The Keep (Mayfair Games)
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''The Keep'' is an adventure for
fantasy Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and d ...
role-playing games published by Mayfair Games in 1984.


Plot summary

''The Keep'' is a scenario for character levels 9-12 based on the movie '' The Keep''. The adventurers battle the evil of the Keep in the age of magic, in the Middle Ages, and in 1941 during the Nazi conquest of
central Europe Central Europe is an area of Europe between Western Europe and Eastern Europe, based on a common historical, social and cultural identity. The Thirty Years' War (1618–1648) between Catholicism and Protestantism significantly shaped the a ...
. The adventure has been divided into three parts, all taking place in the same location but in different eras. The first part takes place in some unspecified ancient age, centering around a massive battle between the armies of Molasar and the Order of the Dragon. Part two takes place in the year 1476 as the investigation of the mysterious "Keep" continues, and the final section takes the adventurers to 1941 for a final confrontation involving a horde of German Nazis. A special section is included to make the final encounter easy, complete with extensive statistics for Nazi weapons, equipment, and NPCs.


Publication history

''The Keep'' was written by Daniel Greenberg, Samuel Shirley, Gregory Maples, and Anne Jaffe, and was published by Mayfair Games in 1984 as a 40-page book. Several properties were discussed but never licensed for the ''
Role Aids A role (also rôle or social role) is a set of connected behaviors, rights, obligations, beliefs, and norms as conceptualized by people in a social situation. It is an expected or free or continuously changing behavior and may have a given indi ...
'' line, but an adventure based on the movie ''The Keep'' was one of the scant few licensed ''Role Aids'' books to appear.


Reception

Rick Swan Rick Swan is a game designer and author who worked for TSR. His work for TSR, mostly for Advanced Dungeons & Dragons, appeared from 1989 to 1995. Swan also wrote ''The Complete Guide to Role-Playing Games'' (1990), published by St. Martin's Pr ...
reviewed the adventure in ''
The Space Gamer ''The Space Gamer'' was a magazine dedicated to the subject of science fiction and fantasy board games and tabletop role-playing games. It quickly grew in importance and was an important and influential magazine in its subject matter from the ...
'' No. 72. He commented: "If you're unfamiliar with ''The Keep'', it's not for lack of opportunities. The original so-so novel has spawned a so-so movie, a so-so boardgame, and now a roleplaying module in the ''RoleAids'' series from Mayfair that continues the tradition. The extraordinary complexity of the storyline which spans eons of struggle against forces of evil makes playing ''The Keep'' an ordeal even for the most experienced GM and a near impossibility to the novice." He added that "The designers do deserve credit for attempting to make things manageable." Swan commented that "It's not often a fantasy roleplayer gets a chance to take on the Third Reich, and the uniqueness of the setting makes it a very satisfying encounter for players and GM alike .. In spite of the incongruity, the Nazis work surprisingly well; GMs unwilling to tackle the entirety of ''The Keep'' might consider lifting this section for use in another campaign." He continued: "As for working your way through ''The Keep'' as a whole, good luck. Assuming the GM is able to get a handle on the storyline (which will require several readings of the module along with a strong imagination to fill in the blanks), there are literally dozens of characters to keep track of through changes in identity, personality, and actions." Swan concluded his review by saying, "Make no mistake – complexity doesn't always translate into depth, and ''The Keep'' is a struggle that doesn't pay off for either the players ''or'' the exhausted GM. With the exception of the Nazis, this is for die-hard 'Keep' fans only."


References

{{DEFAULTSORT:Keep Fantasy role-playing game adventures Role Aids Role-playing games based on films Role-playing game supplements introduced in 1984