Outsiders & Others

The Other OSR: Punk is Dead

Reviews from R'lyeh -

Punk is Dead: A Post-Apocalyptic SongwritingTTRPG kicks the punk of Mörk Borg into England’s dreaming. It is a roleplaying game that is both like and unlike Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Its tone is very much ‘punk’ and punk rock and it is very much like Mörk Borg set on an island lost from the dying world, However, it is a post-apocalyptic world rather than the pre-apocalyptic world of Mörk Borg, and its setting is modern rather than fantasy, but still ‘grim dark’. How exactly this world came about is unknown, but everyone knows that it was the fault of foolish old men, who in the space of seven days expended every nuclear weapon and shrouded the world in grey. Only the Ununited Kingdom remains, a lonely island onto whose shores climbs every nightmare and myth, come in search of power, a feast, or just a seat at the last dying of the world. It has been divided into five realms. In the southeast, The Murk exists Underground, dominated by the organisation known as the ‘LCV’, or Literal Corporate Vampires, and their shareholders, who reside in the Earthscrapers that fork out from the old tunnels of the Underground. Their world is a hell of torture and decadence, dug ever deeper by captives destined to become food. In the southwest, The Whimsy is ruled by an Undead Queen pulled from the grave to enact retribution upon those who killed her husband a thousand years before and unite the kingdom. She covers her realm in a thick mist which hides the monsters she commands and makes travel difficult. In the west, Adain Ddraig is protected from The Whimsy and the rest of the Ununited Kingdom by two gurt wyrms that demand tribute in cattle. To the north, The Grim is scarred by the cracks of former rivers and canals, divided between and vied over by the Petrolhdz and the EquestriPunks, who only come together for a good rave or to trade at the realm’s only building still standing, the Manchester Free Trade Hall. Further north, The Fern Jungle is a labyrinth of towering ferns and forests, where ‘Quantum Fuckery’ has merged nature and humanity as one, the Stag Folk silent and swift, and protective of their Hidden King. In between is The Woe, the workhouse of the Ununited Kingdom, run by middle management for the Literal Corporate Vampires. To the east, somewhere in the poisoned sea comes a signal from a Pirate Radio station, broadcasting news and music, and worse, Emergency Broadcasts that herald the end of the UuK. Few hear them for the Literal Corporate Vampires outlaws the possession of radios. Even as the end draws near, there is hope. Hope that runs like a river. Not of water, but MUSIC! Music that Punks will play to bring hope to the Ununited Kingdom and kick fascist, vampiric arse along the way.

Punk is Dead: A Post-Apocalyptic Songwriting TTRPG is published published by Critical Kit Ltd, best known for Be Like A Crow – A Solo RPG and Aces Over the Adriatic: A Solo RPG. A Punk in Punk is Dead is defined by six attributes—Nngh (strength for pushing and punching), Deft, Stage Presence (intimidation and charisma), Tough, Yeet (throwing stuff), and Streetwise. These range in value between ‘-3’ and ‘+3’. He has a weapon, such as a steak tenderise, an eight-ball in a sock, or a chainsaw. He will also have a Role, a Class that is his role in the band. These consist of Vocals, Guitar, Drums, and Keys, plus there are three bonus Hip Hop roles, which are Em Cee, Dee Jay, and Breaker. (If there is an eighties version of Punk is Dead, there definitely needs to a ‘Bez’ Role.) Each provides some ability modifiers, how money he has, and a way in ‘Quantum Fuckery’ has affected him. For example, Vocals might have the ‘War Song’ that unleashes a scream twice a day that grants a bonus to the other Band Members’ next actions or ‘Crowd Surfer’, which with running start or leap enables the Band Member to attack everyone in the ‘crowd’, whilst for the Keys there is Sight Reading’ to read the intentions of someone else and ‘Discordant Demo’ that creates an off-key melody which causes temporary brain fuzz and increases the Difficulty Rating of all tests for several minutes.

Name: Nuclear Trashcan NedRole: DrumsNngh +2 Deft 0 Stage Presence 0 Tough +3 Yeet 0 Streetwise -1Hit Points: 11‘Quantum Fuckery’: 808 (inflict double damage on anyone attacking a fellow bandmember)
Weapon: The Truncheon Thing (d6)Threads: Kevlar Jacket, Kneepads, DMs, leather glovesEquipment: Fuck all£23, bottle of water, two days’ worth of food Clash symbol
To have his Punk or Band Member undertake an action, a player rolls a twenty-sided die and adds the appropriate ability score to roll equal to or higher than a Difficulty Rating. The Difficulty Rating ranges from ‘Piece of piss’ and six to ‘No fucking chance’ and eighteen, with ‘You’ve got this’ or twelve being the average Difficulty Rating. A Band Member has a number of Creativity Points that his player can spend to modify rolls, whilst the Band Creativity Points are useable all by everyone as long as they all agree.
Combat uses the same mechanic. Initiative is random, the band members or the enemies going first. Tests are made against Nngh for melee attacks and Yeet for ranged attacks. An attack can be dodged with the Deft test. The rules allow for ‘fuck-ups’ if a roll of one is made. If a Band Member’s Hit Points are reduced to zero, he is broken and may result in him being knocked unconscious, losing or breaking a limb, losing an eye, heavy bleeding, and death. If reduced to negative Hit Points, he is definitely dead.
The songwriting aspect of Punk is Dead is treated with a similar brevity, even though it is part of the title. There are no mechanics to support the process, but rather the players are expected to rely upon their creativity, take a vote on proposed lyrics, and if accepted are rewarded with Creativity Points. There is a quick and dirty guide, which is very in-keeping with the Punk ethos. The other way of earning Creativity Points is performing great gigs. There are tables for a gig’s outcome and for life on tour, preferably in a Ford Transit Van.
For the Band Manager as the Game Master is known there is a plethora of enemies, fascist and otherwise. They start with the Literal Corporate Vampire with sharpest of suits and include the First Wave of undead raised by the Undead Queen in The Whimsey after the apocalypse, Flame Hounds, the Gurt Wyrm, Stag Folk, Splitter made from seaweed, rope, and micro-plastics, Root Blights, Woebots, The Undead Queen of Avalon, and more.
Lastly there is a scenario, ‘London Falling’. The band gets to play at The ePoxy Club in Covent Garden Ruins as a support act. It is a fun little stealth and strike mission which kicks off when the main act gets kidnapped by the local Literal Corporate Vampire. It can be played through in a single session or so, including Band Member creation.
Punk is Dead: A Post-Apocalyptic Songwriting TTRPG is missing advice for the Band Manager in terms of setting up and running a game. Given that, this is not a roleplaying game that really should be picked by the prospective Game Master as her first roleplaying game unless she is definitely a fan of Punk. It is better suited to a more experienced Game Master who will have no issue with the rules or how to play or run Punk is Dead. In the main, the Band Manager and her players will be drawing upon all manner of media depicting band life and going on tour, not just that of Punk, and for the majority of players, they will have some idea of what that is like from having consumed some of that media. Similarly, there is no advice on creating a scenario or campaign, otherwise known as going on tour, and again, the Band Member will likely want to draw inspiration for those media sources and then inject some of the horror of Punk is Dead.
Physically, Punk is Dead: A Post-Apocalyptic Songwriting TTRPG is presented in the rough Punk style that you would expect and as seen on punk rock album covers, flyers for punk concerts ,and punk fanzines, with lots of paste-ups, torn out content, and collages. It fits the genre of the roleplaying game and it work well with the more horrifying style of Mörk Borg.
Punk is Dead: A Post-Apocalyptic Songwriting TTRPG is an entertainingly different treatment of the post-apocalyptic in roleplaying, likely to be a bruising, sweary headbutt of a game. Its presentation of the post-apocalypse of the Ununited Kingdom leans towards breadth rather than depth, and perhaps it could be explored further a full Punk is Dead tour across the Ununited Kingdom?

Secrets & Solitude

Reviews from R'lyeh -

Dawnworld is an unregarded, almost forgotten world lying on the border of the Third Imperium in District 268 of the Spinward Marches. Over the centuries, its Eden-like nature has made it an attractive world for potential colonisation, but all of the numerous attempts to settle it have failed because of the sterility of any male born on the planet. However, the world is not uninhabited. It is home to some fifty or so monks at the Monastery of the New Sun, devout members of a monastic all male sect that is part of the Church of the Stellar Divinity. Its adherents believe that all stars are gods, conscious beings of transcendental power, whilst the monks also believe that the Dawnworld system once had only the single, but the ancient Saint Phranz was so beloved by the sun Sagree who longed for a companion that the Saint achieved apotheosis in this system and became the New Sun. There is a legend too that Saint Phranz entrusted the monastery with a great treasure, but since the monks live humble lives of worship, work, and austerity, there can be no truth to the legend. However, such a legend is cause enough to attract the attention of the worst that Charted Space has to offer. The modest and unassuming monks of Monastery of the New Sun are about to suffer the most wretched day of their lives as space pirates descend on Dawnworld and demand that the monks hand over the treasure—and they are not going to take no for an answer!
This is the set-up for In the Name of the Dawn, a scenario for Mongoose Publishing’s Traveller and published by March Harrier Publishing via Mongoose Publishing. It is from the same author who wrote The Zhodani Candidate and Eve of Rebellion, and though very much less political than either of those, it brings his experience of freeforms and LARP—Live Action Roleplaying—to the Third Imperium with its combination of Player Characters with strong motivations. It is designed to be played in a single session with four players and includes four pre-generated Player Characters. It thus suitable to be run as a convention scenario or as one-shot. They include a monk with a bloody past, a monk who is being blackmailed, an Aslan monk with a tragic past and a fascination for Shakespeare, and a monk who thinks that Dawnworld has an interesting past. This barely scratches the full details of each of the Player Characters’ secrets, all of which will be revealed in the course of the scenario, some of which may prove useful in the course of the scenario, and many of which will leave the Player Characters with dilemma—more or otherwise—at the end of the scenario. All four Player Characters have detailed character sheets, including an extra page of Shakespeare quotes for the Aslan!

In the Name of the Dawn is divided into three acts. In the first act, the scenario opens with the Player Characters going about their daily lives when they realise that a ship is in orbit and a shuttle is about to land. That this is not the regular supply shuttle come several months early is confirmed when its doors open and out rush a seeming horde of Vargr all shouting and shoot guns in the air. The monks, including the Player Characters, are rounded up and questioned about the treasure that is held at the monastery. In the second act, the Player Characters have an opportunity to escape and begin to search for clues as to what is really going on at the monastery because it becomes clear that the abbot was hiding something. In the last act, the Player Characters will make an amazing discovery and need to work exactly what they want to do with it and who they tell, if anyone. This discovery is the big secret behind In the Name of the Dawn, and given the stellar theming of the scenario, the dedicated Traveller fan probably has a good chance of guessing what it might be.
Bar its opening scenes, In the Name of the Dawn does not have set scenes and is entirely character driven. The scenario is entirely driven by the decisions of the players and their monks, the pirates mostly acting in surprised reaction to their actions. What is interesting about the scenario is that the players and their characters are faced with a moral dilemma from start to finish, followed by a very big one. The main moral quandary they face concerns how much violence they use in either escaping from or dealing with the pirates. Their choices will be limited since the Monastery of the New Sun is a house of peace, but as the scenario progresses, the monks will lay their hands on some weapons. However, too much violence and certainly killing, will likely lead to a crisis of faith. As will the last moral quandary and the revelation as to the big secret at the monastery
The Game Master is supported with solid advice, a full description and maps of the Monastery of the New Sun, and write-ups of the NPCs. There is also plenty of Library Data which provides even more background detail to the scenario.
Physically, In the Name of the Dawn is tidily, if plainly organised. If the scenario is missing anything, it is a map of the secret (though the Game Master could create something using Starship Geomorphs 2.0), and given the nature of that secret, a map of the Dawnworld might have been useful too.
Imagine being a monk in a ninth century monastery on the coast of Ireland and discovering that the only means of defending yourself and the monastery beyond faith is actually a battery of nuclear missiles? That revelation lies at the heart of the In the Name of the Dawn. This is a terrific scenario that presents the players and their characters with challenge and a dilemma, forces them to rely on ingenuity rather than gear, and reveals to them secrets upon secrets, including one that the Traveller fan will relish.

Friday Fantasy: Inferno Road

Reviews from R'lyeh -

Hell rocks with rage and the race never ends! An enormous Doom Buggy roars across the foul and sulphurous landscape, its great steel-plated wheels smashing the smaller vehicle that swarm around, crushing flat boulders, crags, and fissures, cracking the bone dry surface from which first black blood spurts and then seeps. Atop is Satan, the Lord of Darkness, the Greater Deceiver, and the Master of the Nine Levels of Hell. But Master no longer, for he is chained and can only scream out his pain and frustration at his betrayal. Screams that cause the demons and devils that the work the great vehicle to cackle and the drivers of the convoy that chases in its wake—Killcycles, Motor Devils, Succubi on Unicycles, and more, to urge themselves to driver faster, faster, faster. As Satan shakes his chains and the whole of Hell shakes, the Dark Lords, his Princes see this as an opportunity. A chance to prove their loyalty? A chance to supplant their former master? No matter what their aim and their ambition, they have a ready supply of proxies—soulless grubs endlessly churning and writhing in the burning pits of Hell. Only each grub knows or cares how long it has been there, but what they all share is a constant, agonising desire for a Soul! Any Soul! Even if it was not a Soul that was theirs. Each of the Princes of Hell reaches down and scoops up grubs and after imbuing them with past lives, throws them into the convoy chasing after the Doom Buggy!

