jeudi 4 décembre 2014

Arrows of Indra

Prince of Nothing Reviews: Arrows of Indra.



Copy-pasting does not a good game make...



Note: I edited this so it conforms with forum rules. Edited text is in brackets.



Disclaimer: As most of you reading this already know, I am peripherally affiliated with the entity known as YDIS. YDIS as a community does not condone the actions, statements, products or indeed, very existence of [RPGPUNDIT]. As such I cannot truthfully state that this review is free of personal bias. However, I have striven to be as honest as humanly possible in reviewing as Arrows of Indra. Take what grains of salt you deem appropriate.



This is a long-ass review so you might want to read it in shifts and take frequent coffee-breaks.



Reading Arrows of Indra was not a pleasant experience for me. [Like most of you here] I do not believe the OSR is entirely creatively bankrupt. I love D&D, I’ve run 2nd edition, Basic and 3.5 and even a one-shot game of Carcosa in the past, and I like the philosophy of old school gaming in general. I believe there is room for innovation in the OSR and that people use retroclones to explore new ground(i.e adventures, settings) with an old system. Arrows of Indra made me question this assumption. Maybe the OSR is pointless and we should have let D&D die along with TSR.



Moving on, for this particular review I have used the pdf version, generously donated to me by a close personal friend [NOT ON 7CHAN]. The cover(which is nice and well-executed) allegedly contains a depiction of a [cis-gender] character(as Pundit is quick to remind anyone who cares(i.e nobody)), but this is hard to verify and not immediately obvious. The layout is fine, the artwork varies from acceptable (some landscapes, deities, items and animals) to terrible(everything else). The in-game map is serviceable.



We start with our Introduction by Pundit where he proudly proclaims that you do not need to know anything about Indian myth outside of this book. Remember this point. He follows it up with the obligatory stupid disclaimer where he informs us that it should not be taken as an authoritative source on anything [Hindu related], with the addendum that he does not advocate any caste system and acknowledges ‘the equality of all regardless of circumstance.’ Will Dark Albion contain a similar disclaimer about hereditary aristocracies and goblin slaying? However, a lot of rpgs feel the need to contain such ridiculous disclaimers so I will let this one slide.



Chapter 1 contains character generation rules. You will be pleased to know 4d6 drop lowest, in order or whatever the GM deems fit is still as functional as it was in the 80s. Everything is pretty much B/X with a resurrection probability table for Con. Next up is a caste system(roll randomly), which offers cultural context and ability bonus scores/penalties along with a recommendation that you should think twice about letting people play a Dalit(untouchable caste). Please note that class choice is determined by caste for humans. Overall, this section works fairly well and provides the necessary context for playing in caste.



The we have random family generation (which they mention is important in Arrows of Indra so I guess it is then) and this little gem.



“When the number of surviving siblings have been determined, the GM should roll randomly to determine which point in the birth order that PC is found; for example, if there are 5 surviving siblings, the GM could roll d6 (with a 1 indicating the PC is the oldest, 2 the second oldest, etc). If the number of surviving siblings is less convenient for a simple die roll the GM should pick the method that works best.”



I think he might be on to something here. The next [GOSH DARNED] rule section anyone writes should just have ‘THE GM SHOULD PICK THE METHOD THAT WORKS BEST” plastered a several hundred times across each page, The Shining Style. I want to make merry and mock Arrows but it is so uninspiring even its failures are pedestrian. It fails not by the virtue of its grasp extending its reach, it fails by having no reach and by being made by a [PROUD AND NOBLE DEFENDER OF RPGS]



Next up we have the different races drawn from Indian myth, which are all mechanically superior to their human counterparts(token level limits here and there) and, with the omission of some flavour text, more or less mechanically identical to the demi-humans we have been gently inoculated with for all our role-playing lives(exception, Rakshasa’s). Gandharva’s get a +1 to dex and a -1 to con and are immune to charm(ahem, Mantra of Irresistable Presence), sleep, aging and get +1 to ranged weapons and +1 additional with bows. Vanara’s are monkey men that get an AC bonus versus medium or large creatures and a bonus to saves vs poison magic items spells/sneaking/ and a strength penalty/dex bonus. Yaksha’s are mountain spirits that get a +4 AC vs Giant sized creatures.



