It is very hard to pull off writing an RPG based on such an established franchise as Dune; it is even harder to write a review for such a book that judges it on its own merits, but I think it deserves a shot. I am a massive fan of Dune and really wanted to see what Mödiphius did with it.
First off, the book itself is lavishly produced and a joy to handle. Full-colour, glossy pages, sturdy hardcover, smythe-sewn, the works. It harkens back to the time when RPG sourcebooks were made to withstand use and abuse at the table. Precisely because I was so on the fence about this one, I refrained from purchasing any of the gimmicky “collectors’ editions” and I am glad I did. The “standard” edition hovers right below the level at which most high-profile RPGs are produced these days, where one is afraid to even handle the object for fear of damaging its purported value as a “collectible”.
I am definitely on the fence about the 2d20 system, and the version thereof presented in this book doesn’t do much to assuage my doubts. I am suspicious of its one-size-fits-all approach to handling conflict, especially as it diverges from the usual realm of handling small-scale skirmishes between low- to moderate-power level characters and mook NPCs. I would really like to see the system in use for handling things like espionage and political intrigue, without the whole exercise devolving into a series of dice-rolling back-and-forths with a lot of meta-talk. As an old-time RPG player and referee, I find this idea that one can use the same set of stats, and the same dice-rolling mechanic to abstract the resolution of all kinds of situations simultaneously lazy and contrived. However, I readily admit that I don’t have much experience with this particular iteration of the concept, so I reserve my judgment whilst noting my misgivings.
In terms of the writing, the book could have benefitted from another fine-combing editing pass. I found a number of typos, sentence fragments, syntactical errors and glosses that, whilst not detracting from the overall experience, did make for cumbersome reading at times. The fact that some sections were better edited than others (notably the Gamemastering section, with its rather loaded sensitivity/diversity/inclusivity material), gives the impression that no one actually read the whole thing in one go at any point in its later development. In light of the final product, it is quite annoying that Mödiphius chooses to rely on early access by end-users for proofreading. This is, unfortunately, becoming the norm for RPG publishers, and begs the question of how much this material is intended for actual reading, as opposed to collecting.
Now, to get to the central point of this review… the authors have done a remarkable job in synthesizing and presenting the setting material as presented in the books, giving a sweeping overview of the Dune universe that hews really close to the original. However, it hews too close, and doesn’t really convey a sense of what one might do with the Dune setting as an RPG. As I was reading through this, I was hoping for the kind of open-ended, suggestive prompts that characterise RPGs, inviting avenues for exploration and branching out to create other, original stories, but couldn’t find any. I found myself wracking my brain trying to come up with ideas for adventure scenarios that didn’t look like I was imitating or intersecting the plots of the novels. Admittedly, there is precious little to go on here. The Dune novels are good precisely because the world-building was made in service of the narrative. RPG settings at their best operate exactly in the reverse: the plot, if it exists, is loose and subject to derailing by ambitious GMs and reckless players. Still, In my opinion more could have been done to present the setting in a more open fashion.
For me, the biggest example of this is the spice melange. It is a central plot device in the novels, but there is barely any mention of it in the book beyond touting it as “the most important substance in the Universe”. There is no stat block for it, no description of its in-game effects, no mechanical way for players to interact with it. Why?!? This game would have piqued my interest and held my attention for much longer if I’d had been given a way to interact with this central, crucial aspect of the Dune Universe. This absence, together with the rest of the presentation, feels disappointingly like an attempt at preserving the canon of the Dune Universe, making the game about aping the plot of the novels without much creativity beyond that.
Overall, this RPG seems to be written more for the sake of having an RPG with the Dune name written on it. It is beautifully produced, and I can imagine the pressures the developers were labouring under in terms of faithfulness to the original. However, the end product is disappointing and I don’t think I’ll be playing or running this anytime soon.