This is the setting for Inferno Road, a race and a chase scenario Goodman Games’ Dungeon Crawl Classics Role Playing Game. It comes from the same team behind The Hobonomicon and again, is a showcase for the art of Doug Kovacs. This has ramifications for how easy Inferno Road is to use, since there is more art than text and that leaves the scenario with much less direction—other than onwards across the plains of Hell—in terms of running it. It should be no surprise that the players take the roles of the Grubs scooped up by their Princes of Hell and thrown into the chase. Each Grub has the traditional six stats of Dungeon Crawl Classics, some Hit Points, and two past lives. The latter are nearest thing that Inferno Road has to skills and the Judge might grant bonuses if a player can bring an aspect of them into play. However, once per game, a Grub can manifest an item pertaining to a past life. A Grub’s Prince of Hell is its Patron.

One thing to note is that some of the Past Lives are dark, even horrifying, in nature and veer towards the tasteless, if not cross that line for some players. Of course, Inferno Road is set in Hell and the Past Lives reflect that, each one of them having committed sins and other actions that resulted in their Soul being cast into Hell. Some require some invention upon the part of the players, but others are suggestive, and some are actually overt as what those sins might have been. For example, ‘Manson Family Member’, ‘Sex Criminal’, and ‘Nazi Stormtrooper’. With these, Inferno Road does cross the line because of what they ask the player to think about and then bring elements of that into play, the Judge might also want to decide which of the Past Lives that she wants to include right from the start. Ultimately, it up to the players at the table how far such sins and what the Past Lives did is expressed at the table and brought into play. What it makes clear though, is that as silly as its set-up is, Inferno Road is an adult scenario, one that in this instance deserves the advice it gives of ‘Trigger Warning: Everything’.
Just Another Grub
Strength 12 Agility 16 (+2) Stamina 7 (-1)
Personality 11 Intelligence 11 Luck 10
Hit Points: 6
Past Lives: Canadian Immigrant, Dog

From this simple set of stats, it suggests that Inferno Road is a ‘Character Funnel’. This is a singular feature to the Dungeon Crawl Classics Role Playing Game, which takes Zero Level Player Characters—usually four per player—and pushes them through a Zero Level dungeon. Devoid of the abilities, spells, combat acumen, and Hit Points that a Class would grant them, a Player Character in a ‘Character Funnel’, must instead upon his luck and his wits, all whilst aspiring to a proper Class. In Inferno Road, the Grubs seek not treasure, but Souls—and everything has a Soul. Kill another creature and a Grub can harvest its Soul and if aboard or close to the Doom Buggy, it knows where the nearest and biggest pile of Souls is. When a Grub harvests a Soul, it can either eat the Soul or add it to its Luck. Eating a Soul is really how a Grub gets better. Consume a Soul and a Grub will transform into an Arachnodaemon, Brute, Harpy, Killcycle, Motor Devil, Pit Imp, Spiny Devil, Succubus (Type I), Succubus (Type II), Twins, and so on. He can also regress back into a Grub. All of this is randomly determined.

Bar the set-up, almost everything in Inferno Road is randomly determined and thus supported by several sets of tables and the means to generate various aspects of the game. This includes the means to generate Hell Princes, Upgrades to the Player Characters, vehicles in the convoy chasing the Doom Buggy, and random crew and miniboss features. Separate sheets provide charts of random stuff and things to find on the way, and infernal weapons. The Spinner is used to indicate what new form that a Grub, or the Grub in its current form, transforms into, but there is a simple table included if the Judge simply wants to roll on that. It is also possible for a Grub to roll its current form and get Upgrades instead.

What Inferno Road does not provide is any guidance on running it. It does not explain how to set it up or what to do from turn to turn. The Judge has to infer a lot from reading Inferno Road and then set it up from that. It is not necessarily difficult, but it is made all the more challenging because of the lack of advice. And further, it means that Inferno Road is definitely not for the inexperienced Judge.

Physically, Inferno Road is a great looking book. Doug Kovacs’ artwork is as good as you expect it to be and it is clear that he is having fun drawing for a project of his own rather than a commission. Inferno Road does need an edit in places though.

Ultimately, Inferno Road is more of a set-up and then work it out how you want to run kind of thing. It is not so much a ‘Character Funnel’ with Zero Level Grubs as a ‘Character Grinder’ since there is no conclusion to Inferno Road, no end to its ‘Hieronymus Bosch meets Mad Max 2’ grind of road rage and high demonic action. What its set-up is designed for is a convention event with multiple players passing by, dropping in to play, and dropping out again as the Judge keeps the churn of Grubs and the Doom Buggy rollin’ rollin’ rollin’… Inferno Road looks good and sounds great, but like any demon pact, the Judge really has to have a very good idea of what she is getting into and what she wants out of it.

Friday Filler: The Parks and Recreation Party Game

Reviews from R'lyeh -

The deputy director of the Parks and Recreation Department in Pawnee, Indiana, Leslie Knope, is incredibly enthusiastic about her job, about the good works that government can do, about promoting the town (despite its sometimes less than perfect history), and life in general. Her boss, Ron Swanson, the Parks and Recreation Department director, as a staunch libertarian, believes otherwise and would in fact prefer to shrink the government, including his department. The rest of the department vary in their enthusiasm and attention for their roles in the office, but they have their own projects that they need to complete. Even Ron. This is the set-up for the Parks and Recreation Party Game, based upon the sitcom. It is all about the Waffles. If they Complete Projects, the Parks and Recreation Department employees will earn Waffle Rewards. Sometimes—and more than sometimes—they need the help of their fellow employees, who have to help, and if they take the credit, then all of the Waffles are theirs. The Parks and Recreation Party Game is designed to be played by three to six players and is published by Funko Games.

The Parks and Recreation Party Game is played over several rounds. Each round, a player attempts to complete part of project, with or without the help of another player. If with, the other player must help and cannot act in that round. When a project is completed, the players who helped and are recognised for doing so—that is, they have their tokens on the project—get Waffle Rewards. The Waffle Rewards have numbers on their reverse that are kept hidden until the end of the game. The game ends when ‘Li’l Sebastian’, Pawnee’s much loved celebrity miniature horse, eats the last of his waffles. At which point, the players turn over their Waffle Rewards, count their scores, and the player with highest is the winner.

The Parks and Recreation Party Game consists of six Character Cards, a Project Deck, a ‘To Do’ deck, a ‘Visitor’ deck, a supply of Waffles, and a cute ‘Li’l Sebastian’ figure. The six Character Cards each show a character from the television series—Leslie Knope, Ron Swanson, Donna Meagle, April Ludgate, Andy Dwyer, and Tom Haverford—and is marked with a symbol representing ‘Personnel’, ‘Music’, ‘Catering’, ‘Sponsorship’, ‘Public Support’, and ‘Cut Red Tape’. The ‘To Do’ cards are numbered, show one or two sets of two or three of the aforementioned symbols. They also have quote from the series. The Project Deck consists of large cards which show the type and number of symbols required to complete each part of the project, a bench where the characters can sit to indicate that they have helped complete the project, and symbols that indicate whether ‘Li’l Sebastian’ eats Waffles and moves the game closer to its end or if a new Visitor card has to be drawn. Every Project Deck is illustrated much like the paintings that depict famous scenes in Pawnee history and are hung on the walls of Pawnee City Hall. Visitor Cards are drawn at the start of the round and remain in play until a new Project indicates that a new one is drawn. They represent other characters from the television series visiting the Parks and Recreation Department and grant various effects. For example, the ‘Chris Traeger City Hall Visitor’ card lets every player take a Waffle Reward, except the player with the most Waffle rewards’ and the ‘Tammy Swanson 2 City Hall Visitor’ card forces everyone to play with their hand of ‘To Cards’ in front of them. There are also several tokens for each of the characters, Pawnee Tokens to indicate that part of project has been completed, and Waffle Reward tokens.

At the start of a round, each player, assigned a Character card, has a hand of five ‘To Do’ cards and there will be ‘Project cards’ in play on the table. On a round, each player selects one of the ‘To Do’ cards in their hands and places it face down on the table. These cards are revealed simultaneously and then in order, from the lowest number to the highest. What a player is trying to do is match the symbols and their number on his ‘To Do’ card with those on a ‘Project card’. If he can, the requirement is fulfilled and he gets to place a character marker on the ‘Project card’. If he cannot, he goes round the table and finds a player who has played a ‘To Do’ card with the symbols that he needs and gets that player to help him by using his ‘To Do’ card. If the requirement is fulfilled, both players place their character marker on the ‘Project card’. The player who is asked for this help has no choice in this and the act of helping serves as his action for the round. This is not as bad as it sounds because it gives both players the opportunity to gain Waffle Reward.

Lastly, if no other player can help complete a ‘Project card’, then the acting player can turn to ‘Jerry’ Gergich, the much put upon and gently mocked character in Parks and Recreation. In the Parks and Recreation Party Game, he serves as a wild card and can be used to stand in for any symbol that a player needs. However, he can only be used once in a round.

Waffle Rewards are earned once a ‘Project card’ is completed. The player whose character marker is to the left on the completed ‘Project card’ will gain a Waffle Reward which is more likely to have a better scoring value. What this means is that it is better to start a ‘Project card’, that is, ne ‘assigned’ it, rather than work on it latter as the scoring potential is higher. However, some ‘To Do’ cards are ‘Promotions’ and let a player move his character marker to the left, gaining the spot with the higher scoring potential, effectively taking credit for the project despite not being assigned to it. If at the end of a round, a player has been unable to act, most likely because the ‘Project card’ he was planning to work on has been fulfilled, he can discard as many cards from his hand at once and refresh them.

Play continues like this until ‘Li’l Sebastian’ has eaten all of his Waffles. This ends the game and the players turn over all of their Waffle Rewards and add their scores. The player with highest total is the winner.

Physically, the Parks and Recreation Party Game is well presented. The cards use photographs of the characters from the television series and the artwork on the ‘Project’ cards is decent. The rules are clearly written, although they leap straight into set-up without any explanation. The figure of ‘Li’l Sebastian’ is cute.

The Parks and Recreation Party Game does not feel like a party game. It is not particularly social in its play or interaction and there is nothing physical about it. Its character is more amiable than anything else, its forced help mechanic actually giving both players involved the chance to score. That does set up an opportunity for a player to gain a promotion and move his character to a better scoring position, but that is about as sharp as play gets. As much as that feels like the office politics of Parks and Recreation, the game is lacking. The problem is that none of the characters have any character. The personalities of the characters seen on screen are not reflected in the game play. That is, they have no special abilities that match their personality and they feel all the same. In fact, the ‘Visitor’ cards have more personality than the characters and that ultimately, is the undoing of the Parks and Recreation Party Game. Without any variation in the characters and without any special abilities to reflect their personalities from the television series, there is no reason to want to play the Parks and Recreation Party Game more than once because it does not enough variation between games.

The Parks and Recreation Party Game is a game for the Parks and Recreation fan rather than the experienced gamer. There is nothing wrong with that, since not everyone is an experienced gamer. Yet even the Parks and Recreation fan is going to bored of this game fairly quickly, and ultimately, the Parks and Recreation Party Game is a missed opportunity.

Miskatonic Monday #406: Kaidan – Great Service

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Kaidan – Great ServicePublisher: Chaosium, Inc.
Author: Warped Plots

Setting: 1980s JapanProduct: Scenario
What You Get: Thirteen page, 9.11 MB Full Colour PDF
Elevator Pitch: “I am better able to imagine hell than heaven; it is my inheritance, I suppose.” – Elinor WyliePlot Hook: Guess who’s going to dinner? meets the Samurai GourmetPlot Support: Staging advice, one floorplan, and three non-Mythos monsters.Production Values: Reasonable
Pros# Non-Mythos scenario in 1980s Tokyo# Easy to adapt to other post World War II-eras# Japanese folklore horror scenario
# The folklore could be a façade# Could be condensed down to a one-session one-shot# Easy to prepare with most options and outcomes covered# Vorarephobia# Daemonophobia# Chrematophobia
Cons# Non-Mythos scenario# The full horror really only comes with saying yes# Fifty-two bodies a year for seven decades, and nobody noticed? Now that’s magic.
Conclusion# Hell’s kitchen and nary a Gordon Ramsey in sight# Claustrophobic Japanese folklore horror scenario about inheritance

Miskatonic Monday #405: The Mortal Muncher

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Mortal MuncherPublisher: Chaosium, Inc.
Author: Jared Tullis

Setting: 1930s New Orleans Product: Scenario
What You Get: Fifty-one page, 42.87 MB Full Colour PDF
Elevator Pitch: Fear upsets the Big EasyPlot Hook: A monster stalks the streets of New Orleans and the Investigators may need to turn to crime to defeat itPlot Support: Staging advice, five pre-generated Investigators, eleven NPCs, seven handouts, four maps, one floorplan, one Mythos Tome, two Mythos spells, and two Mythos monsters.Production Values: Cramped
Pros# Scenario for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Easy to adapt to other modern eras# Highly detailed investigation into victims old and new
# High action monster hunt# Includes detailed descriptions of New Orleans# Works with Tales of the Crescent City: Adventures in Jazz Era New Orleans# Sanguivoriphobia# Haemophobia# Kinemortophobia
Cons# Needs an edit# Cramped and information heavy
Conclusion# Highly detailed vampire stakeout in the Crescent City# The Gothic in Southern Gothic in a ‘B’ movie spine tingler

Strontium Dog I

Reviews from R'lyeh -

In 1988, Games Workshop would have published its fourth home grown roleplaying game. Like its second, Judge Dredd: The Role-Playing Game, this would have been drawn from the pages of Britain’s longest running Science Fiction comic, 2000 AD. Strontium Dog: The Role-Playing Game was based on the comic strip of the same name, telling the exploits of Johnny Alpha, an ‘S/D’ or Search/Destroy agent forced to live off Earth because he was a mutant and work collecting bounties on some of the worst criminals in the galaxy. Working Typically accompanied by one or more of his partners—Wulf Sternhammer, the Gronk, and Middenface McNulty, Johnny Alpha dealt with prejudice against mutants—the worst of which came from within his own family, rival bounty hunters, revenge-seeking criminals, and worse. The stories were essentially Spaghetti Westerns in space and the comic strip, which originally appeared in the pages of Starlord in 1978 before transferring to 2000 AD in 1980 ran until 2018 with the death of its artist, Carlos Ezquerra, was very popular. It has since been revived with stories exploring other characters and the wider setting. Had Strontium Dog: The Role-Playing Game been published by Games Workshop, it would have no doubt sold well. After all, in the mid-eighties, Strontium Dog was one of 2000 AD’s most popular series, as was Judge Dredd, and its familiarity to the British roleplaying game hobby would have given it as firm a fan base as Judge Dredd: The Role-Playing Game. Plus, there were fewer stories for Strontium Dog and its setting was more open—the whole of galaxy, plus time travel—so there was more space in which to create and tell adventures, and then, of course, the set-up was simple. Play a Mutie ‘S/D’ Agent, overcome the prejudice he faces, travel the galaxy, capture or kill criminals, collect their bounties, make a living.

