I got the chance to run Vampyrvania for the first time as part of my Halloween season game offerings. This post will be part recap of what happened, part review of the game. For our session, I cobbed together an adventure from the stuff at the back of the core rules, The Clock Tower supplement, and a few of my own additions. (My copy of The Clock Tower was printed kinda crooked and it was surprising how much a little skew made it harder to navigate in play.)
Vampyrvania is very much a "Castlevania simulator," and I didn't bother to hide that fact. The premise was that Dracula was back, and an assortment of brave heroes descended upon the clocktower he had taken over. Our characters for the session included Alucard (son of Dracula), Fiona Belmont (the latest Belmont heir), Wulf Nedazni (a pirate whose ship was wrecked by Dracula), and Tulfa and Orsil (twin magicians who were palette swaps of each other; one had fire powers, the other had ice powers).
The game began with the characters marching through the gates of an undead-infested Targovishte. After fighting some introductory skeletons, they were faced with a branching path as a horde of zombies closed in: head to the inn or proceed to through the center of the town. They chose to head to the inn; inside, they fought more skeletons that were trying to hack down the door to the kitchen.
Once vanquished, they were given a few power-ups by the townsfolk hiding in the kitchen, then they climbed the stairs and ended up to the inn's roof. They now had to master a platforming section as they jumped from rooftop to rooftop. Failed rolls meant crashing down into a room below with another fight against skeletons.
When they reached a ladder, they climbed down and discovered that they were by the town's well. Of course, bones erupted from the well and then a dragon skull snake thing emerged to fight them. When that fight was over, they scarfed some wall meat and touched the pulsating orb that fell from the sky--initiating a level up sequence. (Having all the character sheets on an editable google doc meant the players could do their level ups as a group in real time. Neat.)
They made their way up Targovishte's cemetery hill and found themselves before the clocktower. Of course, some enemies dropped down before they could enter, but that didn't slow them down much. The doors opened ominously, and the characters marched inside.
On the first floor, they learned they could destroy the spawning point so they weren't overrun by vampire bats. They also fought a suit of armor and jumped over a spiked pit--well, most of them made it over the bit, at least. They also found a hidden room where a hooded stranger traded coins they had gathered for subweapons and the hearts needed to use them.
The second floor was full of tricky jumps involving large, spinning gears and eyeballs rolling down the stairs. It looked like it might be GAME OVER when a bunch of the characters got knocked down to a lower level with a giant eyeball rolling back and forth.
The third floor had them climbing ropes, getting more wall meat, and fighting blood-gooped skeletons and gargoyles. At the top of the clocktower, a ghost indicated that they needed to go through a door to the outside of the clocktower for a boss fight.
Of course, Dracula awaited them! The outside of the clocktower's apex had several platforms, so they had to master the art of jumping and attacking at the same time. At one point, Dracula did the Dracula thing and burst into a horde of bats, hitting everyone on the screen in a really cheap attack. However, that didn't stop Tulfa from draining his health bar with a well-paced pillar of fire.
Dracula was vanquished once more! Will it last? No, there will be another game coming out just before Christmas, most likely.
So, how well did Vampyrvania capture the 8-bit Castlevania experience? Pretty perfectly, I think. Collecting hearts to power subweapons and eating meat found in cracked walls hit the right notes, as did the character types on offer. The system was a tad fiddly in some areas, but overall it was pretty light and the action kept flowing. This is a great "beer-and-pretzels" rpg and it is especially well-suited for one-shots. I don't really see much potential for a long campaign here (I think the shtick would wear out sooner rather than lately) but we had a blast leaning into the "game-y" nature of it for a night. That said, I would love to see a future supplement that adds rules for a Symphony of the Night-style Metroidvania experience...
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