exists on both sides. This is not a classic battle of good versus evil but a realistic battle over land and religion, where each side justifies its own evils by vilifying the other.
The treatment of gender strikes a reasonable balance between fairness and historical accuracy: female adventurers will be welcome, as Constantinople needs all the warriors it can get, but at the same time they are likely to make the Byzantine men uncomfortable. Players wishing to play female characters are likely to encounter prejudice but will not be barred from participation.
Other notable adjustments: Magic is considered evil, so players wishing to use magic will need to find ways to do it in secret. Demihuman characters are possible but not recommended and will be looked on with more suspicion than armed women. The wide range of deities available to most d20 characters is, of course, out. Player characters may be Catholic, Orthodox, or, for those wishing another roleplaying challenge, Jewish (see notes on female and demihuman characters above). Anyone practicing other religions will have to do so in secrecy. However, while magic is not socially acceptable, players do get to benefit from prayer, mostly in the form of bonuses to will, fortitude, and some saving throws. Another adjustment: because of the nature of the adventure, player characters are more likely to die than in other modules, so Dr. Bennighof has included a system of Honor and Glory so that even characters who die-especially those who die valiantly-can be rewarded for their actions.
With all of these variations, it is not surprising that the module opens with an introduction suggesting that players will want to set their fantasy-based characters aside and create new characters specifically for this adventure. This seems like a very good idea for players whose usual characters would not have fit comfortably into the actual Medieval world; however, for people wanting to start a campaign, this adventure may cause some vexing concerns. By choosing a major turning point in history as the starting point for an adventure for first- to third-level characters, Dr. Bennighof has given the player characters what is likely to be the high point of their lives relatively early in their careers. Any adventures to follow this one will inevitably be bound to the same standard of historical accuracy, and attempts to top it will likely be either anachronistic or anticlimactic.
On top of this, the use of specific historical events means that (a) there are certain outcomes the player characters cannot alter no matter what they do, and (b) the settings that are detailed in the book will be destroyed, or, at the very least, occupied, and therefore useless after the end of this adventure. For these reasons, I wonder whether Dr. Bennighof might have been wiser to write a sourcebook on Constantinople, with the adventure module occupying a chapter toward the end of the book.
Given that he did not, he did an excellent job making a playable adventure from this material. Known historical facts are intermingled with gray areas where the players get to take part in events that might easily have happened. The players cannot save the city, but they will have a mission of their own, possibly more than one, and the opportunity to make meaningful choices of their own. In the players' primary mission, the GM is given five different possibilities to choose from-ostensibly to prevent unfair use of player knowledge, but with the added benefit of allowing the GM to do a tiny bit of worldbuilding within the module, to tailor the adventure to his or her own gaming group.
This is overall a highly customizable adventure, with elements of roleplaying, problem solving, and combat all written in to the adventure in such a way that a good GM should have little trouble shifting this balance to whatever the players enjoy most. The NPCs are simple but sharply defined, the mysteries adjustable to suit the group, and the adversaries brave and plentiful. These challenges arise in a variety of environments, and player characters can do their politicking in churches, palaces, and brothels, and their fighting on barges, in tunnels, and at the breach in the city walls.
The book ends with a historical note on the places, events, and characters in the adventure, giving some insight into what was actual and what was fabricated for the module. The history appears to be well researched, though, not being a historian myself, I cannot vouch for it with certainty. I would recommend that anyone planning to run this adventure do a little research on the side. I found the information at www.greece.org/Romiosini/fall/html to be very useful, if a bit dry, and mostly consistent with the information in the module, though there were one or two notable discrepancies, and at least one means of escape for player characters who have fought valiantly up until the very end that was described in the article but overlooked in the module.
For those wishing to develop a campaign from this adventure, the Avalanche Press website www.AvalanchePress.com does not outline a specific plan for sequels but mentions one d20 adventure (for 2nd to 4th level characters) that takes place in the following year and another not yet completed module that The Last Days of Constantinople appears to foreshadow. It seems that those who wish it can find much to do if they start their adventuring careers in Constantinople. Added: November 6th 2001 Reviewer: David Sklar Score: Related Link: AvalanchePress Hits: 482 Language: eng |