Alas, it was not to be. In 1987, following the release of Warhammer 40,000: Rogue Trader, Games Workshop pivoted away from supporting intellectual properties that were not its own, dropping board games and roleplaying games in favour of miniatures and wargames. This included what would have been Strontium Dog: The Role-Playing Game.

This is not a review of Strontium Dog: The Role-Playing Game as released, for that did not come to pass, but a review of what could have been. This is a review of the playtest version that was very close to completion and came with everything necessary to play, including a beginning scenario.

—oOo—
Strontium Dog: The Role-Playing Game would, like the Judge Dredd: The Role-Playing Game, have appeared as boxed set. Inside there would have been three books—‘The Player’s Book’, ‘Equipment Manual’, and ‘The Game Master’s Book’. In addition to this, there would probably have been a set of percentile dice and some cardboard standees. The latter, along with the box itself and the book covers would have been the only things in colour. The books would have otherwise been black and white, but exactly like Judge Dredd: The Role-Playing Game had its artwork by various artists to draw upon to illustrate its pages, so to would have Strontium Dog: The Role-Playing Game with the artwork of Carlos Ezquerra. This would have imparted the rough, working and frontier nature of the Strontium Dog setting as well as its action.

‘The Player’s Book’ introduces the setting and details both the means to create characters and the rules for Strontium Dog: The Role-Playing Game. There are some suggestions as to how it might be played using miniatures, and no doubt, Games Workshop would have made a set of miniatures available. Everyone plays a Mutant ‘S/D’ Agent, operating out of an orbital base nicknamed the ‘Doghouse’. He is defined by his Attributes, Special Abilities, and Mutations, and will also have some equipment and weapon proficiencies. The six attributes consist of Strength, Initiative, Combat Skill, Technical Skill, Street Skill, and Psi Skill. Of these, Strength is both an ‘S/D’ Agent’s ability to both inflict and suffer damage, Initiative is both his speed and his agility, and the Psi skill is his ability to withstand psionic attacks and if he has a special Mutant Power, use that as well. These are all percentile values and are created by rolling ‘2d10+30’. He will definitely have a mutation of some kind, including minor, major, and extreme physical mutations, animal mutations, and Mutant Powers. If an ‘S/D’ Agent has a Mutant Agent he will still have a physical or animal mutation, and in all cases, the mutation also imparts a negative Reaction Check modifier. The more extreme the type of mutation, the more negative the Reaction Check modifier. ‘The Player’s Book’ includes multiple tables for determining an ‘S/D’ Agent’s mutation and its extent, providing for a lot of detail whilst still leaving room for the player to detail the specifics. This can lead to the creation of grotesques, but this is not out of keeping with the source material.

The Mutant Powers consist of a range of psionic powers, such as Absorb Energy, Chameleon, Illusions, Mind Control, Psychic Attack, Pyrokinesis, Telepathy, and Teleportation. They also include Johnny Alpha’s Alpha Ray Vision. Special Abilities consist of a mix of what would be abilities and skills in another roleplaying game. They are categorised under Initiative, Combat Skill, Technical Skill, and Street Skill. For example, Initiative-based Special Abilities include ‘Ambidextrous’, ‘Dodge’, and ‘Target Tracking’; Combat Skill-based Special Abilities include ‘Fast Aim’, ‘Hammerfist’, and ‘Weapon Specialist’; Technical Skill-based Special Abilities include ‘Computer Use’, ‘Drive’, and ‘Medtech’; and Street Skill-based Special Abilities include ‘Detect Traps’, ‘Intimidation’, and ‘Smooth Talker’. These Abilities provide a range of effects, including simply being able to undertake a particular task, grant a bonus to the associated Ability, or change when an ‘S/D’ Agent acts in combat. They typically require a roll against the associated Ability to activate. Penultimately, the ‘S/D’ Agent receives the standard equipment for an ‘S/D’ Agent and an advance to spend on extra arms, armour, and gear, which will be paid back from his first successful bounty. Lastly, the player rolls for his ‘S/D’ Agent’s weapon proficiencies. These represent some training and the weapons the ‘S/D’ Agent used during the Mutant Uprising.

To create a ‘S/D’ Agent, a player rolls for his Abilities and his Mutations and their depth and detail. Having generated his ‘S/D’ Agent’s Abilities, he receives points to spend on their associated Special Abilities. This is equal to the number of points above thirty for each Ability or equal to the die roll used to generate each Ability. Any excess points are saved to be spent later. He will also purchase further equipment. By the end of it, the player should have a very good idea of what his ‘S/D’ Agent looks like and what the extent of his mutations are. The process is not difficult, but slightly fiddly when it comes to determining the nature and extent of his mutations. It helps that there is a full example of ‘S/D’ Agent creation. Plus, at the end of the process, there is an engaging in-game briefing that the ‘S/D’ Agent would receive that sets the scene for his reception of his first bounty.

Raggedy Ann O’Riley

Strength 44
Initiative 47 (1)
Combat Skill 38 (0)
Technical Skill 36 (0)
Street Skill 40 (0)
Psi Skill 43

SPECIAL ABILITIES
Dodge (Initiative), Target Tracking (Initiative), Weapon Specialist (Combat skill), Drive (Technical Skill), Pursue (Street Skill), Sign Language (Street Skill)

Reaction Check Modifier: -05
Security Rating: CCC

MUTATIONS
Skin colouring is quartered (indigo, magenta, dark brown, normal flesh)
Skin is like coarse fabric
Eyes have strange colour (wheat yellow iris)

WEAPON PROFICIENCIES
GCC Standard Issue Single Cartridge Blaster, Skatta Gun, Lazooka

EQUIPMENT
GCC Standard Issue Single Cartridge Blaster
No. 1 Cartridges (3)
Wanted Meter
Custom-Fit Chest Armour, Upper Back Armour, Arm Protectors (pair)
GCC Standard Issue Jumpsuit, Black
GCC Standard Issue Combat Boots, Pair, Black
GCC Search/Destroy ID Badge with CCC Security Rating
GCC Standard Issue Pouch Belt with eight Pouches
2,500 cr

Mechanically, Strontium Dog: The Role-Playing Game is a percentile system. To have his ‘S/D’ Agent undertake an action, his player rolls the percentile dice and compares the result against the appropriate Ability. If the result is equal to, or under, the Ability, the action is a success, but if over, a failure. A roll of ‘01’ is always a success and a roll of ‘00’ is always a failure.

Combat, a major aspect of the roleplaying game, is played on a timescale of one Round equals five seconds in which there are five Phases. A combatant can act in one or more of those Phases, the number determined his current Initiative. All ‘S/D’ Agents begin play being able to act in two Phases, but their Initiative can go up and down. Up due to improvement, down due to injury. Most actions take a single Phase. Firing a weapon involves aiming, weapon proficiency (halved if the ‘S/D’ Agent lacks the appropriate weapon proficiency), size, distance, movement, and illumination. Combatants can target specific locations, but weapons can jam if a ‘00’ is rolled. A jam might simply be that, but it could also be a misfire or even the weapon exploding!

The combat rules also cover thrown weapons—a lot of different types of grenades are available and thrown in Strontium Dog, hand-to-hand, and so on, all supported by examples. Damage is determined by the attack type and for missile weapons, the base damage is modified by range. More damage is inflicted at close range, less at long range. Damage itself is applied to hit locations, which can be a challenge because not every mutant is going to have the same body parts, the same number of body parts, or the same bodily arrangement as other mutants or normal humans. The rules include advice on this, but ultimately in such cases, it is down to the Game Master to decide upon what part of the body that the damage is inflicted. Armour, if worn on a particular location, has a percentage chance of stopping the damage completely equal to its Armour Rating. If this Armour Roll is successful, the damage is stopped, but it damages the armour and reduces its Armour Rating. Damage is deducted from a target’s Strength and Initiative Abilities, potentially reducing his speed and capacity to act. Strontium Dog: The Role-Playing Game does include rules for critical hits, which occur when an ‘01’ is rolled, or an ‘01’ or ‘02’ if the combatant has the ‘Weapon Specialist’ Special Ability. The list of effects is not extensive, but range from loss of an eye or ear and permanent Initiative to extra damage and temporary unconsciousness. It can every result in the target being killed outright. This is rare though. There are Critical Hit Tables for each location. ‘The Player’s Book’ makes clear that the Critical Hit rules are optional.

The rules also cover movement, pursuit and fleeing, tracking, sneaking and searching, listening and observing, driving and flying, and more. Traps are covered too, as criminals not infrequently lay them for nosy ‘S/D’ Agents. What Strontium Dog: The Role-Playing Game makes clear though, is that combat is an option. An ‘S/D’ Agent can attempt persuade or intimidate a bounty into giving himself up and may well need to do so, since the terms of a bounty may require the apprehension of a fugitive or criminal rather than execute him. To that end, particular attention is paid to intimidation. The Intimidation Special Ability will give an ‘S/D’ Agent an advantage here, as will Persuasion and Smooth-Talker. That said, the negative Reaction Check Modifier from being a mutant and an ‘S/D’ Agent will counteract that.

‘The Player’s Book’ comes to close with a discussion of warrant types—‘Apprehend & Return’, ‘Dead or Alive’, and ‘Termination’—and the crimes that lead to their being issued and what sort of bounty an ‘S/D’ Agent can expect to be paid for completing each type. Presented here too, is discussion of the regulations as they pertain to each warrant type, how to use the Wanted Meter, and lastly, the rights of criminal once he has surrendered. This is all useful information as it underpins the structure of how the game is played from one scenario to the next. There are similarities here between Judge Dredd: The Role-Playing Game and Strontium Dog: The Role-Playing Game with the lists of crimes and associated values. Of course, in the former, the Judge is apprehending perps and sending them to the isoblocks for years, whilst in the latter, the ‘S/D’ Agent is apprehending criminals and bringing them back for money. Both are dispensing the law, if not justice, and there are situations where both can be regarded as executioners.

The ‘Equipment Manual’ is an extensive guide to the guns and gear used by ‘S/D’ Agents that appears in Strontium Dog. From signature blasters and blaster cartridges to mini-nukes and planet-busters, the list of equipment is lengthy and detailed. Lasers, grenades, bombs, hand-to-hand weapons, vehicles, and more are all described. The miscellaneous section covers bleepers (or tracking beacons) and com-units of various ranges), jetpaks, maps, medi-paks, toolkits of various kinds, security devices, and a lot more, including Plastiflesh for disguising oneself. The vehicle section gives profiles for various models and types along with rules for driving, crashing, and vehicular combat. These are comparatively more detailed than those for man-to-mutant combat, and so require more attention and study to bring them into play. The last entries in the ‘Equipment Manual’ explain the workings of the ‘AAA Security Weapons’ that Johnny Alpha is occasionally issued with in the comic series. Things such as ‘Stasis Grenades’, ‘Time Bombs’, ‘Time Traps’, and ‘Time Shrinkers’. Developed by the Galactic Crime Commission that the ‘S/D’ Agents ultimately work for, they are issued only to the most trusted agents and their unsanctioned use is a crime. Essentially, these are only to be issued by the Game Master and only for specific missions, their use serving the story rather than anything else.

‘The Player’s Book’ begins by giving the advice that the reader work through the examples included in its pages and create some examples of the ‘S/D’ Agents before running them through the rules to grasp how Strontium Dog: The Role-Playing Game is designed to work. This element of advice continues for the reader in ‘The Game Master’s Book’, suggesting she skim it more than once to gain an idea of where everything is in its pages, before examining its different elements in more detail. The specific advice focuses on the creation of scenarios and on running the game itself, discussing in turn, plot, settings, and encounters, all leading to the climax. It also provides Game Master with advice on various aspects of the roleplaying game, including mutations and Special Abilities, skill checks, combat and damage, as well as adding more details for criminals surrendering, including even the possibility of a reversal of any such surrender!

‘The Game Master’s Book’ includes the introductory scenario, ‘Doggy in the Middle’. This is specifically designed for beginning characters who are ready for their first bounty. It opens with the ‘S/D’ Agents in the Capitol on the planet of Sleaz, assigned a warrant from the Doghouse raised by the Sleaz Police. It wants the ‘S/D’ Agents apprehend several members of the Pleasant Street Gang. The ‘S/D’ Agents are told where the bounties can be found and told that they cannot use firearms of any kind. Fists and clubs are okay. The gang members are in Sammy’s Bar and the ‘S/D’ Agents are to apprehend them without causing too much collateral damage or killing anyone. There are about thirty staff and patrons in the bar and the ‘S/D’ Agents must sort the bounties from the innocent civilians. ‘Doggy in the Middle’ is fine for a single evening’s worth of play, but it is not a disappointing at the very least. It only showcases limited aspects of the roleplaying game, with no scope for the use of blasters and other ranged weapons, for investigating a bounty, and for action beyond the confines of the bar. For a barroom brawl, it is not a terrible scenario, but for introductory scenario, it only does half the job. This would have been disappointing had Strontium Dog: The Role-Playing Game actually been published, but its failure to fully support the rules and showcase what an actually showcase what a Strontium Dog: The Role-Playing Game would actually look like is compounded by an editorial note deleting the mention and thus possible inclusion of a longer adventure.

