Review: Brozer - Island of War and Winter
Brozer is only 60 pages long, but even if you are not planning to run Brozer, the first 20 pages would still be extremely useful. These 20 pages are full of short essays on all things Braunstein. The first one is “Why is our Braunstein scenario free?” by Gabe Mamola and “Contorted Trash.” This essay describes the current (absolute) state of the TTRPG industry and hobby in a delightfully provocative, but honest manner. The best part of this essay is the following: “RPGs are a very difficult product to build a profitable business model on; once someone understands the principles of the game, and grabs a set of dice, they're set for life—so long as even the faintest breath of creative spirit animates them.” This is even more relevant now with the entire tariff debacle – I see people throwing tantrums because they will not be able to consooom as much as before. Don’t you have everything you need already? The secret is that the hobby doesn’t need the industry.
Nowadays, it really seems that many players have a very consooooomerist attitude towards the hobby, and the industry is trying to exploit that. By “industry” I mean not only the Hasbro/WotC, Paizo, SJGames, and others, but also OSR PDF peddlers who either keep trying to sell you the same old product over and over again or push barely playable rules-lite pamphlets. Most will claim that this trend started with D&D 3.0, but some will argue that it began with AD&D 2e. Regardless of when it began, it’s ongoing and there no sign of it slowing down. This essay was one of the reasons why I decided to make all my materials free – I realized that if I want to see a change in the hobby, paywalls are not the way to go. However, I’ve seen some strange claims about certain publishers saying that hobbyists releasing free content is one of the reasons for their low profit. “Just how dare they use their products!”
This essay also tells you what Braunstein actually is in bold text: “A mode of play that involves multiple actors operating in conflict under a fog of war.” As you can see, there is not a single word about the rules system, game mechanics, and other similar stuff, because Braunstein is a mode of play, not a strictly defined ruleset. You can run a Braunstein in any system or without any system at all – that’s the beauty of it. Once you understand the principles, you are good to go – you do not need to buy the Braunstein Player’s Handbook, Braunstein Master’s Guide, Complete Braunstein, Ultimate Braunstein, or anything else. In short, the main point of this essay is to stop being a whale.
The next essay is titled “Running your first faction Braunstein” by Jeffro Johnson. It talks about the history of Braunstein, how it happened, how it was rediscovered, and how the community reacted. You know, the good old “There’s no wrong way to play -> No one had ever played this way -> We have always played that way -> They were playing it wrong -> I’m trademarking Braunstein and will take you to court if you use this word”.
The most important thing about this essay is that it tells you of not one, but three ways of running a Braunstein with upsides and downsides of each. I will not describe them – you can read it yourself. However, I’d like to point out the following – something Jeffro italicized in text: “You have to get the players to interact with each other and they have to interact a lot.” It just will not work otherwise. This can be a problem, because many modern players are very… uninteractive. I bet all of you have had players who just stare blankly when the referee describes the situation and then, after a minute of awkward silence, ask him “So, what do we do?” Sometimes, it feels that a solo game oracle would’ve been a better player.
In Braunsteins, however, you have to create an inciting incident that would force players to interact with one another. You have to avoid turning it into a set of solitaire games. Another important aspect to expect is complete chaos – things will get out of control. The essay suggests you not to panic. As somebody who has not run a Braunstein yet (I am going to, I swear), I say that this is probably the most difficult part. However, this is the case where my favorite advice comes up – man up, stop being a wuss – just go ahead and run it!
The next chapter is titled “Brozer: Island of War and Winter” by BDubs1776. It seems that the book used to have a different title, because in this chapter, it is referred to as “Island of Wind and War”, not “Island of War and Winter.” But anyway, that’s just a nitpick. The chapter very briefly describes the setting, and the inciting incident – the McGuffinstone falling from space. It also says that you may see players ignore the incident entirely and instead focus on their faction’s goals.
Speaking of that – factions. Factions are the most important part of Braunstein (and arguably, TTRPGs in general), as their goals drive the gameplay. Each player will control a faction. Each player will know which player controls which faction, but probably will not know the specific abilities, resources, and goals of all factions. Factions have different alignments, resources, and goals. The book suggests assigning players factions of varied alignments to facilitate player-versus-player conflict – without conflict there is no Braunstein. Factions can be asymmetric – some are stronger and have more resources than the others have.
There are some other things you have to think through before starting. First – how do factions communicate? Second – how do you decide the winner and when do you stop? The book provides guidelines for that. Also, there is something profound hidden in there – generating your own factions. In Brozer, most of the stats and resources for the factions were rolled up using the AD&D 1e Monster Manual. Next time when you roll a random encounter and get, let’s say a dragon clutch, a bugbear clan, or a drow enclave, you roll up not just a combat encounter, but add an entirely new faction to your game. This is very important.
The next chapter is titled “A brief introduction on the factions and faction play” by P. Alexander (Cirsova). It briefly discusses how to use factions, what parameters are given, and gives a page-long quick rundown on all the 14 factions included in Brozer.
