Dark Harvest: Legacy of Frankenstein and the Resistance
Spinning out of the
imagination of Iain Lowson, and incubating within his mind for many
years, Dark Harvest is a Gothic roleplaying setting which takes a
very simple idea, that far from being repulsed by what he creates
Victor Frankenstein becomes enthralled by it and hatches a plan with
some confederates that leads to him hijacking the creation of Romania
for his own purposes; namely to create country in his image and runs
with it.
The resulting country,
Promethea, is a country where science is revered, technology is
pushed to the cutting edge of its time (the game is set in 1910) and
Frankenstein's dream has been corrupted to the point where the poor
are used as a resource for fresh body parts for some of the rich and
powerful. In some respects this makes the game feel as if it's
capturing the Zeitgeist, mirroring the track that the 21st
Century seems to be taking (to date anyway) but with enough distance
to take the sting out of the situation and allow gaming groups to
focus on plot and story.
The core book is
sensibly laid out, tracking through Promethea's creation and then
going on to talk about the country in a series of relatively broad
brush strokes. Whilst this doesn't provide as much information as I
would have liked, particularly in regard to the Resistance, it allows
enough space for individual GMs to put their own spin on things,
whilst at the same time providing just enough detail to anchor plots
on. The writers have been very thorough and have constructed a state
that seems plausible, particularly with regards to social matters
like religion and education and international politics, where we
learn that Frankenstein has sealed the country's borders and
decimated his nation's ability to go to sea (in part to stop
resistance fighters and smugglers, but presumably also to make sure
that Britain can't simply turn up and blockade the country into
submission). I must admit that I'm at a loss as to what stops Russia
from simply throwing wave after wave of troops into Promethea until
they achieve victory beyond the fact that them doing so would destroy
the game (the game's time line is only four years away from the Great
War, where tactics more or less boiled down to that for the most
part) and the more diplomatic elements of 'the Great Game' have as
yet been unexplored. This said Frankenstein has been portrayed as
enough of pragmatist that the idea of him doing favours for foreign
monarchs or elites to extend their lives in return for influence or
allies must surely be raised at some point.
The fourth chapter of
the book gives us a detailed overview of the country, county by
county. Whilst this level of focus is good, I was uncomfortably
reminded of the way a/state handled a similar intensity of detail and
felt that Dark Harvest could have provided a little more in the way
of practical support here in the form of adventure seeds, locations,
characters and so forth. After a while it does feel rather flat, as
if what you're reading is a text book. Whilst the sample NPCs and
adventure seeds do make an appearance a little later in the book,
they would be much stronger if they were initially tied to specific
locations in my opinion.
After this there's a
series of short fiction pieces which nicely illustrate the state of
Promethea, though it is a shame that all of them seem to reflect the
Promethean state winning against the rebels, which does start to drag
after the first couple. They're well written but that doesn't save
the sense of deja vu that comes from reading them.
Mechanics wise the game
uses a simplified version of the Heresy engine (also used for
Victoriana and Airship Pirates). This is largely well done but
unlike Victoriana I actually found that there didn't run out of
characters points that often, which made the Complications feel a
little unnecessary. I hope that more Talents and Privileges will be
introduced in supplements to add to the options that players have.
This being said I did think that the option to buy some of the
Talents as Augmentations (to show that your character has been
operated on by Frankenstein's scientists) was a very good idea, and
whilst the surgery table feels a little bland in places the fact that
augmentation surgery can be botched, or sabotaged, is too good to
leave out.
Returning to the
subject of adventure seeds (which I realise are probably at the back
as precaution to stop players reading them), many of them are good
but there's also a strange frission between Dark Harvest and
traditional roleplaying here. There are frequently points at which
it seems to be assumed that the characters will simply be
adventurers, despite that fact that my reading of the game pretty
much destroys that possibility; there is no provision for even a
Shadowrun style set of deniable assets as the setting is written.
Gaming groups seem to have the choice between Frankenstein's forces
or the Resistance (at a push an insertion team of black ops
operatives from a foreign power would be possible, if a little
difficult).
Beyond this my only
niggles with the game are minor – the map shows Yugoslavia a full
eight years before the country was founded (indeed if we are to
believe Wikipedia, Yugoslavia as a term was not used until 1929).