‘Doggy in the Middle’ does show what an NPC looks like in Strontium Dog: The Role-Playing Game and in addition, the roleplaying game gives rules and tables for creating a variety of NPCs, including mercenaries, police, engineers, scientists, and aliens. Naturally, particular attention is paid to the creation of criminal NPCs since they will be the target the bounties in play. It includes minor criminals, criminal henchmen, and major criminals, and their equipment and their crimes. The most interesting addition here is for ‘Security’, specifically the ‘Security Rating’ for ‘S/D’ Agents. An ‘S/D’ Agent’s Security Rating consists of three letters such as ‘CCC’, ‘BCC’, and ‘BAC’. The first letter indicates the amount of bounty that an ‘S/D’ Agent has brought in, the second how well an ‘S/D’ Agent pursues warrants, and the third a general assessment of the ‘S/D’ Agent’s capability. The ratings can go down as well as up, and in the game, it represents an ‘S/D’ Agent’s access to equipment, which at a Security Rating of ‘CCC’, this could be Pressure Sensitive Device or Magnetic Decoder; for ‘BBB’, some Plastiflesh or a Retina Printer; and for ‘AAA’, the aforementioned special devices that the Galactic Crime Commission only assigns to its more trusted ‘S/D’ Agents.

Rounding out ‘The Game Master’s Book’ are sections on space travel, including vessels and hazards, and then time distortions. Time travel is known in Strontium Dog, indeed, one of the first stories sees Johnny Alpha going back in time to collect the bounty on a certain Adolf Schicklegruber! Dimensional travel is also possible as the universe is not stable, both being intended for use as narrative devices. There are some details given too on various galactic organisations, galactic and planetary law, crime and punishment and the legal process, as well as the means to create planets where criminals might be operating or hiding.

Overall, as a playtest version of what would have been the Strontium Dog: The Role-Playing Game, the files are very, very close to being complete. Everything necessary is included in its pages to be a playable, fully rounded roleplaying game. Character generation, core rules, combat rules, objectives of play, background, advice for the Game Master. It is all there. Of course, there are things missing. One is a fuller, more sophisticated, and more detailed scenario. The other is details of the cast of the source comics translated into game form. The latter though is something that the manuscript does acknowledge it as needing.

Physically, Strontium Dog: The Role-Playing Game in its playtest form is plain and simple. Literally plain, simple text. Further, it actually consists of over two hundred pages of printout from a late eighties dot matrix printer, which has then been marked up with red pen. Not extensively, but some. This means that it is not an easy manuscript to read physically and there is a degree of fragility to it.

Strontium Dog: The Role-Playing Game is a lost, forgotten roleplaying game. As an artefact, it is a possibility of what could have been. Another roleplaying game based on the pages of 2000 AD, supported with scenarios, miniatures, and content in the pages of White Dwarf. As a design, it is not ground-breaking, but it is a sound adaptation of the source material and it is more sophisticated than Judge Dredd: The Role-Playing Game, but not as complex as Warhammer Fantasy Roleplay, sitting somewhere between. It is easy to understand and easy to play and doubtless, it would have been a popular roleplaying game had it been published and supported. And likely, it would go on to be held in high affection just as Judge Dredd: The Role-Playing Game is held today.

—oOo—
Strontium Dog: The Role-Playing Game is a very playable roleplaying game because I have played it twice—thirty years apart. In the September of 1986, we made the trip from Dorset to London for Games Day ’86 held in the Royal Agricultural Hall. It was notable for several reasons. As our first trip to a gaming convention. As where we met gamers outside of our gaming circles. As where we first encountered the roleplaying game, SkyRealms of Jorune. As where I sat down and played a playtest version of Strontium Dog: The Role-Playing Game. My ‘S/D’ Agent was striped green and brown so had the name Esmeralda Brown. Somewhere I still have that character sheet for her. It was a fun game and in the months that followed, I awaited the publication of Strontium Dog: The Role-Playing Game. Of course, it never appeared and that character sheet remained the only proof of such a game actually existing. Games Workshop moved on and that Saturday afternoon experience became a memory.

Fast forward three decades and a Strontium Dog roleplaying experience was offered at the Manchester convention, GrogMeet. Not the versions based on Traveller, First Edition from Mongoose Publishing or Judge Dredd & The Worlds of 2000 AD from EN Publishing, but using the original ruleset. The ruleset that had never been published. I was both flabbergasted and intrigued and could not wait to speak to the Game Master. I wanted to find out how he had got hold of them and tell him about my connection to them, however tangential that was. I got to play them too and they still worked. I said at the time, that I was interested in reading them and reviewing them. I also said I understood that was not possible. After all, the three folders that hold the printouts of the rules are a singular artefact, a piece of roleplaying, Games Workshop, and 2000 AD history which never came to pass. It was very unlikely that anyone else had a copy and unlikely that Games Workshop had an accessible copy in its extensive archive. Of course, the Game Master wanted to ensure that they remained safe. Then in 2024, the Game Master turned up a convention and handed me the folders, saying that he trusted me to look after them and write the review that I wanted to. The review is late, but it is the review that I wanted to write and now, the files are going back to the Game Master next week at GrogMeet 2026.
—oOo—
With heartfelt thanks to Sam Vail for his patience and trust and generosity without which this review would not have been possible.

With thanks to the late, much missed John Amos, and Alex Blair without which that first trip to a national gaming convention would not have been possible.

Rebellion & Repulsion

Reviews from R'lyeh -

It is 1775. It is an Age of Reason. It is an Age of Rebellion. It is an Age of War. New philosophies of logic, mathematics, and science appearing in the writings of Descartes, Hobbes, and Newton are being read and embraced and are supplanting centuries old beliefs rooted in myth and superstition. In the Thirteen Colonies, the first shots have been fired and the Patriot militias defeating the British Army at the Battles of Lexington and Concord, igniting tensions between Colonies and the Crown in London and setting them aflame. Great Britain and her Thirteen Colonies in North America are now at war. It is also an Age of a Secret War. For as many embrace the new ways of thinking, some still reject it, for they know the truths about the world, whether that is learned from a master or a mistress or because they have confronted it in all of its terrifying reality. Monsters are real. Magic is real. There are some men and women who would use their knowledge of magic and monsters for ill, there are monsters native to the New World and some came with the colonists from the Old, and perhaps there is a deeper, darker threat that only the most ambitious and most foolish would treat with. Whatever your politics—Loyalist, Nonassociator, or Patriot—these threats may be the biggest danger to the future of the Thirteen Colonies whether they remain in the grasp of the Crown or break free of its regime and achieve independence. This is the setting for Colonial Gothic.

Originally published in 2007, Colonial Gothic returns to its original roots after Flames of Freedom with a streamlined and revised version of the original rules. Published by Rogue Games, Inc. can be a roleplaying game of ‘High-Action’ a la the film The Patriot or the comic book, The Rebels; ‘Occult & Mystery’ inspired by H.P. Lovecraft or Edgar Allan Poe; or of confrontations with the ‘Supernatural’ like the films, Sleepy Hollow, Brotherhood of the Wolf, and Pirates of the Caribbean, with the latter being the default, but still cinematic. The core rulebook covers character creation, rules, magic, and some of the dangers that the Player Characters might face.
A Player Character is defined by seven Abilities—Brawn, Nimble, Vigor, Reason, Resolve, Vitality, and Sanity. Of these, all but the last two vary in value between ‘+0’ and ‘+4’, although they can be as high as ‘+10’. Vitality and Sanity are derived factors, Vitality representing a Player Character’s ability to suffer damage and Sanity his mental well-being. He also has a Background, Side, Profession, Action Points and Hooks, and skills. The Background options include Frontier Colonist, Rural Colonist, Urban Colonist, Freedman, Freed Slave, Former Indentured Servant, Immigrant, Native, and Tribe-Adopted. His Side can be Loyalist, Nonassociator, or Patriot. Neither Background nor Side impart any bonuses or skills, instead providing roleplaying details only. His Profession further explains his background, grants a Vitality Bonus, gives some starting skills, and three items of equipment. They include a wide range of Professions such as Alchemist, Barber, Clergy, Clerk, Farmer, Gambler, Lawyer, Libertine, Militia, Publican, Robber, Student of the Occult, Witch Hunter, and more. Hooks are categorised as either Educational, Emotional, Magical, Metaphysical, Physical, Situational, or Supernatural, and are statements such as ‘I will pay my taxes to the American government to forge my freedom rather than pay them to a king I will never see’ or ‘My faith is all I have in the face of a greater evil’. These are tagged in play in order to spend Action Points.
To create a character, a player assigns six points across Brawn, Nimble, Vigor, Reason, and Resolve. He then selects a Background, Side, Profession, Hooks, and skills. All of the Backgrounds, Sides, and Professions are all really nicely detailed and for the Native and Tribe-Adopted Backgrounds, Colonial Gothic provides very decently done descriptions of the peoples of the Indigenous nations.
Name: Simon Teahan
Background: Former Indentured Servant
Side: Patriot
Profession: Student of the Occult
Brawn 0 Nimble 1 Vigor 1 Reason 2 Resolve 2
Vitality 12
Sanity 50

Skills
Astrology (Reason) 0, Herbalist (Reason) 0, Lore (Reason) 1, Magic (Resolve) (Clarity’s Embrace) +0, Magic (Resolve) (Veiled Aegis) 1, Study (Astronomy) 1

Hooks
‘The bastard British deserve every kicking they get’
‘I owe my master for the knowledge I know, but I will become greater than him to defeat his evil’

Equipment
The Book of the Sacred Magic of Abramelin the Mage, The Divine Pymander of Hermes Mercurius Trimegistus, The Hieroglyphic Monad

Mechanically, Colonial Gothic involves the rolling of two twelve-sided dice. The typical Target Number is twelve and to this a player add the Ranks for his character’s Skill and its associated Ability. Modifiers apply to the dice rather than the Target Number. Rolls above the Target Number can generate Degrees of Success, whilst rolls below the Target Number can generate Degrees of Failure. It is up to the Game Master to decide what that might be narratively. Combat uses the same mechanic. Initiative is a simple test using Nimble and actions include Attack, Casting Spell, Hiding, Loading a Weapon, Searching, Withdrawing, and so on. Rolling the exact Target Number in combat inflicts only the base damage for the weapon, whilst Degrees of Success will add to the base damage. When a Player Character suffers damage, he suffers a ‘-1’ penalty to all actions for the first ten points suffered, and then ‘-1’ for each five points after that. Damage is deducted from Vitality. Fear is resolved as a Resolve test and if failed, the Player Character loses Sanity and suffers a ‘-2’ penalty until he can rest. Losing Sanity can result in the Player Character also suffering from a phobia, which when it is in effect, imposes a greater penalty. Both Vitality and Sanity recover at a rate of one point per day, and a Phobia can be overcome, but should a Player Character’s Sanity be reduced to zero, the Phobia becomes permanent and his Sanity is permanently reduced by one.

Colonial Gothic is a set in a world in which magic is real and practiced by mages, sorcerers, witches, and shamans. Two forms of practice are detailed, Alchemy and Magic, both exclusive to the other, so that if a practitioner studies one, he cannot study the other. Mechanically, an Alchemist gains ranks in the Alchemical Arts, whilst a Mage gains ranks in different spells. The Arts include the Alchemicall Revanaunt by which the alchemist can create a zombie; the Arte of Blackpowder, the creation of various types of gunpowder; the Arte of Elixirs such as the Philosopher’s Tincture which sharpens wits; and the Vitae of Rekyndlyng for restoring a person to life. Alchemy requires investment in equipment and reagents, and it takes time to complete as well as gather any ingredients needed, whilst failed tests tend to concoct tinctures and elixirs that have negative rather than positive effects. The casting of spells is quicker, but still takes several rounds depending upon the spell. Spells also have a cost in Sanity to cast. Of the two, more detail is accorded to alchemy including its history and aims, making it easier for the Game Master to make it an aspect of play.

Besides a good list of equipment that includes weapons and alchemical apparatus, the Game Master is supported with advice on running Colonial Gothic. It primarily focuses on how to use the history of the period and how to use horror in play. Its default is a ‘secret’ history, but does not discount using alternative history either. It advises that the Game Master be respectful of the history whilst using it as a source of ideas. That said, it does not suggest where to look for that history and it highlights one absence from Colonial Gothic—and that is the lack of a bibliography, which would have served as a pointer for the Game Master wanting to do some research herself. This is not an issue that affects the roleplaying game’s advice on horror, which covers various types including folk, Mythos, and supernatural, as well as how to use it in play. This is all combined with a good section on creating adventures and an even better one on creating interesting and memorable villains.

Rounding out Colonial Gothic is ‘Lurking in the Shadows’, an extensive list of threats that the Player Characters might face. As well as breaking down their various possible abilities and traits, they are categorised as either Infernal, Natural, Otherworldly, and Undead. Infernal creatures such as the Boo-Hag and the Headless—as per Sleepy Hollow—have Taint, representing their evil presence in the world, but which can only keep them in this world for a short time. Oddly, the Byakhee, the Jersey Devil, and the Werewolf are included in the Natural section. The chapter includes several entries of Indigenous origins including the stone giants known as A-sense-ki-wake of Abenaki lore and the Mestabeok of the Atikamekw legend found in central Quebec. This is a decent selection of monsters which includes the familiar and the unfamiliar.

Physically, Colonial Gothic is decently presented with a good mix of artwork. It is an easy read although it needs a slight edit in places and it does feel slightly odd to have the roleplaying game’s mechanics explained before Player Character creation.

Colonial Gothic includes excellent sections that are full of historical detail, such as the examination of alchemy and the descriptions of the peoples of the indigenous nations, yet in terms of the history of the period it is set in, it is lacking. Much of that is saved for the Colonial Gothic Guidebook and the Colonial Gothic: Atlas, but some background details could have been included as well as a bibliography for the benefit of the Game Master or player for whom the roleplaying game does not share their history. Whilst the system is straightforward enough, it lacks examples of play, combat, and character creation. There is also no scenario to help the Game Master get started or show her what a Colonial Gothic adventure looks like.