THIS IS THE REVERSE OF WHAT A NEW RACE SHOULD BE LIKE. A new race should bring variety and role-playing opportunity and mechanics should reflect that. If your new race amounts to an elf with a bollywood coat of paint and two paragraphs of background slapped on you should rework it until it is something new. The worst thing is that Pundit claims this is a deliberate choice so it would be ‘familiar’ to DnD players. Yes. Pundit deliberately chose to do [THE BESTEST JOB HE POSSIBLY COULD DO UNDER THE CIRCUMSTANCES], because he knew anyone [COURAGEOUS AND NOBLE] enough to buy his stuff would be too [KIND-HEARTED AND CONTENT] to protest. He is giving you something nearly identical to something that already exists, and he is charging money for it.



[Example of] new races well done: Empire of the Petal Throne. I will be referring to EoPT(OD&D edition) more often in this review(later editions of which have been much maligned by [RPGPUNDIT], [ENTIRELY UNRELATED WITH] part of a plot to cover up how much he ripped off the OD&D version in writing Arrows of Indra). In many ways Arrows of Indra is a mirror-universe EoPT, derivative where EoPT was original, uninspiring where EoPT was overflowing with creativity etc. Arrows of Indra lacks depth, and nearly all the background material is just a thin veneer covering yet another retroclone. If you just want a retroclone, get one that is free. If you want an original setting, look elsewhere. This is [A WONDERFUL PRODUCT BY A TALENTED KIND HEARTED SOUL]



Classes are inoffensive because they are identical to AD&D 1st edition with token tweaks and different names to make them more Indian-y and to avoid accusations of directly copy-pasting the Player’s Handbook(Priests can’t turn undead, Paladins can summon a giant eagle(Garruda) instead of a horse, Yogi’s are monks but called Yogi’s etc.). XP is now the same for every class. Saving throws are reduced to a single saving throw(which was pretty balsy when Swords & Wizardry did it). [BORROWING] mechanics from better games and incorporating them into itself is also very Arrows of Indra.



Alignment has been changed to Holy, Neutral and Unholy, and covers one’s standing with the gods(Holy means the gods like you Unholy means the Asura’s like you). That’s okay and reflects the setting a bit better. Next comes the vaunted skill system, which [PUNDIT] is quick to add is new, which either makes him [VERACIOUSLY HANDICAPPED] or simply unaware of the definition of the word ‘new’.



We get a hybridized d20 system for the skill resolution which works reasonably well. D20+ability score bonus+Proficiency ‘score’ roll against DC 10, 15 or 20.

As Pundit mentions, you get both ‘background’ skills based on your randomly generated caste(e.g proficiency-esque skills like brickmaking) and class skills(class abilities for the anyone except the monk I mean Yogi) for which you roll randomly each level.



This innovative new approach is so undeniably brilliant, M.A Barker resurrected himself, read arrows of Indra, was blown away and invented time travel so he could put pretty much the same system in EoPT(page 18). Of course Barker calls them ‘original skills’ and ‘professional skills’ and you roll randomly for which skill group you select them from(Unlike AoI, which uses random dice to determine which skills you get based on caste) and to his credit Barker did change the way you get new skills each level.



To further illustrate what a hack Barker is, he also had the temerity to copy Pundit’s professional skill I mean class skill system. Barker did remove some of the randomness in the skill selection, but that’s a taste thing. So on to the class skills themselves. Every class rolls a d6 and gets a skill from the Tier 1 skill table.

Priests need skills to cast spells(though some of the skills they get per level just allow them to learn things like languages, a design Barker cynically copies in his hack-job Empire of the Petal Throne Indra-clone). Most of the skills give the user the ability to conduct rituals, which are mostly defensive or utility based spells that take several minutes to cast and require incense. When you randomly get a particular spell-like ability you can generally use it once per day.

This is a [TOTALLY AND COMPLETELY DIFFERENT] from priest skills in EoPT, which are mostly defensive or utility based spells that you can generally use about once per day. No tier system in EoPT, simply a line of skills and the order in which they are to be taken though.



Fighter skills are sort of what you’d expect, you get bonuses on specific weaponry, some charioteering, same proficiency twice means more bonuses, some Tier 2 stuff for improved defensive fighting, command and chakrams.



On to the Siddhi skills(different from a wizard, Siddhi’s cannot wear armour and are bad at fighting). Here we see the Pundit really shine. Skills include a mixture of offensive, defensive and utility spellike abilities that can be used 1/day in general, and a really cool skill that is the first skill on the first table called Asana, that allows you to freeze your entire body in place or hold your breath for an extremely long period of time(1 breath per day).



