Nightmares on Parade
This
module clocks in at 35 pages, 1 page front cover, 1 page inside of
front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back
cover, leaving us with 30 pages of content, so let's take a look!
This
review was moved up in my review-queue as a prioritized review at the
request of my patreons....ah, who am I kidding? After the absolutely
super Pixies on Parade, I would have covered this as fast as possible
even without that.
Speaking of which - I strongly suggest playing Pixies on Parade
before this one. While it can stand alone easily, I do believe that it
has an added sense of gravitas when played as a kind of sequel - the pdf
makes use of the concept of imagination magic and the inclusion of the
dream-subtype should make pretty clear that yes, this will have an
excellent reason for championing a thus more mutable reality.
...and
this is as far as I can go without SPOILING anything. Potential players
SHOULD jump to the conclusion. This also includes some SPOILERS for
Pixies, so please don't read on if you want to play them. They're worth
it.
...
..
.
In pixies on
parade, the PCs have managed to save Edwin from the clutches and malign
influence exerted over him by the Nightmare King. He may not be escaping
anytime soon...but he does not sit idly by, instead using his
considerable power to draw the picturesque village of Glavost
right into his nightmare realm! Uniquely empowered by their experiences
in Pixies on Parade, the PCs thus receive the ability to manipulate
reality - wishing for a unicorn,. for example, may actually manifest one
- though the created dreams generated do not feature the abilities of
the things they're modeled after, instead employing the lesser dream
creature's statblock. Indeed, the somewhat parasitic/dependent nature of
these dreams allows people tied to them to shape them.
Anyways,
the module begins with an ominous darkening sky, a quake and mists
drawing in - if your PCs have gone through the gauntlet of Ravenloft at
one point, that alone will make them paranoid as all hell.
Aforementioned dreams seek out the PCs and bond with them. As the PCs
walk outside, they will notice Belle Leaflower walking the streets,
unable o communicate or, well, perceive anybody - creative problem
solution is the name of the game, as her anxieties manifest themselves
and thus influence the next encounter, namely saving the ancient Elas
Leaflower, who is obsessively trying to read as many books as possible
at once, fearing that he is running out of time - and if the long beard
and constantly multiplying books are any indicator, he'd be right. The
PCs will have to contend with falling bookshelves, book swarms and find a
way to convince Elas that his quest his futile, his books, as they are
wont in dreams, gibberish.
This would be a kind of
leitmotif to be found here - the Nightmare King has provided some
delightfully twisted (and goofy) nightmares for the folks of Glavost:
Dwarven chef Rus Ulden is hunted by jello-oozing killer cupcakes. And
yes, you can actually eat these...which makes for a cool prop when
fighting them...just as a note... Beyond these detailed encounters,
however, there are also more simple, optional ones provided for your
convenience: The more invested the PCs are in Glavost, the better. The
fight for the minds and imagination of Glavost takes the PCs,
ultimately, to the major's house, where a semi-solid sheathe of darkness
covers everything and Edwin needs to be saved from what seems to be the
nightmare king...though it is, in fact, "only" the most powerful dream
plaguing Glavost. Having defeated this threat, the PCs now will have the
proper power of a town's imagination backing them up, namely in the
ability to duplicate mirage arcana as an SP...
But
the Nightmare King is not just going to throw in the towel because he's
been foiled here - instead, he figures he might as well go big or go
home...and sends a friggin' army in the direction of the PCs. And this
is where the plot thickens and parents and adults alike should take a
good, long look: The kids of Glavost, while considered to be "heroes",
were basically treated with condescension by the adults; as kids all
across the globe are wont to be; one crucial and important lesson anyone
can draw from this book and project to the real world is that kids
deserve respect. In real life, kids may not create phantom armies...but
that doesn't mean that they can't save the lives of others, that they
may not be the triumphant factor in the battle for the hearts and minds
of the adults around them. Just something to figure - kids are not
property, they are people we accompany for some time along the way, that
we try to help prosper and hopefully leave the world a better place for
them...but I digress.
The PCs have saved the adults
and so, they may shore up the defenses and use their imagination to save
the town with offenses and defenses created. There may a saboteur in
their midst - the teenage night hag Isabeth, who proceeds to trap the
PCs and request them doing horrible, annoying chores - but they will
have to do them, if they are to escape...and there's a way to befriend
Isabeth in the process...which may well be used as a means to teach kids
to deal with folks in puberty...but that just as an aside.
