Review Solomon Kane 

 

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The Savage World of Solomon Kane (2009)

Pinnacle Entertainment Group

Date Reviewed: Nov. 27, 2010

Critical Kobold Rating:    (3 out of 5 Dice)

 

That's One Savage Puritan!

    

     The Savage World of Solomon Kane tome is a stand-alone Savage Worlds rpg, including all the rules needed to learn and run the game. It’s set in the world of Robert E. Howard’s iconic wandering Puritan character, so anyone wishing to play a game outside of this specific milieu or time period will need to look at other Savage sourcebooks for more appropriate material. Information about the Savage Worlds system in general can be found in this kobold's previous review here. It’s a cool, slick, generic system, and seems like a nice fit for this product.

     I won’t dilly-dally explaining the Savage World core rules here (that’s what the link above was for, ya lazy goblinbaby!), I’ll simply comment on the setting material for the Kane sourcebook.

 

 

 

 

    

      The SWoSK is a “Plot Point” product, meaning that in addition to the Savage Worlds roleplaying rules, there is a series of successive adventures laid out in an overarching campaign that the GM may run for her players. The scenarios and foes faced grow in difficulty as the PCs gain experience and power. As the campaign progresses and the PCs become more bad-ass, the ultimate goal of the campaign will come within their reach.  The Plot Point campaigns leave lots of room for the GM’s own adventures, and the players may have any number of personal goals, but sooner or later, they will likely complete the overall plot set out in this product. It’s similar to a bunch of old- school modules slung into one hefty volume of work.

      I’d never read Howard’s line of Kane books, so I was only vaguely familiar with the eponymous game's hero. Solomon Kane is a “landless wanderer” from southern England, near the end of the 16th century. He’s also a zealot of an unspecified religion; he refers to himself as a Puritan, but his fanaticism is more of an all-abiding sense of justice than a mirror of any particular church’s doctrine. He dresses in Puritan fashion, though, with somber colors, and a bitchin’ pilgrim-style hat. Kane is pushed by his inner spirit to simply do what’s right, to avenge wrongs done to the helpless or innocent, and especially to root out supernatural evil and destroy it in the name of humanity. While having the outer appearance of a reverend, he has no qualms about resorting quickly to violence and savage rage to mete out justice to evildoers. His philosophy espouses a more traditional “eye for an eye” type of morality than the well-known “turn the other cheek” outlook of his more orthodox brethren. He’s a crack shot with a black powder wheellock pistol, and an expert swordsman with his ever-present rapier.  

     Kane traveled the world in his stories, battling such mundane enemies as slave traders and cannibals as well as more other-worldly nemeses such as vampires, dragons, and zombies. He’d been to almost every continent in his quests for justice, sometimes pursuing opponents across oceans. Your PCs in the SWoSK will do the same, in the sprit of Solomon. Your character can therefore be from almost any logical 16th century walk of life or nation, such as sailor, explorer, shaman, missionary, native, treasure seeker, pirate, musketeer, or noble. The idea is that your character has crossed paths with Solomon Kane at some point, and his influence and example have set you on your course to combat evil and dispense justice at the end of a sword. Huzzah, noble ass-kicker!

     The book provides about everything I could think of to make your PC at home in 1586 AD. Clothing, armors, weapons from around the world, including firearms (blunderbuss, anyone?), equipment, vehicles, and services common to that time period are described, as well as the English monies (“Hey… a haypenny for your thoughts, Reynaldo.”) and the names of some other currency from across the globe. (“Hey… a koku for your thoughts, Kowura-san.”)  

     There’s a whole chapter devoted to giving you the flavor of the Old World. Lists of historic personalities and the years they lived, recounts of important events, peeks at social, religious, and cultural norms of the times are laid out for you in such a way that it doesn’t read like a dry history book, while still allowing you to get a feel for the period.

     Solomon Kane does have its own reworked magic system, though, differing form the one presented in the core rules, to better reflect the stories as written by Howard. Some of the tweaks include spells removed from the list, and some new spells specific to the setting added, as well as enchantments lasting longer when cast, but without the option to be maintained by expending extra power points. In fact, the spells in Kane don’t even get their mojo from power points; they accumulate casting modifiers to the task check roll instead, making it easier to work magic if you prolong the casting ceremony. This allows shamans, priests, and illusionists to cast spells more frequently than in traditional Savage Worlds games, but the actual casting of each spell takes longer.

     The book wraps up with a list of useful beasties to toss at your players. Included are the expected critters of the wilds, such as tigers, hippos, and bears, but there’s a hearty dash of not-so-usual to keep your Puritans on their toes: succubae, snake men, and wendigos to name a few.

 

 The GOOD

      I kinda dig the Old World background of the game. Black powder muskets, duels with sabers, crossing the sea on a sailing galleon… it’s all good stuff. And the dash of supernatural is just right; a very low-key magic presence, mostly in the form of shamanistic voodoo or shpoooooky undead villains.

      If you wanted to combine this campaign material with the Pirates of the Spanish Main sourcebook, you’d have some awesome 17th century adventuring goodness on your hands!

  

 
 

 

 

The NEUTRAL 

     I’m not really sure Solomon Kane adds anything to this product.

     Seriously, if this had just been released as an Old World setting sourcebook, it would have had the exact same feel to it. Aside from the background idea that the characters are inspired to follow in the footsteps of Solomon, and that he may appear in an adventure scenario or two alongside the PCs, there’s no solid reason to have this book be based on the Robert E. Howard works. Remove Kane from the text, and you haven’t lost anything, really.

     Sure, the authors recommend that you read the stories, and I’m certain they would help get you into the right frame of mind to play in that time period and setting, but personally, I’m good to go without bothering to read the stories.

 

 
     
 

The EVIL

     The Plot Point adventures begin to sound very much the same after a while. PCs go to some continent, they travel for days, they meet a group of people in a town/ village/ monastery, something nefarious happens overnight, PCs trek another day or so to investigate the adventure location, they fight wads of mooks, they enter small dungeon complex and fight big bad guy. Repeat next session.

     Sure, there are to be interspersed sessions of the GM’s own material and adventures in between these plot point games, but still, I began to feel like I was re-reading previous adventure descriptions after a while. I guess the thing is, GMs should try to design adventures very much not like the ones in the Plot Point campaign, otherwise every single scenario the players undertake in the world of Solomon Kane will seem just as cookie-cutter to them as they do to me when I read the ones in the campaign outline.

     And I don’t know that the final achievement of the plot point campaign is all that satisfying. I know that in other Savage Plot Point products, the culmination of the campaign can be pretty damn epic indeed (see 50 Fathoms, or Sundered Skies as examples.) In this campaign, I found myself a bit nonplussed when I got to the end of the material.  

     Oh, well. That doesn’t make the included campaign unworthy; it still gives GMs a nice series of games to run, and each does have the adventurous flair of a raucous episode to capture the players’ imagination. I just wish it had more of a big bang finish, y’know?

  

SAVAGE SUMMARY 

     Overall, I very much like the feel of this setting, and the book is packed with everything necessary to set your campaign in this era regardless of whether you want to involve Mr. Kane at all. A swashbuckling troop of musketeers wouldn’t be out of place in this game, nor an adventurous band of treasure hunters.  

     Yeah verily, shall I entreat thou to set forth and smite evil in the name of justice, henceforth! So grabeth thy musket balls and sally forthwith into the lands of the world, to defend the oppressed and protect the innocent! I hear the Dark Continent is nice this time of year… except for the pesky recent infestation of mummies.

 

 

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