Of course that time-travelling asshole Barker has to ruin things again by making Control of Self the first skill magic users get in his hack-job Arrows of Indra Clone(page 21), which allows them to hold their breath for extremely long periods of time and freeze their body into place. And he also has the gall to make most of the magic user abilities spell-like abilities with a mixture of defensive, offensive and utility based powers that can generally be used 1/day. And of course Barker bases his last power, the Grey Hand(p. 21), a touch spell that destroys a target utterly and is usable 1/day, heavily off of Tarnowski’s THE BHAIRAVA-MUDRA, a touch spell that destroys a target utterly but with a saving throw that is usable 1/day.



Now, I have been slightly cynical towards the Pundit’s work, but thankfully Pundit has incorporated another way of getting spell-like powers for wizards and clerics, a wholly original system called Enlightenment Powers, and oh boy has he earned back my trust. You have a percentile based chance to get 1 randomly generated spell-like power, generally useable 1/day, from each of the 3 tiers of enlightenment powers each level. Sounds pretty cool, and guarantees each priest/wizard is different. Naturally the percentile based chance of gaining powers from different tiers increases as one goes up in levels.

Would you care to guess at the nature of the bonus spells system for priests and magic-users in EoPT? If you guessed percentile based chance of getting 1 or more spellike abilities from 3 different tiers of powers each level(some of which are essentially the same spells across editions) with increased percentage based chances as you go up in level, you are [A WONDERFUL INDIVIDUAL WITH HAPPY FEELINGS AND LOVE]



Lest I be accused of anything but the utmost diligence, the equipment section is next. It is mostly unoffensive and contains pretty much exactly what you would expect in an equipment section for mythic India. Of interest to some of you might be the listed price for concubines and various other slaves, where special mention is made of the existence of ‘kliba’ or cis-gender concubines. Delicious.

This section gives EoPT a break and instead borrows the weapons vs AC from AD&D 1st edition. Chariots and elephants included along with some rules for how to use them(chariot rules were a bit lacking imho) Of particular interest to historians might be the encumbrance system, which is streamlined and very easy to use and stolen from Star Without Numbers GODDAMMIT I WANT TO READ SOMETHING NEW GIVE ME SOMETHIOQUIIOUDHFISHDFOIASJF







A crash dump has occurred. Rebooting in safe mode.

…Standby

…Standby

…Welcome Prince of Nothing



Moving on to GM procedures, this section amounts to little more then house rules and minor modifications to B/X and AD&D. I should be fair and say this section, while undoubtedly [STOLEN I MEAN BORROWED DAMN YOU] from various sources with rodent-like ingenuity and [ONLY THE BESTEST OF INTENTIONS], is pretty well done. The house rules are a decent interpretation of Basic, with a few additions, tweaks and clarifications that will no doubt make it fun to play for the shadowy un-beings that hide in the spaces between worlds where deleted pdf files go. Notably missing are rules for underwater combat as well as mass combat, an essential part in emulating Indian Myths(the latter, not the former). It turns out a system that has withstood over two decades of continued play is pretty functional and most of the house rules work out some of the tweaks. I say house rules, but that’s only because I don’t feel like going through each retro-clone and figuring out when exactly Pundit [BORROWED] what from where.



On to the big selling point, the Gazetteer of the Bharata Kingdoms. This section is a lot less painful then the rest, but that also makes it the most tragic. Because this could have been a very good setting. Instead it is decent at best. I blame this on one central flaw; It adheres too closely to the Mahabarata(or whatever it is based on), at the cost of playability, maybe because Pundit didn’t feel confident enough in his abilities as a writer to put other shit in there. The Bharata Kingdoms as a setting needed more hooks and more shit going on. What is there is good, there is simply not enough of it, and some of it needs more description.

When the gazzeteer is good, its pretty decent; most of the rulers for each kingdom are described and have various histories, feuds and other stuff that makes them reasonably interesting(a bad-ass emperor(Jarasandha) that seeks to sacrifice 100 kings to Shiva in order to complete some sort of ritual that will allow him mastery over all the worlds, a Rakshasa King, An Asura King who is a total pussy and loyal to the emperor out of fear etc). Mention is made of the occasional Naga(snake-dudes) city ruins, Asura Kingdoms and so forth, but details are very sparse and the single sentence descriptions are not evocative. While it could have used more structure(im thinking Greyhawk boxed set with population figures and shit, and maybe some levels and classes for the npcs?), it gives a decent amount of background information. I should point out that most of this is high level shit, entire kingdoms at eachother throats, super-powerful mythical demi-god warrior stuff etc. and for most Pcs, a lot of this shit will be background stuff for a long time. What also happens sometimes is that you get a region where Shiva or Rama did something cool and now it is a wasteland with no reason to go there. Overall, while what’s there is decent, it needs more. More descriptions of Asura kings kicking ass and impaling midgets, more Rakshasa warlords burning villages, more mad and feuding kings etc. Give us some ruins with descriptions and origins and some reason to go there and find shit other then treasure. THERE IS AN NAGA CITY HEAAR is not a good hook. Nevertheless, this section is alright.