The
module continues to "teach", if you will, life lessons while being
played - there is a detention scenario next, where the PCs are targeted
by suggestions and the gremlins running the show try to get them to
acknowledge that they should not be brave etc. - the idea here is
simple, yet brilliant: It is mathematically unlikely that all PCs fail
the save (though such a scenario is accounted for as well), and thus,
the PCs will have the chance to rebuttal the theses thrown at them, with
grudging acknowledgement from the gremlins....but, of course, the more
PCs fail, the more will they be forced to reply as per the wishes of the
"teacher". This is something that the current generations definitely
should take to heart: My experience with the younger kids is that, more
often than not, they are taught to cave to peer pressure, to maintain a
"pleasant" environment with their comrades, even if goes against their
beliefs and convictions - when I compare my cousin's school experience
to mine, for example, we have been horribly rowdies and rebels who stood
up for what we believed in. I think that kids should be taught, as soon
as possible, that their convictions have value and that the majority is
not always right. This encounter does just that, without jamming its
message down one's throat. It's also creative, so yeah - amazing!
Next
up would be yet another interesting one - a satyr skald offers the PCs a
fair deal: He was tasked to delay them, but finds this strategy
distasteful and thus offers to fill the PCs in one the background story
of the Nightmare King, which is provided in lavish detail - it is here
that the old truism of knowledge equaling power may be taught...and the
respectful demeanor and no-strings, straightforward and respectful
attitude of the satyr progresses the thematic sequence of being show
proper respect for one's achievements...and once the PCs have heard the
story (or left or their own free will), it will be time for the army of
Glavost's dreams to duke it out with the servants of the Nightmare King!
Here, things become once again amazing, as, while the module recommends
a descriptive and flavor-centric take on the battle of the armies,
groups that enjoy rules-intense scenarios can employ the mass combat
rules! Yup, army stats provided. I intentionally did not write "kids
will use descriptive, adults the rules", mind you - I certainly know
enough young ones that are REALLY into the nit and grit of rules! The
amazing thing here is that the PCs may use their imagination to greatly
influence the way the battle works: Mass imagination magic, flexible
benefits - if properly employed, this is frickin' amazing indeed!
Speaking
of the theme of respect - as the nightmare armies crumble, Behast, the
Nightmare King waltzes to the PCs and actually offers an imagination
duel; a scenario wherein he creates obstacles with his power for the PCs
to overcome...and usually a respectful way of solving conflict sans
violence amidst otherwise immortal beings. Having even the BBEG actually
treat the PCs with respect is a truly amazing progression of the themes
employed in this book. Speaking of amazing: The PC's actions throughout
the module have direct consequences here - Behast may not enter the
fray directly, but his champion has several abilities, each of which is
tied to one specific type of action the PCs may have done...the better
they treated their fellows, the more they helped them, the bigger are
their chances against Behast's champion! Know, how in those cool 80s/90s
kid's movies at one point, the kids would combine their powers, reap
the benefits of the good deeds they have sown previously? It may be a
bit cheesy, but it always put a good kind of shiver down my spine.
Oh,
and don't tell anyone, since the Cs have to find out the hard way...but
don't worry about player frustration in this book - a sidebar's got you
covered.
Conclusion:
Editing
and formatting are very good - with the exception of one purely cosmetic
formatting hiccup (an ability indented one step too much), the book is
pretty flawless. Layout adheres to a beautiful two-column full-color
standard with a turquoise background. This may not make t too
printer-friendly, but I'd suggest getting this in print anyway. The
artwork adheres to Jacob Blackmon's style and is nice and internally
consistent. The pdf comes fully bookmarked for your convenience. Apart
from a darker map of Glavost, the pdf lacks precise maps, but
considering the morphic theme and the set-up of every encounter, it does
not need them; I was a bit skeptical regarding this component, but
actual playtest did affirm that the module works smoothly.
Stephen
Rowe has been a kind of anomaly among RPG-designers in that he's
equally at home in the writing of crunch and fluff. Additionally, his
modules so far have not failed to impress me, with both Pixies on Parade
or Directive Infinity X being examples of excellence.
Nightmares
on Parade is a whole different level. Let me elaborate a bit:
Playground Adventures generally provides modules that can help educate
kids, teach concepts and knowledge in a manner that is not obtrusive.
Pixies on Parade was a pretty much perfect homage to 80s' kid's movies -
you know, when we still treated kids as proper beings, not as
second-class citizens to be sheltered to the point of generating
narcissists, to the point where they're not ready facing a reality that
does not cuddle them all the way. Pixies was brilliant in that it
provided a scenario that dipped into creepy themes, but at the same time
maintained a child-friendly levity in theme and execution. Oh, and in
the hands of an even remotely capable GM, you could run it as a
balls-to-the-wall horror/dark fantasy module. Think of a certain Goblin
King's labyrinth, think of the last member of an equine, horned species
and you'll see what I mean: Watching these movies as a child delighted
me; watching them as an adult provided a wholly different context for
both. Pixies did that and did it perfectly. Age-wise, all but the most
sensitive of kids should be good with it and I ran it for a
then-4-year-old sans issues. The target demographic, though, should be
about ages 6+, for really, really sensitive kids probably 8+. It always
depends on the kid in question.