It's a minor slip but one that seems odd, especially given the final
trigger to the Great War. There are also occasional issues with
formatting, at times the right hand margin of the text is so ragged
it actually inhibits reading.
All in all though Dark
Harvest is a good, solid game. It needs supplements to flesh it out
a little more but there's little that's actually actively wrong in
the core book.
Turning to the
Resistance, which starts with a lovely comic strip, so much kudos to
Iain's team for getting that in place, we find a much deeper insight
into those who defy the new order, some of which does feel like it
should have been in the main book.
The Creature,
Frankenstein's first creation and his implacable foe – here trying
to destroy the nation his make has wrought and the technology he's
apparently mastered, makes more of a presence here (elevated from a
picture and a few mentions in the main rule book). Depicted as the
prime mover behind the Resistance, he nonetheless remains something
of a cipher. I suspect that this is to stop him turning up and
overshadowing the player characters.
The first chapter
overviews the Resistance, establishing what it is, how it operates
and its relationship with many of the other illegal aspects of the
country, smugglers and black marketeers taking prominence. There
seems to be a missed opportunity to delve into the Socialist and
Communist ideas that must have been sloshing around in Eastern Europe
at the time, though women's suffrage gets a look in. There's not much
exploration of how splintered resistances so often are; I don't
really want to see the idea taken to Life of Brian levels, but the
idea that other groups than the Creature's are operating and being
successful in their aims would be nice, as would the concept of
foreign powers using native Romanians/Prometheans as cats-paws to
gain access to Promethean secrets; there is mention of other nations
attempting to meddle but nothing concrete, presumably to give the GM
some more wriggle room. This chapter also details the Resistance's
stronghold, Baba Vida, on the Bulgarian border. This is well
described and a lot of thought has gone into the creation of the
stronghold.
The following chapter
gives us a long look at the Promethean security forces (in the sort
of detail that would have been welcome in the main book, perhaps more
so than it is in a book dedicated to the Resistance where it feels
slightly out of place) and, perhaps more importantly, lets us peek
more closely at the fault lines within the military structure
Frankenstein has created. These run both generationally and between
the different types of service serving his will.
There's a series of
maps of military bases only a couple of chapters later, which feels
discordant. In the core book the adventure seeds were hidden away,
presumably to hide them from players; it seems odd that a similar
approach isn't taken here to prevent them knowing every inch of a
military base that their characters have never seen before.
There's more fiction,
again well written, but by this point I must confess that it felt too
much; I wanted facts and ideas to help me run again, not a trio of
short stories I'm afraid.
The mechanics section
provides a smorgasbord of helpful additions, new weapons and
equipment that capture the flavour of the time and bring the guns up
to the right level, rather than relying on Victoriana's weapons
tables, which are nearly 50 years out of date. There's also a set of
errata and additional rules for character creation, expanding the
Augmentations players can buy for their characters, which look solid
enough (I haven't had a chance to test play the game so I can only go
on what's on the page).
The sample adventure
reads well, and I will endeavour to run it in the near future (and
naturally provide an actual play review of how it works), whilst the
appendix provides a series of useful links for further reading and
research.
In general this is a
nice game, founded on a horrifically well thought out idea and
bursting at the seams with potential. There are places where it
feels a little confused as to what it wants to be and the writers
need to keep an eye on this front. For players and groups that want
to take part in fighting Frankenstein, the odds are stacked against
them but realistically so; it's not impossible to change the world,
just very difficult. On the other hand, there's enough material
available to play the other side of the fence and be part of the
authorities, and even the glimmer of internal politics to allow for
an intrigue based campaign where Frankenstein's loyal troops start to
uncover corruption in the ranks or claw their way up the ladder to
the dizzy heights of power.
As a GM more than a
player, I can see from reading the books that there's a lot of
material it's best to use sparingly here, it would be easy to
overwhelm players with too much information, or a threat that's
simply out of their league, especially with the paucity of equipment
that's meant to be available to Resistance characters; so tread
carefully.
All in all the game
does feel as if its very 'now' and I worry that will be to its
detriment in years to come, but with horror on the rise again in the
public imagination, and fact that Gothic always creeps back in behind
its more general cousin, I think that for the moment Dark Harvest
will do well.
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