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I've finally had a chance to read this game; here are my brief impressions. This is not a review, per se -- you probably won't get much out of Underkoffler's Overview if you haven't read the book. What you will get is my opinions on the Negative, the Positive, and the Verdict. [ Underkoffler's Overviews Archive ] Dogs in the Vineyard Written by D. Vincent Baker/ lumpleyWebsite: [ http://www.septemberquestion.org/lumpley/ ] Reviews: Ken Hite's Out of the Box, and many others linked from the website above. The Negative
- I'll See Your Rules, and Raise You. . . Something. It took me two tries to get through the rules description. It really read foggy/fuzzy the first two times through, and left me confused. I kept reading on, and later went back. That time, it clicked into place a bit more. I'm not really sure why I had such trouble the first time. I suspect it has something to do with two possibilities.
- The overall formatting of the book (in places, I wanted smaller line spacing, for denser text; my eyes felt like they were darting around too much).
- The uncomfortable style choice for the example text. The examples are written in this weird mix of first and second person: "I do this," "You do that," "Then I do this." Kind of distancing and off-putting. I would have preferred straight third person throughout the example text.
- Brother Zachary is a Mess. Baker uses the name "Brother Zachary" most often in examples I believe, but there's no consistent single "Brother Zachary" character. Here he's a this, there he's a Steward, over there he's something else again. Baker mixes the example names up fairly well elsewhere, and keeps mostly consistent, but Brother Zach always seems to be doing something wildly different each time he's mentioned. I mean, it's not like Baker didn't include a substantial list of other names to pick from in the back. . .
- Where's the Art? The only art we get in the book is the cover piece. I really, really, really wanted to see some art of Dogs doggin' it up, their Coats, guns, spiritual showdowns, all that stuff. I got nothing.
The Positive
- See and Raise Mechanics. Despite the problematic presentation to my eyes (see above, I'll See Your Rules, and Raise You. . . Something), the "See and Raise" mechanics -- along with the Escalation and Fallout -- mechanics are just brilliant. These rules help generate and support the story of the game as it's being written, rather than forcing adherence to something outside the situation or (worse) interfering with what's going on. They are very, very nice.
- Let's Recap. Baker includes a short recap of every section as he finishes talking about it. This works surprisingly well (though I wish he'd graphically set these off with textboxes or something).
- Creating Towns. The rules and suggestions for how to generate new towns, rife with conflict (and thus, adventuring opportunities), are fan-damn-tastic. While I probably wouldn't buy the book for the "See and Raise Mechanics," I would definitely buy the book solely on the strength of the Creating Towns rules. Well done.
- A Nice Conversation. The tone of Baker's writing throughout this game is conversational, without being false-chatty, and flavorful without sounding like a bad dialect joke gone on too long. Barring a few Quirks (see above), it's solid work.
- Striking Idea Gold. DitV is one of those games that just starts your brain-juices going. I have plenty of ideas on Towns and conflicts I'd love to set up, as well as pondering how to adapt various Westerns I like into adventures. I also have these fevered thoughts of "re-imaginings" of DitV, modifying the basic rules into strikingly different games. My two favorite heretical DitV re-imaginings (which someone must have come up with already) are:
- Foxes in the Henhouse, where the whole ethical cosmos is overturned. Instead of holy Dogs protecting their congregation, you'd have super-slick con artist Foxes fleecing the marks. Sort of The Grifters by way of Jim Dodge's Stone Junction.
- Bats in the Belfry, which can be played in two modes, where the Bats would patrol the neighborhoods of Gotham to dispense justice. "Bright" would replace the Dogs with Batman's various sidekicks and support characters, and take place in the generic Gotham Knights era; "Dark" would replace the Dogs with the Sons of the Bat from Miller's The Dark Knight Returns and take place in that era. Interestingly, a Dark Bats in the Belfry game would be pretty damned close to "vanilla" DitV.
The Verdict
- As a player or GM, this game is worth purchasing if you can accept the underlying strictures of the Faith for game purposes. If you can't set aside distaste for elements of the Faith as written (picking at random, the appropriate gender roles for men and women), the game will bother you. However, I don't think that should be a game-stopper: with a little thought and attention, these things can be excised from the Faith -- just pay attention how society, sinning, and the effects of both on the game world change, and you should be golden.
- As a game writer, you must buy this game. While it has some rough bits, the last half of the book should be required reading for anyone who wishes to write RPG adventures or gamebooks. Why? A fantastic grasp of how to set-up conflicts in an game, without railroading.
Check it out. Tags: batman, gaming, underkoffler's overviews Current Music: The Ballad of Bobby and June -- Mitch & Mickey
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Tee hee, serruptitiously picked up DitV off ebay this week... you know, I pretty much agree with everything you said, good and bad.
I don't know if you saw threads last year about Glorantha where someone blasted it because "you have to buy into this sub-jungian campbellian crap" to play it? I think that guy had the same problems some folks have with Dogs, in that they can't even bring themselves to pretend a belief system is true for the purposes of a game.
Heck, I think you could play DitV as a satire on the LDS, just as you could play HQ as a satire on Jungian metaphysics. But that ain't an option for some.
But again, there was someone on BoardGameGeek last year asking for alternative rules to Amun-Ra, as, being strictly orthodox Jewish, they couldn't pretend to worship false gods. A lot of the guys gave them stick for it, but I can see where the ruling comes from...
"Hey you guys! Why are you sacrificing to that golden calf?" "It's... errrm... a play, yeah, no, errr... a game, that's right, a game." "Well, do you have to worship the calf as part of the game?" "Ah, you see, we're not *really* worshipping the calf, we're just *pretending* to..." "Okay, but do you have to pretend to worship it? Can you pretend to, say, give the sacrifice as payment to someone for better irrigation?" "I suppose... *grumble grumble*..."
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