Then, the book talks about each faction in greater detail. Each faction takes up only two pages and consists of the description, leader, officers, troops, location, goals, and “under the hood” notes. Stats given are almost system-agnostic – they can easily be used with most D&D-like systems and will not be a problem when adapting to, for example, GURPS. The factions range from things like the Roman Empire to meme frogs to swolecerors. The main point is to showcase faction design and how to write their objectives in a way that increases interaction.
At the very end, you also have another chapter titled “Battle Rules for Old School Fantasy Games” by Jeffro Johnson. The chapter talks about the necessity of mass combat rules in RPGs and why it may be difficult to introduce them. It also talks about scaling, abstraction, and why AD&D combat works so well for this purpose.
That’s basically it. Brozer is an excellent piece of work, I would even say groundbreaking. However, even if you read it, it may still be unclear how to set everything up properly. If you’re interested, I suggest reading a GM’s Report by Obsessor about his elven Braunstein scenario called Hvytbarg. I linked it below alongside with the download link to Brozer. Get it, read it, run it, embrace it. I haven’t run Brozer yet, but I do have a Braunstein scenario in mind to try.
Download Brozer (for free!) - https://www.drivethrurpg.com/en/product/497682/brozer-island-of-war-and-winter
Hvytbarg — GM’s Report - https://obsessor1.wordpress.com/2025/02/19/hvytbarg-gms-report/
Hvytbarg — The Story - https://obsessor1.wordpress.com/2025/02/19/hvytbarg-the-story/
> This can be a problem, because many modern players are very… uninteractive. I bet all of you have had players who just stare blankly when the referee describes the situation and then, after a minute of awkward silence, ask him “So, what do we do?” Sometimes, it feels that a solo game oracle would’ve been a better player.
ReplyDeleteWhy do you think this is a problem specifically with modern players? The phenomenon was known at least as early as the mid 2000s (probably before too, but i don't have direct proof), and sometimes called "gardening" or "flowerpotting" (as in, being a flowerpot, instead of a player).
There was an episode of On The Shoulders of Dwarves about that (episode 22).
That probably stems from my being young and not experiencing playing with "old" players firsthand and wanting to believe that it used to be better before.
DeleteThanks for this, dude! I've always wanted to run a backstabby, court-intrigue type of campaign set in late-republic Rome (but with magic ofc). GURPS Social Engineering has so many good mechanics of resolving the granular, 1:1 stuff; for large-scale stuff and big move, there is ACKS II. But the style and the context for this is a big bpld Braunstein! As a railroad type story, I wouldn't touch that with a ten doot pole - I just read some Cicero if the story needs to be there before the game . But as a Braunstein where people scheme and plot in real time, in the most delightfully chaotic way, such a game would be a wonderful and memorable thing. Thank you for constantly showing me things that I can use to make my gaming dreams become true.
ReplyDeleteYou're welcome! Glad to help
DeleteSpeaking of helping, have you given the concepts of '1 session adventures', 1:1 timekeeping and ACKS abstraction mechanics any more thought? In the spirit of immersion, player freedom and character agency, concluding a session is a rather complex topic. Jon from Joy of Wargaming would say that's the wrong question to ask ^^ but I would go for more flexibility.
ReplyDeleteSometimes the players don't want to scale up and condense, maybe there's a social game they enjoy playing or they're in the middle of exploring things - so going home to a safe place would be either weirdly constricting or out right impossible. Sometimes the story that has emerged during play doesn't allow for any downtime - imagine Aragorn and the boys stopping their chase because Tolkien has a work meeting and Jackson has to pick up the kids. I will definitely make use of 1:1 time for downtime purposes and keep a strict game world calendar for the rest of it.
Abstracting the action will probably be a matter of negotiation, I can see many instances of both parties saying yes and no to this handy device.
As for episodic, one session adventures, I definitely wanna aim for more of those, and the more those actually materialize, the more room I could make for 1:1 time. Yet, being to glued to that enticing idea might impose another ironic constraint onto those striving for absolute nerd freedom :)
For faction focused play and running multiple characters and thus opening up the game to more players, 1:1 time seems essential.
But we don't strive to play dnd as an always-on wargame. Our group wants to play collaboratively in a sandbox governed by GURPS and ACKS, so we're somewhere in the middle of the scale of 'narrative + railroady whateverness' and anarchistic and conniving Braunsteins.
If one wants to believe Bdubs, the latter is the only way to go, but I for one enjoy principles open for discussion more then people saying railroading via story is worse than ebola but than meta railroading everyone by claiming their way is the only way to play.
I haven't given 1:1 timekeeping any extra thought, because I want to try it out first. Maybe it just works and no extra thoughts are required. However, I did give some thought to the ACKS abstraction mechanics - I already more or less figured out how to derive ACKS Battle Ratings from GURPS statistics, and that would allow me to adapt the abstraction procedures much more easily. When they're ready, I will post them here.
ReplyDelete