Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

Friday, February 20, 2015

The Stygian Garden of Abelia Prem Kickstarter and Interview

There's a new adventure module being Kickstarted that fans of Lamentations of the Flame Princess (and other OSR games) should look into: The Stygian Garden of Abelia Prem by Red Moon Medicine Show. The 24-page module is already written and (with backing) will sport artwork and cartography (with keyed locations). The setting seems to fall into the weird-fantasy/Gothic variety and you can check out the background story on the Kickstarter page.


At the time of this writing, the project has just shy of two weeks left and is on the verge of funding. Which, for adventure modules, is quite good. It's easy to see why it's doing well in a quick run-down of the Kickstarter page (as I like to do): the video is interesting -- the information it does present is all visual and gives a glimpse of what you (or your party) may be in for; key information is bold and easy to notice -- it's easy to skim the page and learn everything quickly; the funding goal is very reasonable; and there are a good spread of pledge levels -- including some that are very easy to get in on. Also, the image that the title is on is pretty sweet.

As an added bonus I had the chance to ask Clint Krause (of Red Moon Medicine Show) some questions about The Stygian Garden and its Kickstarter:

Dorkland!: This is at least your second Kickstarter. What did you learn from the first project that you've applied to this one?

Clint Krause: When we did the Kickstarter for Don’t Walk in Winter Wood, there was still a lot of creative work to be done once the project had funded. For example, we added a bunch of scenarios and other stuff as stretch goals. I found that I had a very hard time working creatively under the pressure of a fully funded campaign. My normal writing process is very slow and plodding with lots of tinkering and revision and re-imagining. The pressure created by our success made it very difficult to write that extra stuff. It came out okay (actually, one of those bonus scenarios has become my favorite scenario for the game), but I definitely learned a lesson. When we do a Kickstarter now, it’s important to me that all of the major creative work is done and all that remains is finishing work. It’s much less stressful that way.

DL!: This Kickstarter project is a little different from most in that the bulk of the material is already finished (sans art and maps) and there are no stretch goals. Why go this route? What are the benefits for you and for the backers?

CK: This ties into the previous question, but the idea is that this is essentially just a pre-order for the book. By now, everybody who uses Kickstarter has probably been burned by some unscrupulous creator and I don’t want that to ever happen with our projects. I want to deliver and do it in a timely way. Delays are inevitable, but it helps tremendously if the lion’s share of the work is already done.

We didn’t do stretch goals for this project because we didn’t need them. Kickstarter is a very flexible tool and there’s no need for every single project to be a big fucking cash grab. It can also be a very focused in-and-out sort of thing. That’s what we’re going for.

DL!: Are the print copies going to be print-on-demand or from a print run and why that choice, for you, over the other?

CK: The print copies will be POD through Lightning Source/OBS. We’re doing fulfillment ourselves though (even though it’s more expensive that way). Cas and I have learned that we really like doing fulfillment on our projects. It lets us add a personal touch to the packages and make sure that our backers get a premium experience. After the backer copies are all distributed, the book will become available POD on drivethrurpg/rpgnow.

Right now POD works best for us on most projects. We don’t generally have the volume of sales that would justify large print runs. If I were to do a run of something, it would be because I wanted to do something specific with the physical book that I could not do through POD.

DL!: What are some of the inspirations that went into the adventure module?

CK: I was inspired to get into OSR publishing by The Sleeping Place of the Feathered Swine by Logan Knight and Deep Carbon Observatory by Patrick Stuart and Scrap Princess. After reading those, I felt like I could really have some fun with a project like this.

The Stygian Garden was inspired by a bunch of different things. My first thought was that it would be cool to do something like an underground version of the Winchester Mystery House. I was also thinking of Bothwell Lodge near Sedalia, Missouri, which I visited many times as a kid. 

I’ve always been fascinated by the intersection between extreme wealth and fringe spirituality. There’s this great quote from the architect Robert Stacy-Judd. He said "architecture consists of frozen symbols, which can be thawed into a palatable language where measures and motifs are words and sentences."  When those frozen symbols are inspired by an eccentric viewpoint on the supernatural, the resulting “words and sentences” often tell an interesting, unnerving story.

The module also owes a debt to classics like X2 Castle Amber and House of Strahd. The song Unforgiven II by Metallica provided some imagery. The films As Above, So Below and The Taking of Deborah Logan were fresh on my mind at the time.

DL!: The adventure is for OSR titles of all natures, but you specifically mention Lamentations of the Flame Princess. How does this adventure fit with what Lamentations is about?

CK: Well, first of all LotFP is the game I’m running on a regular basis. The module is taken directly from my campaign. I think LotFP is a wonderful articulation of the classic game. As a brand, LotFP has set a precedent for creepy, atmospheric, location-based modules. The Stygian Garden harkens back to James Raggi’s earlier modules like Death Frost Doom and Hammers of the God. There are still traditional fantasy elements (elves and dwarves and stuff), but they are set loose in an eerie, dangerous environment.  It ends up playing like a slow burn horror film.

DL!: There seems to be a horticultural theme (going by the background and, well, the name) in the adventure. Why is that? What kind of role does it play in the adventure, if any?

CK: Plant-based imagery is wonderful to work with. Plants are creepy in that they are so prevalent yet so alien and they eat us when we die. These things are tied deeply into our subconscious. The module also features a number of valuable and useful plants that can be recovered by crafty adventurers. This led my players to start their own unusual garden.

DL!: Lastly, if you were to stumble across a Stygian Rose -- what would you do with it?

CK: Cas told me I should have it studied and duplicated so it could benefit a lot of people, but I wouldn’t be that forward thinking. I would probably put it in a safe and keep it until someone close to me died. Then, at the funeral, I’d leap onto the coffin while shouting “wait for it! wait for it!” and shove the thing in the cadaver’s mouth. Hopefully, the stories about the rose are true and it’d be one hell of a magic trick.

We here at Dorkland! would like to thank Clint for taking the time to answer our questions and if you would like to know more about The Stygian Garden be sure to check out its Kickstarter (still running) and Red Moon Medicine Show's website.