Overall, Colonial Gothic is a solid roleplaying game that is easy to pick up and play, the revised rules being slicker and quicker to grasp. The rules are backed up with some solid character options and historical details. However, unless the Game Master is knowledgeable about the period and ready to write her own scenarios, she will need to make further purchases and possibly conduct some research of her own.

The Demon Drug

Reviews from R'lyeh -

The sacred streets, back alleyways, and secret sanctuaries of New Heaven and Perch are rife with rumours and fear. A new drug has hit the streets and hit the streets hard. Dreck is making in-roads everywhere with its surefire hit, but making its addicts hyper-violent. Someone is snatching Drow off the street, but that appears to have nothing to do with a serial killer called ‘The Swan’, who kills his victims by excising their hearts and leaves them pinned up with swan wings in glass piercing their limbs, along with cryptic notes that taunt the authorities to catch him before he kills again. Then there is rumour of a demonic incursion which tore apart a tower of silence, killing everyone inside and driving everyone nearby mad. This is the set-up for Eidolon Sky: A Campaign Frame for Spire RPG.

It is a mini-campaign for Spire: The City Must Fall, the roleplaying game of secrets and lies, trust and betrayal, violence and subversion, conspiracy and consequences, and of committing black deeds for a good cause. It is set in a mile-high tower city, known as the ‘Spire’, in the land of the Destra, the Drow, which two centuries ago the Aelfir—or ‘High Elves’—invaded and subjugated the Dark Elves. The Drow have long since been forced to serve the High Elves from their homes in the city’s lower levels and allowed only to worship one facet Damnou, the moon goddess, instead of the three they once did. However, not all of the Drow have resigned themselves to their reduced and subjugated status and joined ‘The Ministry of Our Hidden Mistress’, or simply, the Ministry. Its members—or Ministers—venerate the dark side of the moon, the goddess of poisons and lies, shadows and secrets, her worship outlawed on pain of death, and they are sworn to destroy and subvert the dominion of the Aelfir over the Drow and the Spire. Published by Rowan, Rook, and Decard Ltd., Spire: The City Must Fall inverts traditional fantasy, making the traditional enemy in fantasy—the Drow—into the victim, but not necessarily the hero.

Eidolon Sky: A Campaign Frame for Spire RPG is not a traditional roleplaying scenario. It foregoes the traditional construction with prewritten encounters that the Player Characters play through one. Instead, it presents three plot threads that they can investigate—the drug ‘Dreck’, the serial killer ‘Swan’, and the demonic incursions. Each thread includes an opening or ‘Trigger’ scene, these being the closest to prewritten encounters in Eidolon Sky. Each of them begins their plot thread with a bang and is followed by the details that the Player Characters can discover as they investigate each thread. Stats and details of the antagonists involved in each thread are listed at their ends, but these feel underwritten in comparison to the various NPC write-ups that follow. This is because they are accompanied by a list of suggested scenes that where the Player Characters might encounter them. Essentially, what Eidolon Sky gives the Game Master is a set of plot threads and NPCs that she can set up and have her Player Characters engage with them. The Game Master is free to bring these into play as necessary, but in the main, what she will be doing is responding to the decisions of the players and the actions of their characters as Eidolon Sky is very much a player-led investigation.

The most detailed advice for the Game Master is on how to end the campaign frame. As they investigate the three threads, the Player Characters will come to realise that they are connected and following those connections will lead to the villain of the piece. Eidolon Sky both explains what will happen if the Player Characters fail and what will result depending upon their actions. This includes discussions of what leverage the Player Characters might gain over the villain, how they might seek help from other factions, and so on. Representatives of these other factions are included in the NPC descriptions given earlier.
Eidolon Sky: A Campaign Frame for Spire RPG ends with a set of five pre-generated Player Characters. They include a trader-priest, one of the Bound vigilantes, a Carrion-Priest, a Midwife, and a Vermissian Sage. All five are fully detailed and not only do they include a character sheet, they come with short backgrounds each of which has some details designed to hook them into the campaign frame’s three plot threads.

Physically, Eidolon Sky: A Campaign Frame for Spire RPG is well presented and its contents are neatly organised and easy to reference, done in an easy-to-grasp style from start to finish.

Eidolon Sky: A Campaign Frame for Spire RPG is a solid investigation for Spire: The City Must Fall, a good mix of investigation and violence in three flavours—criminal, occult, and horror. However, it also a straightforward investigation meaning that it lacks some of the moral ambiguity at the core of Spire: The City Must Fall which casts the Player Characters as much terrorists as they freedom fighters, dedicated to the cause that leads them to make difficult and questionable choices. Where the Player Characters will be making moral choices in Eidolon Sky is in deciding which faction to side with and perhaps what to do with the villain of the piece, but these are not hard choices and their consequences are lacklustre. The Game Master may want to find scenes and points in the campaign frame where she can inject some of that moral ambiguity, although she could run it as written as change of tone and style. Eidolon Sky: A Campaign Frame for Spire RPG is an entertaining and straightforward, but not typical campaign frame for Spire: The City Must Fall.

Friday Fantasy: Fortnightly Adventures #1: The Flame Pact

Reviews from R'lyeh -

Far from any regularly ploughed sea routes and any civilised coast lies the remote island of Enjin no Chi—or ‘The Land of the Fire God’. Every sailor who has set their eyes upon it will say it is a place to be feared and none would be willing set foot upon its shores, for at its most northerly point sits a great volcano that spews out lava that runs in rivulets down into the forests that dominate the rest of the island to set their trees alight and when not spewing out lava, it belches out great clouds of ash that fall upon the rest of the island that fall in dry showers of heat. There are said to be monsters that lurk in the perpetual gloom of these clouds, and that is in addition to the ‘Fire God’ itself. Sailors and scholars might scoff at such an idea, but there are those who genuinely believe that Enjin no Chi is the home of fire god. They are the Honō no Dōshi, or ‘Flame Guides’, and their fanatism has driven them to commit many atrocities and villainous acts in their preparation to fulfil their life’s purpose—reaching Enjin no Chi and summoning the Fire God! Thus, ‘The Land of the Fire God’ is the setting for The Flame Pact that all Honō no Dōshi devoutly promise to keep.

Fortnightly Adventures #1: The Flame Pact is a mini-hexcrawl published by Angry Golem Games. Designed for Player Characters of between Second and Fourth Level, it is the second in the publisher’s ‘Fortnightly Adventures’ series, begun with Fortnightly Adventures #0: The Hollow Tower, which is intended to provide a brand-new, original module every two weeks—each exploring a different biome, mysterious locale, and unique challenge. For The Hollow Tower, this was a section of desert, a strange tower, and a mystery to uncover, but for The Flame Pact, this is a volcanic island with a volcano, a temple with some hot springs, the lairs of two types of beetles, and the cultists’ camp and ritual site. It is written for use with Old School Essentials Classic Fantasy and Old School Essentials Advanced Fantasy, published by Necrotic Gnome Productions, it is based on the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh, and presents a very accessible, very well designed, and superbly presented reimplementation of the rules.
What Fortnightly Adventures #1: The Flame Pact details is a seven-hexagon rosette of island and volcanic terrain. Each takes roughly two hours to explore, so the region is not a large one overall. In fact, it could easily be treated as a mini-location as a whole and placed in a single hex in a Game Master’s campaign. This would have to be a sea hex, but also the name of a cult suggests that the island is located somewhere similar to the Asian half of the Ring of Fire, this need not to be the case. The details of the cult are the easiest thing about the scenario to change. Apart from the seven-hexagon rosette format, what Fortnightly Adventures #1: The Flame Pact shares with Fortnightly Adventures #0: The Hollow Tower is that it has a roving environmental hazard. In the latter, this was a roving sandstorm that tore that the Player Characters and their possessions, whereas in the former it is the daily ash rains which strike a hex each for the day, burning anything and anyone there, and heating up any metal present. Thematically, it fits the setting, but one can only hope that it does not become a signature feature of the series. A handful of hooks are included to get the Player Characters involved, including the Player Characters being shipwrecked on the island, being hired to explore and map the island, forced to follow the cultists to the island and stop them from whatever they are planning, and hired to obtain the ‘Essence Seal’. These are not enthralling hooks and the Game Master will likely want to create her own that are stronger and likely tied to her campaign setting.
The four adventure locations in Fortnightly Adventures #1: The Flame Pact consist of a ‘The Volcano’, ‘The Hot Springs Temple’, ‘The Cult’s Camping and The Ritual Site’, and the ‘Giant Beetle’s Lair’. Each is nicely detailed and has its own map, the more expanded maps being for the ‘The Hot Springs Temple’, ‘The Cult’s Camping and The Ritual Site’, and the ‘Giant Beetle’s Lair’—the latter having a sperate map and making it the longest entry. ‘The Volcano’s location is the simplest having a Lava Monster that roams its slopes guarding against intruders and part of the ritual preparations done for the summoning of the Fire God by the Honō no Dōshi. ‘The Hot Springs Temple’ is perhaps the oddest location since it is on the island and tended to by a group of monks without much explanation given that the island is all but unknown. Here is where the scenario could have benefitted from more detail. Similarly, the Magic-User leader of the cultists could have been given some indication as to his personality, but that said, the cultists are active in looking for further sacrifices needed for their rituals. So, the Player Characters need to approach their camp with care. Surprisingly, the most well developed encounter in the scenario is with a dead cultist, or rather his skeleton, in the ‘Giant Beetle’s Lair’. He is given some motivation, mostly self-pity, and the Player Characters can talk to him, though what is ultimate motive now is not made clear.
One major difference between Fortnightly Adventures #1: The Flame Pact and Fortnightly Adventures #0: The Hollow Tower is that Fortnightly Adventures #1: The Flame Pact has a plot in that cultists are working to summon their ‘Fire God’. It is suggested by the scenario that the Game Master use a ‘doomsday clock’ to count up to the point where the Honō no Dōshi cultists succeed in summoning their ‘Fire God’ and the volcano erupts explosively, destroying the island in the process. The scenario also suggests that this will take twelve days, but that really is too long a period given the amount of adventure in the scenario. Halving this time would lend the scenario a greater sense of urgency and push the Cultists to act with greater haste. It would have been good too, for the Game Master to have been given some idea as to what the Cultists need to do to, step-by-step, if necessary, to complete the summoning.
Physically, Fortnightly Adventures #1: The Flame Pact is decently done. The layout is clean and tidy, the illustrations good, and the hexcrawl is an easy read.
Fortnightly Adventures #1: The Flame Pact is much like Fortnightly Adventures #0: The Hollow Tower before it. Some parts are reasonably detailed, but in others it is underdeveloped, especially in terms of characterisation and motivation. Yet there is more of a plot than Fortnightly Adventures #0: The Hollow Tower and in places more motivation, giving something for the Game Master to build upon herself. There is a basis of a solid, useful encounter location in Fortnightly Adventures #1: The Flame Pact , but the Game Master will definitely want to flesh it out a bit more to give some much needed character.

Cthulhoid Choices: 365 Adventures – Cthulhu 2026

Reviews from R'lyeh -

Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.

Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and of Cosmic, but not necessarily Horror. Previous reviews which can be considered part of this strand include Cthulhu Hack, Realms of Crawling Chaos, and the Apocthulhu Roleplaying Game.

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A calendar is useful, if boring. Start of the month, check for appointments and things you are planning to do. Cross off the days as they pass, and when you get to the end of the month, flip over the page and start on the next. Either that or you are ripping off one page, day-by-day, month-by-month, all the way to the end of the year when you will start all over again with a fabulous new calendar. Of course, a calendar can be themed or display pictures from your favourite series of books or television series, or whatever you like, as there is probably calendar for it. What though if you wanted to investigate secrets and reveal a conspiracy, tramp the foreboding streets of Arkham, uncover rumours of monsters human and inhuman, and ultimately confront things that no man was meant to know? Well, of course, the obvious option would be to play Call of Cthulhu, Seventh Edition with your friends and set it in Arkham. That though would only be at the weekend or of an evening, but what if you could do it every day? What if you sit at your desk every day and, just for two minutes, roll some dice and fight the Mythos? And as you play from week to week, facing ever greater threats, you imperil your Sanity, but gain greater rewards and abilities from one month to the next as you delve deeper into the the secrets of Arkham. As private investigator John Miller in 365 Adventures – Cthulhu 1926, this is what you are going to be doing for the whole of 2026!

365 Adventures – Cthulhu 1926 is the desk calendar that you want. Published by the amusingly named Sorry We Are French, the 365 Adventures: The Dungeon – 2025 is a desk calendar that you can play once a day for two minutes and fight the Mythos for the whole of the year. The first desk calendar from the publisher was a fantasy version, 365 Adventures: The Dungeon – 2025, and Sorry We Are French has followed this up with 365 Adventures: The Dungeon – 2026 as well as 365 Adventures – Cthulhu 2026. The aim of the game is to defeat the monsters of the Mythos throughout the week before a weekly showdown with a bigger threat on Sunday. The more Mythos monsters that John Miller can defeat during the week, the easier it is for him to defeat the creature on Sunday. At the end of the month the player can then compare his core with others on the publisher’s website. Once a month is done, the player flips it over to reveal both the next month and the story of his and Jon Miller’s progress and discoveries as well as a bonus that will help them both in the subsequent months. Over the course of the month, John Miller will want to avoid accumulating Madness as this will reduce his score. This goes all the way down to the final confrontation in December.

