The Crusade of the KER-SADERS
A Review by Mariel
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Good morning ladies and gents! Now, I'd like to tell you all a wonderful story about a half-ogre monk, two rival sorcerors, a mercenary barbarian for hire, and a fairy with a battle axe.

Ooops, wait, that's my group's last Dungeons and Dragons session. Oh, it was great. This one sorceror with a metal gauntlet tried to bitch-slap the other sorceror and then there was a huge barfight and my half-ogre threw someone out a window and the building caught fire...

...So. Who doesn't enjoy a good table top RPG? The random plot twists, the wacky character antics, and there's always that one jerk who tries to kill every NPC you run into.


Drunks love adventure!

In The KER-Saders, that jerk seems to be KER, who awakes one fine morning with a mind to commit homicide at the local bar and then skip town with his drinking buddy, a clown/magician(?). Luckily the town guard aren't as vigilant as they might be and the pair can pretty much come and go as they choose. Unluckily, Ker gets killed by gnolls. His friend races back to town to gather a group of rescuers to recover and revive his body, and the KER-Saders are born.


Never start a fight with the protagonist

Spoon-Weaver's latest game follows the twisted tale of a typical party of adventurers, apparently based on a roleplaying campaign he played with his friends. Like most of these kinds of games, played over several sessions with spotty attendence, the plot has a lot of holes and unexplained but convenient team ups. There is the paladin character who bravely pledges to find and revive this person he has never heard of before who is apparently wanted for murder, and the orc cleric (?) who comes along for the ride with even less explanation. Apparently even having green craggy skin and a face like a hog will not prevent the only female character from damsel-in-distress syndrome. She is randomly kidnapped later by birds. Luckily two other people fall out of a plot hole to make the party a foursome at last.


Party time

Really, though, the plot doesn't have anything wrong with it that can't be fixed with some polishing, explanation, and resolution. It just goes by too fast to be plausible. Better character introductions, as well as links to the rest of the world (why is the dead guy the only person with a house?) would go a long way towards helping the team fit together. At the moment, all we are left with are questions. Why are all of these people joining your party? Why is it so important to revive a bar-hopper from the slums? Why would crows steal your cleric but no one else (especially when she was probably the heaviest person around)? Why did these two guys join us, and do we have to buy them equipment now when they might disappear at any moment? Since the game is in demo stage, perhaps all of these questions have answers planned in the final version. If they are, it will make a very interesting game that will be fun to follow and play through. If they aren't, then it will be just another hack'n'slash follow along. 


Battles are both random and by NPC placement


Some bugs not squishable.


The KER-Saders seems to have a case of ADD with quests as well as party members. First we're off to save KER, whose remains may well have been eaten by hungry gnolls but perhaps not. Then, it seems the gnolls have become rotted zombie gnolls and a new quest is introduced to figure out who/what zombified them. Traveling and exploring more, we have the aforementioned quest to rescue the mossy-skinned cleric, followed closely by some intrigue regarding the latest party-member's troubled village, and then another quest to kill some apparently bad person in a cave. Thus far, only the one with the guy in the cave has been resolved. Sort of. He's dead, at least.


It's a dead thing. Poke it!


At this point, I feel a disclaimer is necessary. I like this game. I enjoyed playing it. The plot twists, if a tad random, were at least interesting and unexpected, the party is pretty well balanced, and battles range from laughably easy to challenging (Some balance tweaking might be needed since most fights were pretty much over in one turn). Graphics, though occasionally ripped, work together well, and the music is appropriate. The maps were maze-like enough to be interesting but not enough to get annoying.


Sweet building graphics.

The game has a lot of potential. Its biggest problems right now are a lack of purpose and biting off more than it can nom. There are a lot of threads the plot could follow, but right now they aren't tied to anything, and the questions that come to mind when playing it have no answers in sight. For one thing, as fun as it is to play a table top RPG, watching one being played or reading a transcript of it isn't nearly as interesting. Remove the in-house jokes and crazy antics, and the result does not make for engaging gameplay. If the plot moves beyond a 'this happens, then this happens, then this happens' mentality and begins to involve the player as a party member instead of a spectator, it will be much more enjoyable.