Question of Gravity (1982)

This is Question of Gravity (1982). So, Role Aids is sort of cynical in a lot of ways. It’s kind of a calculated cash-in, aimed at capitalizing on the popularity of D&D and, because of that, a lot of the material is sub-par. But there are modules like this one, which is so wild and unlike anything in the land of official D&D that it justifies the entire line, even the schlockiest stuff.

There is a lot of unnecessary material in this one, too. There’s all this plot that frames out how the central macguffin was made, reasons for investigating it, a nearby village, blah blah blah. None of that stuff interests me much, nor does it really matter. What matters is that there is a mysterious cube, 1,000 feet long on each side, surrounded by patrols of monsters and demons. A tunnel leads inside, where gravity is relative to position, so, Escher-like, players can walk along all the interior walls and ceiling as if they are on the ground. And they are, I guess.

The whole thing is a nest of stairs, ledges, ramps and platforms of varying heights and distances. Look at those maps! How on earth did the cartographer, Jim Clouse, drawn them? How am I supposed to parse them?! Frankly, the scenario doesn’t even come close to living up to the potential of the space. I am not sure any scenario really could, honestly, but this melange of evil humanoids and demons herding visitors to the cube into a central temple for sacrifice to the dark powers seems particularly flat for such a bizarre venue. The resolution is a simple battle — kill the sorcerer, seize his evil staff, problem solved.

Still, holy wow, this dungeon. Someone make an adventure worth of it, please!

Cover is by Janny Wurts, the interiors are by Gerald O’Malley. The package feels charmingly old school.

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