365 Adventures – Cthulhu 2026 consists of the flip calendar with a rules leaflet, five six-sided dice, and an Investigator magnet. The flip calendar is marked with days illustrated with various threats—the authorities, cultists, twisted animals, tentacled monsters, and more. Each is numbered and marked with a symbol, either a flashlight, magnifying glass, or a revolver. The five dice come in two types. The two green dice are marked the same symbols as the calendar, whilst the three black dice are numbered from one to five and have the Cthulhu symbol on the ‘six’ face. Lastly, the Investigator magnet represents John Miller. It is a huge step up in useability compared to 365 Adventures: The Dungeon – 2025, consisting of a ring with a separate back. The ring is placed on the front of the flip calendar so that the current location can be seen through and the base is slid on the back of the location on the flip calendar. This holds John Miller firmly in place.

Each day, bar Sunday, John Miller faces down one encounter in the rest of the week. To do that, his player moves him to the day of the week where the encounter is and then rolls the dice. The aim is to roll equal to, or greater than, than the value of the encounter, and also roll the symbol on the green dice that matches the symbol attached to the encounter. The player gets to roll three times against the encounter to defeat it, deciding which dice to keep each time. The Sunday, end-of-the-week encounter works in the same way, but is much more of a challenge. For encounter defeated during the previous six days, the challenge is reduced by one. For overcoming a Sunday encounter, the player earns five points. However, if at the end of any encounter, any of the three black dice show the ‘Cthulhu’ symbol, John Miller gains a point of Madness. Fill up the Madness Meter for the month, and the player loses five points. At the very worst, this can mean that a score for the month drops into the negative. Fortunately, the Madness Meter resets at the end of the month.

Come the end of the month and the player flips over the month and reveals the next one. He also gets to read a little fiction charting John Miller’s progress and John Miller gains certain abilities having been affected by his encounters with the Mythos. For example, from February, encounters become more difficult if John has not accumulated at least one point of Madness, whilst from March, he can use a grimoire to help him against encounters, but this always incurs further Madness. Later on, agents of the Mythos lay traps to prevent him investigating any further and John Miller must find certain artefacts to help him defeat the horrors that he will face come the end of the year. These extra elements add player choice, greater complexity—if only a little, and increased challenge incrementally, adding too, to the play time needed each day—again, if only a little.

365 Adventures – Cthulhu 2026 is a day-by-day monster beat ’em, but one with familiar and accessible theme which it applies in a simple, if Pulp fashion. Like any commitment for a year, a player is going to start out strong, playing it and rolling dice day-by-day, but whether he can stick it out for a year is a matter of his willpower. Likely he will lapse occasionally and race to catch up. Beyond tracking the passing of the days, as with other entries in the series, 365 Adventures – Cthulhu 1926 is not much use as a calendar as the boxes for each day is occupied by a monster or trap, but it is not designed as such, being more game than calendar. The game play is not particularly detailed or deep, and so not particularly challenging either.

Physically, the 365 Adventures – Cthulhu 2026 is nicely presented, full of colour and detail that make you wish some of the creatures were available as card standees for your proper roleplaying game. The art style is cartoonish, but not funny or cute as 365 Adventures: The Dungeon – 2025 was in places. The rules themselves are simple and easy to grasp, helped by an extended example of play, whilst the monthly updates are enjoyable if short and the rules additions clear and easy to understand also.

365 Adventures – Cthulhu 2026 is a simple, silly product, thematic in a Pulp style, but probably too simplistic and too silly for some. Nevertheless, it is well executed and applies its theme in a clever fashion. For the devotee of Lovecraft and the fan of the Cthulhu Mythos, 365 Adventures – Cthulhu 2026 offers the player to fight the unknowable and save humanity with a little dice rolling and potentially save the good people Arkham—for the whole of 2026.

Reviews from R’lyeh Post-Christmas Dozen 2025

Reviews from R'lyeh -

Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.

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DaggerheartDarrington Press ($59.99/£59.99)2025 was the year of the fantasy heartbreaker seeing the release of several roleplaying games written in wake of the Wizards of the Coast’s proposed re-writing of the Open Game Licence that underpinned so many of the industry’s titles. Designed to appeal to players of Dungeons & Dragons, Fifth Edition, there can be no doubt that Daggerheart was the most prominent of these. It offers similar heroic fantasy roleplaying, but with an emphasis on the narrative as much as the action with its Hope die and Fear die mechanics. Both are rolled together, and when the Hope die is higher, it generates Hope that can be used to activate various character abilities, whilst when the Fear die is higher, it generates Fear for the Game Master who can use it to power up her NPCs and make things more challenging for the Player Characters. Actual Player Character creation is made easy by the roleplaying game’s cards that detail its Ancestry and Community cards that define background and culture, and Domain cards that define abilities and spells. These come with the core rulebook in their own box and enable easy reference in play as well. Daggerheart makes heroic fantasy roleplaying easy and fun once again.

Tales of the Old West
Effekt Publishing ($60/£48)
Tales of the Old West brings capital and community—as well as faith—to the American frontier of 1873, in a treatment of classic Cowboys & Indians that is more history than Hollywood. It uses the Year Zero engine and a simple lifepath system to create interesting and fully rounded Player Characters who can do all of the things that you expect of a Wild West roleplaying game. Duels, gambling, chases, cattle rustling, bank robberies, and more. However, where it really begins to shine is in its support and capacity for long term play, because it wants the Player Characters to generate Capital and then invest it in their community. The players get to choose the type of community, where their character invest, and how it grows. The community becomes the Player Characters’ home, somewhere to protect, and somewhere for the Game Master to build stories and hooks around, whether in the community or from outside it. Tales of the Old West can do one-shot scenarios, but is really designed for long term play where the Player Characters can live and die on the American frontier, so can their communities.

The Lord of the Rings: Fate of the Fellowship
Z-Man Games ($79.99/£69-99)Since it was first published in 2008, there have been numerous themes and threats applied to the classic co-operative mechanics against the game itself of Pandemic. In 2025, it has to face the biggest theme and biggest threat of them all—J.R.R. Tolkien’s The Lord of the Rings. In previous board games set in Middle-earth, one player has to control Sauron and the forces of Mordor’s shadow. In The Lord of the Rings: Fate of the Fellowship, the forces of Sauron, the nine Nazgûl and the seemingly endless armies of Orcs, as well as his baleful, lidless eye, are controlled by the game itself. Just as in the trilogy, Frodo and Sam must set for Mount Doom and there, drop the One Ring into the volcano, returning to where it was forged, but the others of the Fellowship must set out hither and thither, essentially to run interference on Sauron’s efforts to find Frodo and Sam and invade Middle-earth. While someone always has to play Frodo and Sam, the other members of the Fellowship are not set in stone and further, every player controls two members of the Fellowship, giving everyone more options and greater ability to cover the threats posed by Sauron. As with other Pandemic titles, the same threats will keep appearing again and again over the course of play, but a mix of careful play and luck on the dice rolls—yes, this is a Pandemic game that involves dice rolls—careful play can thwart them. The best bit about the dice rolls is that you get to use the dice tower shaped like Barad-dûr that looms over the board, to roll the dice. There is a lot of depth and detail to this co-operative version of Middle-earth, along with the replay value of new attempts by Sauron and playing different versions of The Fellowship of the Ring.

Mythic Bastionland – Before Into the Odd
Bastionland Press ($69.99/£49.99)
Mythic Bastionland combines brutality and folklore in an Arthurian Age when knights, each knighted by a different seer, seek Glory, explore the Realm, and confront Myths. In a world of brutal and bloody medievalism, they must prove themselves worthy of their status, but that can only be done by resolving Myths, public duelling or jousting, entering tournaments, and fighting battles that history will remember. By proving themselves worthy of their rank, they be ready to prove themselves ready for greater duties, of taking a seat in Council or at Court, ruling a Holding, and even a Seat of Power. First, they will search their realm for its greatest myths and resolve them, perhaps at the point of a sword, by negotiating, or simply doing nothing, facing other situations and perhaps, brutal, bloody combat along the way. Mythic Bastionland details some seventy-two knights, including The True Knight, The Trail Knight, The Story Knight, The Rune Knight, The Mask Knight, and The Silk Knight, and every single one of them is different and interesting and will present a different way of playing a Knight. Mythic Bastionland details seventy-two Myths for the Game Master to populate the Realm with, including The Wurm, The Tower, The Spider, The Toad, The Hole, and The Rock, and every single one of them will present the players and their Knights with a different challenge. Each includes a simple description, a set of omens that trigger as the Knights discover more signs of the Myth, a set of NPCs, and a table of random details that the Referee can use to detail parts of the Myth. This gives Mythic Bastionland plenty of replay value in an age of glorious myth and brutality.
Dungeon Crawler CarlAce/Michael Joseph ($30/£22)The LitRPG—or ‘Literary Role Playing Game’—comes of age in this first of this eight book series that asks the question, “What would you do if aliens had flattened everything on Earth and turned the inside of the planet into an eighteen-level dungeon, and the only way to save the planet is to fight your way all the way the down?” Fortunately, Carl the protagonist is not totally un-nerdy, so has played a few roleplaying games—both tabletop and computer—and so knows his way around the format. Unfortunately, it is not as simple as it sounds, because the dungeon-that-was-once-Earth is also a reality television series watched across the galaxy and so Carl has to play the fame game as well literally kicking dungeon denizen butt. However, although Carl is the main protagonist of the book, for the watchers of the reality television series, the real hero is Princess Donut the Queen Anne Chonk, the prize-winning show cat belonging to Beatrice, Carl’s late girlfriend, who has been magically uplifted from a pet into a Dungeon Crawler and an ace wizard! This is definitely a novel for the roleplayer and player of Dungeons & Dragons, who will get the most out of this knowing poke at traditional roleplaying.
Land of EemExalted Funeral ($150/£110)To be blunt, Land of Eem had the best elevator pitch of 2025—“The Lord of the Rings meets The Muppets”—and if that does not get your roleplaying juices going, then the question is, what will? This is a game of light-hearted fantasy based on the graphic novel series Rickety Stitch and the Gelatinous Goo, and the book series Dungeoneer Adventures, that is both family friendly and fun enough for the experienced roleplayer to play too. It offers the brave adventurers the opportunity to explore the Mucklands, a region once under the heel of the Gloom King, but barely had time to recover before the corporations moved in and began exploiting it and so giving the name it has today. There are opportunities to delve into dungeons and strike it rich, even find Magnificent magical items of yesteryore and become filthy rich. Alternatively, being heroes, the Player Characters could keep such items safe from those that would exploit them, or indeed, put them to good use and help the people of the Mucklands from being oppressed by the tycoons and perhaps save them if the rumours are true about the return of the Gloom King. Land of Eem is illustrated with delightfully whimsical artwork, has simple mechanics, fun character types, and a richly detailed hexcrawl to explore.
TACTAThe Op Games ($14.99/£14.99)TACTA is a simple card game that simply looks great. Strong neon colours in dots, rectangles, squares, and triangles on jet black divided into six decks. It can be played on any flat surface and all a player has to do is place a card on the table so that one of its features, whether a triangle, square, or rectangle, covers up a feature on a card belonging to another player. Ideally this should with the dots showing and if it covers up another player’s feature with dots, then all the better, but a blank feature will still cover another player’s feature with dots and prevent them from being adding to that player’s final score. A player will also be thinking about how he can protect the features with dots on his cards from being covered over by the other players, so that there is defensive element to placement as well. There are few limits on card placement, the primary being that a card cannot cover another card when played and cannot connect to features that do not perfectly match. And that it is it to TACTA. Short, simple, and elegant, it is easy to teach and suitable for all ages.

Dolmenwood: Adventure and Peril in Fairytale WoodsNecrotic GnomeDolmenwood—consisting of the Dolmenwood Player’s Book, Dolmenwood Monster Book, and Dolmenwood Campaign Book—is another consequence of Wizards of the Coast’s proposed re-writing of the Open Game Licence that underpinned so many of the industry’s titles. Previously seen in the Wormskin fanzine and scenarios from the publisher, brings the setting together and presents it as a weird fairy tale adventure game, conjuring the wonder, horror, whimsy, and strangeness of British folklore in a land of standing stones, ley lines, lost shrines, fairy roads, Wood Gods, fairy nobles, and ancient history. All of this is brought together in a three volume set that presents this expansive woodlands in a style that William Morris, Aubrey Beardsley, and the ‘Arts & Crafts’ movement of the Victorian era with a shot of Lord Dunsay.


Dungeons & Kittens: Starter SetEdge Studio ($39.99/£29.99)Dungeons & Kittens: Starter Set is yet one more great starter set from 2025, this time perfect for introducing younger players to the hobby. Some time in the future, humans have disappeared following an apocalypse that has let nature grow back in its wake. In time, animals have evolved, including cats, rats, and dogs, who are beginning to explore the world, scavenge the technology left behind by humanity, and for the cats, command meowgic! The Player Characters are kittens exiled from the Kingdom of Cats who have set out to find their way and explore the world. The starter set includes lots of maps and dice and game accessories, as well as a total of five adventures. Three of these are learning adventures, each designed to be played in a single session or less, whilst the other two are full length adventures. The result is a light-hearted, even whimsical roleplaying game that can be run for the family or younger players, but also enjoyed by veteran players too. Plus it even came with its own colouring book!

