I received my copy of "Dungeons of Castle Blackmoor" yesterday.
I wasn't expecting much of it, since word is in general that the book is pretty mediocre.
However, this newest release of Dave Arneson's new company, Zeitgeist Games, has come to surprise me a lot!
Well, of course, one might note that I am one of ZGG's top fanboys, since I am a moderator in their Blackmoor online community, and so, my sympathy for the ZGG books in general can be taken as granted.
But since I was a BM fan long before I got involved there, and came to know BM via the FFC and Greyhawk, I think I can judge objectively, or at least try to do so.
The book itself is nicely done softcover; art and maps are, of course, not at the high measure that NG and GG have set, but oldschool enough to charm me. I think a bit of the old Mayfair books when I see them.
After a short introduction, 20 levels of pure dungeon are described. Many ogres, many goblins, vampires, and later, all sorts of demonic entities.
For today's high standards, the setting of the dungeon might be pretty boring - just descending one castle dungeon level after another; but if we keep in mind that this was the place that started it all, I can live with it.
Now, levels 1 to 10 are really, more or less, a copy of the orginal FFC dungeon. A charming reprint, more usable in terms of playability than the old FFC. (Which, being such a rare collector's item, is too precious
to me to peruse.)
As to levels 10 to 20, I don't know how much "Arneson" is really in there, but they fit nicely.with the beginning I doubt that anyone will ever come to confront the critters of the last levels, but it is definitely set up well.
The only real flaw of the book is really that it is too short - such a dungeon of epic proportions, and center of the Blackmoor universe, should be treated in a more detailed manner, with more explanations of the presented
situations.
Certainly, DoCBM is no Rappan thuk, and maybe not even a Thracia, but apart from its minor flaws, it's a solid, yet not perfect mega dungeon.
For me personally, it might be of great use in future campaigns around Blackmoor Town.
I would also recommend it for Hawkers, since, from my knowledge and perceiving, one can use it as Greyhawk's BM dungeon without any alteration.
It should be noted that the book bears no info on Blackmoor Town, except for some minimal general info - IMO, this is not too bad, since it keeps the setting generic. The plots that one pursues in the different levels are
setting-unspecific as well, another point that I like, since this provides liberty for the DMs to create their own stories and combine it with the dungeon at will.
Indeed, I sometimes get the feeling that this book is aimed more at the Greyhawk market than at the actual Blackmoor fan community.
While I realize d20 is not everyone's cup of tea, I think *Dungeons of Castle Blackmoor* will appeal to most of the "oldschool" community, because it stays true to the original, is set up straightforward, and almost
universally applicable. While I would recommend most people to check the previews first, I personally think it may be the best "oldschool" d20 buy since the WL Box.
Yours,
Rafael
PS: Of course, don't understand this as a review - it's purely subjective. But I think many people might think to skip the book for the ill press reviews it gets, and might miss what I see as a real jewel of gaming.