Next up is the dungeon section, or Patala underworld, a gigantic cave structure with seven lairs that runs all the way to hell, filled with Asuras, Nagas and other cool shit that you can beat the shit out of. This section is undeniably badass and I am mostly positive about it.



We get an overview of all seven lairs of the Patala underworld, one requires you to sneak/fight past a Naga king with poison breath to even get in and is ruled by a badass Asura named Bala with his 1000 strong succubi harem(or the Indian Equivalent). They will try to charm and seduce guests into “Unholy acts of sensual lust until they die of exhaustion.” Aw yeah.

Second lair is populated by ghosts and goblins(no wonder they call him ‘Pundit’. Ha ha. Get it? Pun?), Haragrivya, an Asura king who can only be slain by someone who is also called Haragrivya(I shit you not, that kicks ass). Also a city by Shiva for players to discover and retrieve something from.

Third lair is a paradise-prison guarded by Deva’s(demigods) trapping Bali, an Asura king so powerful he once almost conquered the universe. He seeks penance now but the gods are still understandably nervous about letting him go. Good place to have shit happen.

4th layer is ruled by Mayu, Asura lord of deception and architect of hell. He used to build gigantic floating death cities and now his entire clan has been imprisoned in the 4th layer, a labyrinth filled with architectural marvels and he likes to corrupt and torment visitors until they go insane. My first though was ‘why the fuck am I reading about cities that have already been destroyed? That sounds kickass. Why wasn’t I there? Fuck!’

5th layer we have our Naga-demi gods and our Asuras and our Rakshasas. Nothing special.

6th layer is ruled by a special tribe of Asuras but we don’t know what makes them special so we don’t care.

7th layer leads into the hell realms and holds the largest Naga City ever, with plenty of stuff to loot and magical aging-retardant disease curing milk to loot, along with a shitload of Nagas and a Naga god-king to guard your shit.

There’s a bunch of tables for generating random caves, tunnels, contents and different encounter tables for each level. This section is very useful but the random encounter tables are strange. We would expect the encounter tables to get progressively harder as you descend into the underworld, instead they actually get slightly easier as you descend, which is an odd choice.



Overland encounters is okay, encounter tables for overland shit. Nothing spectacular that you have not seen before, but it’s useful. Random quest table bears an unerring resemblance to the one from EoPt(p. 41) but I am inclined to let it go since the quests are very vague and general.



Next comes the monster section and it is bizarre(and not in a good way). People have pointed out the monsters are derivative(goblins, giants etc.) and Pundit retaliates by hiding behind mythological accuracy. He mentions 84 different creatures specifically taken from Indian mythology. What we actually get are 84 creatures, 40 of which are mundane or giant animals, reptiles, vermin or humans(bandits, barbarians etc.). We get giants, goblins, living dead(zombies), animate statues, air deva’s(air elemental), earth deva’s(guess), Fire Spirits(yup), Ghost ; Bhuta(like a ghost but indian and with the same stats) and skeletons. That’s 49 creatures we have seen before, not sufficiently different either mechanically or flavour-wise to qualify as different.

We get Type A to Type E Asura’s, which depressed me to no end, as well as pundit smugly mentioning that the GM can modify them to no end as these are meant to be general categories, along with a general purpose Asura Prince and King template. They might as well have been ripped straight from the AD&D monster manual. Terrible. Why isn’t the random monstrosity generator(there is a random creature in it, which also doesn’t count) used to generate Asura’s? Another bizarre case is the Preta, a super interesting creature from Hindu myth(looked it up on wiki) that Pundit actually went out of his way to make mechanically identical to a ghoul. This is symptomatic of Arrows of Indra as a whole. It doesn’t turn D&D into something cool. It turns something cool into D&D. It is anti-creative. It smothers heterogeneity wherever it rears its ugly head. We could go on, but the monster section was a massive letdown, and even a seven headed cobra couldn’t save it. Fucking throw out half the giant animals, rewrite every undead creature so it feels weird and exotic and make at least 6 entries about Asura Princes/races. Go nuts. Raktaveya, Ravana, Vritra, Trisias. Make up some yourself. These things are a major antagonist in your setting. Show us them.