DoomsongCaesar Ink. ($65/£50)The world of Painmye cries out in pain and screams for absolution as the Last Day draws near. Death has already closed the First Gate to Heall and turned the dead away, leaving the unquiet dead to wander… A crusade has been declared against the Traitor Gods and the Templars have already killed their first Traitor God. Day by day, more and more heretics give themselves up to or are thrown on the Pyre, but even those who have been given a chance for absolution for their heresies upon joining a guild by the Church of the Divine Corpse are being tempted once again by the gifts that Traitor Gods promise. Just as those who seek absolution join guilds for the safety in numbers they offer, so too do those who accept such gifts join cults for the protection they offer. This is Doomsong, an eschatological, pre-apocalyptic ‘Roleplay Macabre’ of heretical temptation and divine punishment and survival horror. It is a great looking book and like the best looking books makes the reader want to play on the art alone. The random character generation creates interesting, if desperate Player Characters that you want to find what happens to them. Doomsong does lack a scenario, so the Lord Have Mercy Upon Us campaign is a must.
DeadFellas
Chaosium, Inc. ($4.69/£3.48)
New York, winter, 1982. A black Cadillac, northbound. Four mafiosi inside. A body in the trunk. Their job? Get rid of the body and be home in time for Christmas. One wants to survive. One wants out. One wants to kill. One wants to avoid doing any crimes. One wants a victim. All have secrets. Highly atmospheric four-hander that plays out mostly within the confines of a car as something prods and pulls at the minds of the occupants and secrets and motivations are revealed and their consequences play out. A cracking one-shot scenario for Call of Cthulhu, Seventh Edition, this is best run in LARP fashion, with players sat in chairs placed in the same positions as their mafiosi are in the car to impart the claustrophobia and physical space in which they can act as the Keeper moderates the interplay and moves between them, whispering secrets and memories into their ears. Tense and unnerving, and perfect for a single evening’s worth of play, this scenario that showcases the creativity of the Miskatonic Repository community content programme.
Archeterica: The Invitation The Imago Cult ($45/£33)Another late trend in 2025 was the release of starter sets, the biggest and most of which were the Dungeons & Dragons Heroes of The Borderlands Starter Set and the Stranger Things: Welcome to The Hellfire Club set, both from Wizards of the Coast, whilst elsewhere the Dungeons & Kittens Starter Set from EDGE looked the most fun and Free League Publishing’s Vaesen – Starter Set provided utility in the long term as well as a solid introduction. The starter set that outdid them all in 2025 was Archeterica: The Invitation from Ukrainian publisher, The Imago Cult. Described as The X-Files in an alternate Napoleonic era of magic and conspiracies and revolution, it comes with the means to create Player Characters, an introduction to the setting, and three scenarios, what really sets it apart are its production values. Archeterica: The Invitation is simply beautiful, an alabaster artefact that you are going to want to own for its looks alone, let alone the intriguing setting.

Miskatonic Monday #404: That Damned Auction!

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: That Damned Auction!Publisher: Chaosium, Inc.
Author: Man Of Thousand Hobbies

Setting: 1922Product: Scenario
What You Get: Twenty-four page, 5.3 MB Full Colour PDF
Elevator Pitch: The biggest MacGuffin of them all! Somebody’s bound to end up dead.Plot Hook: When the Necronomicon is up for auction, everyone drops everything!Plot Support: Staging advice, five pre-generated Investigators, some NPCs, two floorplans, three Mythos entities, and the Mythos tome.Production Values: Plain
Pros# Pulpy treatment of a classic Call of Cthulhu scenario set-up# Easy to adapt to other modern eras# Can be set anywhere wealthy and coastal
# Suited to experienced Investigators with the Cthulhu Mythos skill# Easy to set up and run# Auction Anxiety# Paranoia# Helminthophobia
Cons# Needs a good edit# Keeper will need to explain the evidence of some dice rolls
Conclusion# Country house murders, but with murders!# A fluffy lemon meringue pie of a scenario, complete with soggy bottom  

Miskatonic Monday #403: The Island of Insanity

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: The Island of InsanityPublisher: Chaosium, Inc.
Author: Jay Sojdelius, Jonas Morian, Alison Cybe, and The Yellow Hand

Setting: New England, Argentina, and Antarctica, 1937Product: Scenario
What You Get: Twenty-eight page, 25.72 MB Full Colour PDF
Elevator Pitch: The island that time should have forgotPlot Hook: A race against the clock to find a missing authorPlot Support: Staging advice, four pre-generated Investigators, four NPCs, eleven handouts, and five maps, and one Mythos entity.Production Values: Superb
Pros# Pacy race against the clock # Easily adapted to other eras# Easy to add to a campaign or run as a one-shot# Very good looking scenario# Great handouts
# Decent pre-generated Investigators# Well presented background# Automatonophobia# Carceroophobia# Antarcticaphobia
Cons# No Sanity rewards# Undeveloped in terms of cult reaction
Conclusion# Superbly appointed, fast-paced race against time# Cult antagonists need development in terms of motivation, action, and a human presence to lift into a full recommendation 

2005: Serenity Role Playing Game

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

The Serenity Role Playing Game was published in 2005 by Margaret Weis Productions, Ltd. It is a Science Fiction roleplaying game—or rather a ‘Space Western’ roleplaying—based on the film of the same name released in the same year. Both film and roleplaying game are set in the universe of Joss Whedon’s short-lived 2002 Fox television series Firefly. It would be the first roleplaying game to use the Cortex System, or rather the first roleplaying game to use what it called the Cortex System, the mechanics having been previously used in the Sovereign Stone roleplaying game, initially produced by Sovereign Press, Inc. and subsequently published by Margaret Weis Productions, Ltd. Not only would the Serenity Role Playing Game be the ‘first’ to use the Cortex System as named, but it would also actually be named for the system-wide communications and data network that appears in Firefly. The Serenity Role Playing Game would win the 2005 Origins Award for Gamer’s Choice Best Role Playing Game of the Year and the 2006 Gold Ennie Award for Best Production Values. Whilst the licence for Serenity Role Playing Game would lapse in 2011, Margaret Weis Productions, Ltd. would return to the setting under a different licence agreement with the Firefly Role-Playing Game in 2014, this time using Cortex Plus, an evolution of the Cortex System that was first seen in the Smallville Roleplaying Game and in Leverage: The Roleplaying Game.

The Serenity Role Playing Game and both the film Serenity and the Firefly television series are set in the year 2517 in a large system of habitable and terraformed planets and moons that were settled by colonists in generation ships from Earth-That-Was. The core two planets formed the U.S.-Chinese Alliance and sought to enjoin the outer planets under their rules. The Outer Planets declined to do so, leading to tensions that would erupt in the Unification War. Despite their best efforts, the Independents, known as Browncoats for the great coats they wore, were defeated by the Alliance and it has been expanding its authority ever since. The remnants of the Browncoats, dissenters, settlers, and others fled to the border where Alliance influence and presence was weaker, but life was tougher since the worlds there had not been terraformed beyond forbidding, dry environments akin to the Old West of Earth-That-Was. This is the ’Verse, where in both the television series and the film, the protagonists are the rag-tag crew of a Firefly-class small transport, the Serenity, getting by on small jobs, crimes, and shifting cargoes and passengers. In the Serenity Role Playing Game, the Player Characters are the same, whether that is the players playing the crew of the Serenity or creating their own characters and their ships. Either way, they will be telling their own gorram stories.

To that end, as well as introducing the setting of the ’Verse, the Serenity Role Playing Game provides the attributes, skills, and traits for each of the crew aboard—Mal Reynolds, Zoë Washburne, Hoban ‘Wash’ Washburne, Jayne Cobb, Kaywinnet Lee ‘Kaylee’ Frye, Inara Serra, Shepherd Book, Simon Tam, and River Tam, along with ‘Roleplaying Notes’ that are actually Mal Reynolds’ assessment of them. This adds a lot of in-game assessment and flavour and helps set the scene. Alternatively, the players can create their own characters.

A Player Character in the Serenity Role Playing Game is defined by his attributes, skills, and traits. The six attributes are Agility, Strength, Vitality, Alertness, Intelligent, and Willpower. They are represented by a die type, from ‘d4’ to ‘d12’, although it is possible to go higher. Skills are also represented by die type, again from ‘d4’ to ‘d12’. Skills tend to be general up to a rating of ‘d6’, but higher die types represent skill specialisations. A Player Character must have at least two traits, one a beneficial Asset, the other a hindering Complication, but can have up to five of either. The number of points a player receives depends on the Heroic Level of the characters or characters. This can be either ‘Greenhorn’, ‘Veteran’, or ‘Big Damn Hero’. These points are effectively spent twice, first on attributes and then skills with an extra bonus. The cost for any die type is equal to its size, so a ‘d4’ costs four points, whilst a ‘d10’ costs ten. Assets and Complications can be Minor, Major, or both, the cost coming out of the points to spend on attributes. There are two Assets of note, ‘Reader’ and ‘Registered Companion’, which require the permission of the Game Master for a player to select since they might not match the tone of the campaign.

Name: Arabella Townsley
Concept: Historian gone wild
Heroic Level: Greenhorn
Plot Points: 6

ATTRIBUTES
Agility d8 Strength d4 Vitality d6 Alertness d6 Intelligent d10 Willpower d8

VITALITY 14
INITIATIVE d8+d6

ASSETS
Allure (Asset – Minor), Highly Educated (Asset – Minor), Natural Linguist (Asset – Minor), Combat Paralysis (Complication – Minor), Soft (Complication – Minor)

SKILLS
Artistry d6 (Writing d8), Influence d6 (Lecture d8), Knowledge d6 (History d10), Linguist d6 (Mandarin d8), Perception d6 (Research d8), Scientific Expertise d6 (Historical Sciences d10), Unarmed Combat d6, Survival d4

Mechanically, the Cortex System is straightforward. To have his character undertake an action, a player rolls the die for appropriate attribute and the skill and adds the total together, the aim being to roll equal to, or greater than, a Difficulty number. This ranges from three or ‘Easy’ to thirty-one or ‘Impossible’. Results that are seven or more higher than the Difficulty number is an Extraordinary success, which the Game Master adjudicates. In combat, it might result in a target suffering a broken limb or being stunned. Various Assets and Complications will add a bonus or impose a penalty on the result. The circumstances can alter the die type to be rolled. If hindered, the die type is stepped down, but if a Player Character has an advantage, it is stepped up. A die type can be stepped down as far as a ‘d2’ and stepped up to a ‘d12+d2’, ‘d12+d4’, and so on. What is notable about the system is that no matter what die types the attributes and skills are, even if they are a ‘d10’ or a ‘d12’—or higher—a player or the Game Master can still roll ones on the dice, and if ones are rolled on both dice, the attempt is a botch. Again, like an Extraordinary success, the Game Master decides upon the consequences of the botch, the most immediate result being a Player Character to lose his next action. In addition, there is no set way in which an attribute or skill can be combined to undertake an action.

Since a Player Character is a hero, he also has access to Plot Points, starting play with six, and can earn more through play. This can come from the effect of Complications and the situation, but they can also be rewarded for cool ideas, and completing challenges, personal goals, and crew goals. They can then be spent to buy extra dice for a task—two Plot Points for a ‘d4’, three Plot Points for a ‘d6’, four Plot Points for a ‘d8’, and so on. This must be declared before the roll, but Plot Points can be spent on a one-for-one basis to a straight ‘+1’ bonus. Plot Points can also be spent to reduce damage suffered, trigger certain Assets, and even change the story to some extent. For two or three points, this will be a consequential change, for up to six, the change is minor, and so on, all the way to a major change that costs eleven or more Plot Points!

Combat uses the same mechanics. Initiative is handled by rolling each combatant’s Initiative die types and anyone can take multiple actions, but each action after the first suffers a step down in die type. Defence is also handled as a roll rather than a set value; the roll being determined by the defensive action that the combatant wants to take. The Defence value applies only to the next attack that a combatant suffers and can be active or passive. An active defence enables a roll of both an attribute and a skill, but a passive defence is rolled on an attribute only. The rules account for aiming, called shots, feints, grapples, automatic fire, and so on. Damage is either suffered as Stun damage or lethal Wounds. Armour will reduce either, but both are deducted from a combatant’s Vitality. If a combatant suffers Stun and Wound damage equal to Vitality, there is a chance he is knocked out, and if he suffers Wounds equal to half his Vitality, he is Seriously Wounded and suffers a Step Down penalty.

In terms of play, the Serenity Role Playing Game and the Cortex System is very variable in its results. Where in another roleplaying game, a player will have the flat value of his character’s skill to add to the roll, what he has to rely on in the Cortex System is Plot Points. Which means that the player needs to generate them through play, so leaning into his character’s complication. Offsetting that is the fact that after play, Plot Points can be converted into Advancement Points—in addition to those awarded at the end of a scenario—that are spent on Player Character improvement.

Two lengthy sections in the Serenity Role Playing Game support the technological aspects of the ’Verse. The first looks at money and equipment, including a section on the economics of operating a tramp freighter, emphasising the default set-up for the roleplaying game, whether that is roleplaying as the crew of the Serenity or as a crew of the players’ own creation. The equipment list is extensive and includes a variety of robots and ‘Newtech’ that will originate in the Core planets and be extremely rare out on the Rim. Amongst the items are the expensive and rare laser pistol from the television series episode ‘Trash’ and the LoveBot from the film. The rules for ‘Newtech’ are effectively design rules for creating interesting devices and modifying existing ones.

The second is on spaceships and vehicles and is just as extensive, explaining how they work and how they are operated. Mechanically, they are treated as Player Characters, with similar attributes, skills, and traits. It enables the Game Master and her players to create ships as easily as they can characters and it literally gives a ship character, one that the players and their characters can love and hate as the crew of the Serenity do. The rules do cover weapons and armour, but the ’Verse of Firefly and Serenity is not a setting in which spaceship combat is common. In the main, weapons add to the expense of a ship’s operation and are the province of the Alliance navy. Several vessels are given as examples. These include the Aces and Eights, a Firefly-class vessel operated by a renowned gambler, the Bumblebee-class homestead transport, the Serenity itself, an Alliance Patrol Boat, the El Dorado, a swanky passenger liner, and a Reaver skiff. These are accompanied by deck plans too.

The Game Master is given decent advice on running the Serenity Role Playing Game and exploring its themes of thrilling heroics, hidden secrets, outcasts and misfits, and freedom. It discusses character creation, establishing relationships, designing adventures, and more as well as suggesting campaign concepts other than operating a tramp freighter. These include a planet-based community, bounty hunters operating on the Rim, or even working for an Alliance organisation. Overall, the advice is sound and is accompanied by a cast of ready made NPCs that the Game Master can use in her campaign. This includes many from the film, such as Mr. Universe, Reavers, and the dreaded Operative of Parliament. Rounding the section out are full write-ups and details of the crew of the Aces and Eights, described in the chapter on spaceships. These are the most detailed characters in the Serenity Role Playing Game and can be used as NPCs or as an alternative set of pre-generated Player Characters to the cast of the Serenity. The Serenity Role Playing Game is rounded out with as decent a guide to the ’Verse as was available in 2005 and an appendix that presents ‘Gorram Chinese’, the slang of the Rim and its mix of Chinese and English.