"Nightmares on Parade"
is the successor in that theme in more ways than one, maintaining the
leitmotifs...but also presenting a dimension that far exceeds what
regular modules offer, what you can witness in any of its predecessors.
What do I mean by this? I have to wax poetically a bit here: The German
concept of "Bildung" denotes the collective process of education and
personality-formation, including a development of one's own personal
ideology, convictions, etc. - the very word generates an association
with building one's self as an eternal process, of describing the
totality of construction work of your own personality and accumulated
knowledge in all fields of life. There is exactly one other module,
Richard Develyn's brilliant "Seven Sinful Tales" (That one's review is here!),
which has ever made me employ this word in the context of adventures
you can run. You see, the structure of this adventure teaches not
precise information in a traditional sense; it goes beyond that. By
virtue of its meticulously structured encounters and their diverse
themes, it imparts genuine Wisdom upon the players, life lessons if you
will. The module shows, rather than tells, what happens if you let fears
(like not having enough time) define you; what happens if you're
consumed by work (with a kid-friendly, literal analogue); to stand up
for your convictions and what's right in the face of authorities and
peer-pressure...and to never underestimate the power of imagination that
so many adults have lost. (Though roleplayers tend to be safer
there...)
There is not a single encounter in this
module that does not provide, in unobtrusive subtext, a truly valuable,
morally and ethically valuable lesson. And this does not only extend to
kids: Parents running this module for their kids should carefully read
this module and analyze it, for the aforementioned leitmotif of
respecting your child, the importance of that aspect for the development
of adults and the way in which this module treats kids can, in my most
deeply-held convictions, potentially improve the horizon of parents
alike. The theme of respect that ultimately is awarded to the PCs and
their players by the BBEG culminates in a glorious experience that may
well, in some cases, end night troubles...after all, the nightmare king
has conceded defeat. But that as just an aside.
Beyond
these psychologically relevant aspects and the wonderful, respectful way
this book treats its audience, regardless of age, one should not be
remiss to emphasize the downright amazing use of imagination magic
throughout the book and the fact that, beyond the glorious lessons
imparted herein, it ALSO is a truly amazing module. Whether or not you
go mass combat, whether or not you play this as horror (Concerned
parents, rest assured that this module, as written, is as wholesome as
it gets...but any only semi-decent GM can make this very dark very
easily and basically transform it on the fly into a horror-module just
by adding non-kid-friendly dressing!) for adults, as a kid-friendly
adventure as written, as emphasizing the crunchy aspects or
de-emphasizing them via Imagination Magic, you retain maximum
flexibility in the module. I've run this twice and both times in
radically different manners - and in both cases, the structure held up:
The kid-friendly run worked as amazing as expected, replacing Pixies as
their favorite module. The experience of running this as an adult module
with my own trademark tweaks went over just as well.
Ultimately,
"Nightmares of Parade" may be a glorious module on its own...but its
value lies beyond that. It is a module that not only dares to teach in a
didactically unobtrusive manner, it is one tailor made, carefully and
in a truly intelligent way, to leave particularly kids and parents as
better persons for having played it. If you think I'm overanalyzing
this, btw., then I'd point you straight towards the fact that this
obviously is intended to achieve said stated goal; each and every facet
of the module is devoted towards cultivating a respectful and benevolent
development, a component of "Bildung" not only between the players, but
also in their interaction with others and amongst themselves. It
teaches spine and courage in the face of adversity and the value of
behaving in an upstanding, honorable manner while still being kids. In
short: Nightmares on parade is a masterpiece not only on a formal level,
but also is one of the scant few modules that dares to try to leave its
audience better off for having played it; it is one of the very few
incarnations of our favorite medium that tries to do more than entertain
without losing sight of entertainment being the primary purpose.
Stephen Rowe has surpassed himself with this module and catapulted
himself into a level of adventure-writing excellence that is rarefied
indeed, that is a very small class of its own.
With all
my heart, I encourage you to get Pixies and this, the sequel. We need
authors that dare to do more than just entertain (though it certainly
does excel here as well!); it is my firm conviction that roleplaying
games already are a great way of helping people, regardless of age,
connect, develop and improve in numerous aspects of life. This, however,
takes everything one step further - it can actually be seen as a module
that could be canon as something that truly benefits everyone involved,
that helps form personalities and strengthen positive character traits.
This is Bildung given the form of an exceedingly fun and modular
adventure. This humble masterpiece is worth 5 stars + seal of approval
and, unsurprisingly, a candidate for my Top Ten of 2016. If you share my
firm belief that roleplaying games can make us all better people...then
take a look. This module, frankly, is art in the most unpretentious
manner you can define it; it leaves you better for having witnessed it.
You can (and should) get this amazing module here on OBS ASAP as pdf, and again in print once that becomes available - we need modules like this one!
Missed Pixies on Parade? You can get that here on OBS!
The picturesque town of Glavost can be found here on OBS!
Endzeitgeist out.
11.18.2016
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