The treasure section is the coup de grace. The [WARM HAPPY FEELINGS] of a retro-clone. The paint is scraped off and reveals the corpse of D&D underneath. Again we see the pattern of Arrow of Indra taking shit that could have been really unique and fun and making it resemble the D&D we already know as much as possible. It’s almost as if it was made in some kind of alternate universe totalitarian world government controlled by a council of TsR Gygax androids where everything that deviates from the accepted parameters of D&D is ruthlessly supressed.

-The Herb section. (Potion section with the serial numbers filed off). Curing Herb. Endurance Herb(gives con bonus). Herb Against Cold. Herb of Invisibility. Herb of Swiftness.

-Minor Sutra’s! Like scrolls only they replicate enlightenment powers(which mostly replicate wizard spells).

-Major Sutras. Like Librams and Tomes. This section feels slightly less derivative. Honourable mention to the Supreme Bhakti Sutras, which increases the chance of divine intervention by 5% for anyone who studies it. The rest mostly gives a level to certain classes or a permanent +1 to attacks or damage with something.

-Mala beads(Palette swapped amulet section). Mala of Calming Animals. Mala of protection from affliction. Mala of sensing magic. Is this deliberate? Why not make something new and inspiring and fun?

-Staffs. Like the staff section in D&D only the staffs have less abilities and may even have different names. For example, Pundit re-named the Rod of Cancellation to the Staff of Annuling Magic, and I think you should donate to his blog to support him fighting the good fight[SECTION OMITTED].

-Ring Section. Ring of Protection+2. Ring of True Vision. Ring of Aescetics(sustenance). Terrible.

-Conch shells. Like horns. Guess which horn they correspond to. Shanka of devastating force. Deva-summoning Shaka. Shaka of Confusion in Battle. To be fair, these are the worst offenders, the conch shells have a lot of different powers. I would almost give it a pass if by this time I was not seething with rage.

-Wonderous Items. Mostly derivative garbage(e.g gauntlets of ogre power in a dress, rope of climbing, plentiful cup that is a decanter of endless something), with a handful of decent items. A flying chariot of the gods. A magic wicker basket with a palace inside that is impregnable against all but the most powerful magic(If it’s a Daern’s instant fortress clone, it’s at least well disguised). A third eye that lets you control winds but not to hurricane strength.

-A magic item and weapon section with an emphasis on bows that is not worth the price of admission but is not actively offensive either. Be prepared to gaze in awe at magic things that inflict 1d6 extra fire damage. A child could have thought of that.

-Last and certainly not least is a list of artefact weapons to be granted by the gods themselves for specific quests. All of them are ridiculously powerful(an arrow that instantly disintegrates anything below 9 HD within 2000 feet, an arrow that gets +20 to hit and instantly kills his target(printed twice for no reason, once for shiva once for Vishnu, different names) etc.). They have no drawbacks and are likely to function mostly as plot devices(arrow that transforms into a rain of arrows and chakrams inflicting the enemies HD d8 to each enemy within 2000 feet). However, some have at least some lore attached to them and the effects can be a little badass, so these too get a very perfunctory pass. Note that some form of mass combat rules would have greatly increased the utility of shit like this.



And…close off with a decent overview of major religions. Recent amount of detail is given. No information of Asura princes and their rituals. Lame. Guessing its Unholy acts and perverse reflections of what the gods want. Whatever. Two appendixes, dealing with higher level play(what you would expect in B/X only without siege rules or mass combat) and one detailing future events in the Mahabharata. Not likely to see much use, but more interesting then 80% of the book.



Overall, while Arrows of Indra is undeniably functional, it is uninspired, derivative and falsely advertised. Pundit’s claims of only having to read the product to get a grip on Mythic India gaming [CANNOT BE VERIFIED BUT I CANT PROVE ANYTHING]. The few nuggets of creativity buried here and there do not save it from a likely unmarked rpg-grave at the bottom of a pit. I would pay perhaps $3.50 for the setting and underworld sections. The GM section should be free on a blog.



My recommendation is you spend your 10$ on reference works for Indian Mythology(you can read the Mahabharata and probably others online for free btw), download a free copy of labyrinth lord, OSRIC or swords and wizardry, and make your own setting. You can do better then this drivel.



Utility: Derivative but undeniably functional.

Presentation: mostly shitty art.

Creativity: Source material is great. Presentation thereof is lacking and the author should not be afraid to go beyond his source material a bit more. Game is overall a derivative waste of time, with the possible exception of the gazetteer and underworld sections.

Use your $10: To check out Against the Dark Yogi Instead.





Arrows of Indra

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