Physically, Serenity Role Playing Game is decently presented with lots of stills from the film and decent artwork, as well as very good deck plans for various spaceships. The layout is tidy, but feels slightly heavy. The book is well written, but sometimes the use of ‘Gorram Chinese’ and frontier slang is intrusive. There is a lot of in-game fiction, which is quite extensive and enforces the tone of the roleplaying game and its setting.

Unfortunately, the Serenity Role Playing Game is not without its issues, most of them to do with its organisation. The roleplaying game and the Cortex System are not challenging to understand, but the Serenity Role Playing Game lacks examples of either play or character creation. There is an example of combat, which does double as an example of play, but it is presented in-game fiction, so is not immediately obvious. There is no index. The organisation is weird. The actual rules for the roleplaying game are almost two thirds of the way into the book after those for money, gear, and spaceships. There is no character sheet. What it means is that the Serenity Role Playing Game is not as easy to use as it should be.

Although the Serenity Role Playing Game was a success and won awards, and would be supported by several supplements, that was more due to the licence than the roleplaying game itself. It was a decent sourcebook for the Firefly universe when there was relatively little information about it, but its Cortex System was not popular. In many cases, the Serenity Role Playing Game was purchased for its background rather than its rules and the setting run under different rules. TheCortex System drew comparisons, often unfavourably, with Pinnacle Entertainment Group’s Savage Worlds, which has proven to be more successful. This is despite the fact that over its history, the Cortex System was used for a number of licences based on popular television series, including the Battlestar Galactica Role Playing Game and Supernatural Role Playing Game. However, it would receive critical acclaim with the development of the more narrative focused Cortex Plus System, first seen in the Leverage: The Roleplaying Game and the Smallville Roleplaying Game.

One of great aspects of the Serenity Role Playing Game is how easy it is to pick and play. Mechanically, it is neither too complex nor too simple, and the familiarity of its setting—Firefly only having been broadcast three years before and the much anticipated film fresh in people’s minds, made it accessible. To be blunt, the Cortex System, more serviceable than great, is nothing to write home about (whereas to be fair, Cortex Plus, was), and that means it is neither intrusive nor difficult to learn. An experienced roleplayer will have no problem picking up the Serenity Role Playing Game and learning how to play. However, the inexperienced or new roleplayer—perhaps attracted by the fact that it is based on the Firefly setting—will find learning to play much, much harder than it should have been.

Overall, whilst far from perfect, the Serenity Role Playing Game is a combination of a stolidly functional set of rules with a good adaptation of its source material that is easy to learn and play.

An Intriguing Invitation

Reviews from R'lyeh -

This is a beautiful artefact. Inside the stark black and alabaster box is a cornucopia of gaming content and again, all of it is beautiful. This includes a small white silk bag—almost like a wedding favour—containing two six-sided dice that are done in the style of early nineteenth dice. Below that is a hard back book. This is the fifty-four-page ‘Archeterica Invitation Rules’. Linen finish and heavy stock paper with line art. Below that is the first of three scenarios. These are ‘Game Scenario: The Good Mayor’, ‘Game Scenario: The Bastinarys’, and ‘Game Scenario: Shady Deals in Strange Alley Ways’. Each of these is sixteen to twenty-pages long and again printed on heavy paper stock, but with sturdy card covers with a linen finish. There are two envelopes. One contains nine quite lovely handouts, whilst the second contains character sheets for six pre-generated Player Characters and six blank sheets, all of which are on sturdy paper stock. Penultimately, there are thirty-four standees and twenty-four counters, the former depicting the six pre-generated Player Characters and NPCs in the three scenarios. These are laser-cut on wood. Lastly, there is a Combat Status Chart which tracks the position of the Player Characters and the NPCs and their actions in combat. Along with a letter from the publisher, this is everything in Archeterica: The Invitation. Everything is delightfully tactile and again, it is a beautiful artefact.

Archeterica: The Invitation is published The Imago Cult following a successful Kickstarter campaign. The Ukrainian roleplaying game describes itself as the ‘game of genteel conspiracy’. It is set at the Dawn of the New Times. The opening years of the nineteenth century as the world is beset by revolution and occultism. The Industrial Revolution brings changes to the daily lives of workers, bankers, and the increasingly rich industrialists, whilst actual revolution brings about political change as bright young republics burst in existence alongside the older, staid monarchies and colonial powers. All of this takes place on the Disc, for no sailor is yet to brave the edge and beyond to see whether some scholars’ claims that the world is a sphere is true. The Old World lies in the west, its continents of Adriano and Al-Avid being similar to Europe and the Near East, respectively, whilst the New World is in the east, its continents of Salmandia and Graaldo being similar to Africa and the Americas, respectively. This is an alternate world in a Napoleonic Age of its own.

This is no mundane world though. It is full of secrets and conspiracies and the paranormal. Proper society dismisses such subject matters and discussions of them as being the realm of the fool and foolishness, often pointing to the countless charlatans, pseudo-scientists, and straight-up madmen that indulge the gullible or indulge themselves in such matters to no good end. Yet there is hidden truth in the occult and the Unearthly is real. Curses are real, paranormal abilities are real, rituals that take months of study and research that when enacted have the potential to grant enlightenment or change the movement of the heavens are real. Artefacts known as ‘Diablica’, perhaps ritualistic or occult objects or devices employing technologies not yet known, brought home from the New World or constructed by the enlightened (or the mad), continue to fascinate both researchers and collectors, yet their possession is banned by churches and governments alike. The authorities consider such artefacts dangerous sources of spiritual corruption and fear the powers they grant lest they be turned to revolution. Yet interest in the occult and diablica is rife, with amateur occultists forming local societies of their own to research and discuss such matters, their interests often benign, but all too often becoming a danger to themselves and others. Other societies have transcended mere parochialism, growing in power and influence, abutting, competing, and feuding with not just other occult brotherhoods, but also secret political and criminal organisations. Fear and suspicion of these secret cabals is fuelled by the sensationalism of the yellow press which sees and blames conspiracies everywhere.

The elevator pitch for Archeterica: The Invitation is The X-Files in the Napoleonic era. It is not though a roleplaying game about alien invasion or the fear of alien invasion, but rather a roleplaying game of Napoleonic conspiracy and the occult. Inspired by the television series Sharpe and Taboo, the film The Prestige, the Assassin’s Creed series of computer games, Archeterica: The Invitation casts the Player Characters as seekers of enlightenment, occult researchers, conspiracy theorists, and so on, who investigate both signs of the occult and conspiracy and work to prevent either from having too strong an influence on society.

A Player Character is defined by a concept, Narrative Attributes and their associated Talents, Burdens, combat skills, and inventory. The concept is who he is, whilst each Narrative Attribute represents an area of expertise or knowledge, profession, background, or previous experience. For example, a student radical might be represented by the ‘Student’ and ‘Firebrand’ Narrative Attributes, muckraking yellow journalist by the ‘Agent’ and ‘Journalist’ Narrative Attributes, and dilettante occultist by the ‘Aristocrat’ and ‘Occultist’ Narrative Attributes. Talents are the skills associated with a Narrative Attribute. Burdens are his personal flaws and weaknesses and are rated I, II, or III depending on how much of a hindrance they represent. Archeterica: The Invitation gives four options for combat skills—‘Fine Choice’, ‘Resourceful Ranger’, ‘Artful Daredevil’, and ‘Peaceable Socialite’.

Ottilie van Tulleken
Concept: Campaigning Journalist

GENTLE FOLK
Мanners II, Etiquette I, Social Connections I

JOURNALIST
Journalistic Reputation I, Subtle Bribery I, Reporting II

DETECTIVE
Information Gathering I, Sharp Eye I

BURDENS
Feminist II, Adventurism I, Vanity I

COMBAT SKILLS – PEACEABLE SOCIALITE
Classic Fencing II, Shooting I, New Beginnings 2, Instinct 3

INVENTORY
Pocket Pistol, Dagger, Umbrella, Small Set of Tools (lockpicking kit) Aristocratic Wardrobe, 1 mark in savings

Archeterica: The Invitation does detail several Narrative Attributes and their Talents as well as sample Burdens. A player is free to pick these or create his own and they do give a surprisingly wide choice. The creation process is not fully explained however, and it is only clear from the example that ranks are applied to the Talents. It does include some tables for character ideas, suggesting a character’s home country, social class, and former secret society. The entries for the table of home countries do draw parallels between the nations of the Disc and those of our Napoleonic era. Alternatively, the players can instead use the pre-generated Player Characters included in Archeterica: The Invitation. They include a ‘Gentleman Incognito’ with the Narrative Attributes of ‘Gentleman’ and ‘Malefactor’; a ‘Barricades Queen’ with the Narrative Attributes of ‘Revolutionary’ and ‘Commissar’; a military ‘Pioneer’ with the Narrative Attributes of ‘Sapper’ and ‘Expeditioner’; a ‘Foreigner’ with the Narrative Attributes of ‘Secret Broker’ and ‘Mystic’; a ‘Modern Day Hero’ with the Narrative Attributes of ‘Doctor’ and ‘Businessman’; and a ‘New Times Child’ with the Narrative Attributes of ‘Courier’ and ‘Opportunist’.

Mechanically, whenever a player wants his character to undertake an action in Archeterica: The Invitation, he rolls two six-sided dice, attempting to beat a Narrative Test Difficulty Level, which ranges from three and ‘Trivial’ to twelve and ‘Desperate’ with eight and ‘Challenging’ being the median. A player can lower the Difficulty Level by using his Talents, but the Game Master can increase it depending upon the character’s Burdens. Talents at Rank II or Rank III also enable a player to ‘Flip’ a roll, that is, to Flip it up or down, by turning the dice over to reveal and apply their reverse faces. In general, a player will want to perform an Upward Flip to have his character succeed at a task, but certain situations might mandate a Downward Flip. A player may only perform an Upward Flip once every twelve hours and it always incurs a complication of the Game Master’s choice. This might be to suffer Stress, which if ever reaches twelve means that the Player Character breaks down under the mental trauma, but it could also be a time delay, a loss of reputation, and so on.

In comparison to the core mechanic, combat in Archeterica: The Invitation is more complex. Actions require the expenditure of Action Points, whether that is step from one hex to another, run, aim, shoot, reload, cock a weapon, and so on. However, the number of Action Points a combatant has each round is rolled randomly. An attack requires a Mastery Test determined by comparing the attacker’s Mastery against the target’s Difficulty and rolling equal to or higher than the given target value. Although there are plenty of firearms listed, fencing is the preferred form of combat. It allows a combatant to attack as well as react to an attack against him. Such a reaction also costs Action Points, so it is wise to save some for that very purpose. Five styles are given, including ‘Classic’, ‘Savage’, ‘Court’, ‘Knightly’, and ‘Trickster’, and each comes with its form of attacks, reactions, and stances, all with their own Action Point costs.

Success indicates a successful strike and damage is rolled on two six-sided dice—for all weapons and attacks, though it can be modified depending on the weapon or type of attack. Some armour is available, which blocks damage, but all Player Characters have twelve Endurance Points whilst NPCs have ten. When a combatant’s Endurance is reduced to zero, it indicates that he has suffered an extra effect, the severity depending upon the amount of damage inflicted with the blow that reduced his Endurance to zero. This might be an insignificant scratch, being knocked out, receiving a scar, a severe wound, or death. Once every twelve hours, a player can Flip Down the damage his character receives in a single blow to reduce it. Each combatant’s number of Action Points and Endurance Points can be tracked on the Combat Status Chart.
Ottilie van Tulleken is conducting an investigation in a rookery when she is set upon by Albert, a thug who does not like her poking her nose into things. Albert has ten Endurance Points as an NPC, plus Savage Fencing II and is armed with a club that does three to seven points of damage (2d6/2+1). In the first round Ottilie has five Action Points and Albert has ten! Albert opts for a Battering Assault as part of his Savage Fencing Style. It costs him seven Action Points and will leave him with three. This enables him to attack twice. Ottlie opts for a Clean Block as a Reaction, using her umbrella. It costs three Action Points and will leave her with two. Not enough to repeat the action though. The Target Difficulty for Albert is seven because Ottilie has Classic Fencing II, which reduces it to five. Similarly, Ottilie’s Target Difficulty is also seven because of Albert’s Savage Fencing II and her Classic Fencing II. The Game Master’s Mastery Test for Albert’s first Battering Assault is ten, meaning his first punch lands, but Ottilie’s player’s is twelve meaning she blocks the first blow with her umbrella. For Albert’s second Battering Assault, the Game Master’s Mastery Test is nine and his second connects. This time Ottilie cannot defend against it and the Game Master rolls for damage. This is on two-sided dice and halved because it is non-lethal. The Game Master rolls ten and Ottilie’s Endurance Points are reduced to seven.

In the next round, Ottilie’s player rolls eight for Action Points, whilst the Game Master rolls four for Albert. With little he can do, Albert backs off, but not before Ottilie thwacks him one with her umbrella. This is a standard test and her player’s Mastery test result is six, meaning that she has succeeded. Unable to defend himself, Albert takes five points of damage from the Thrust. Ottilie still has four Action Points to spend. In turn, she uses two Action Points to draw her pocket pistol, another to aim it, and her last one to cock it. Albert finds himself at the point of her gun and steely gaze when she asks him, “Who sent you to lay your hands on me?”Throughout, a Player Character can suffer Stress, which is tracked on a twelve-point scale, from ‘Clarity of Mind’ to ‘Onset of Madness’. The Game Master imposes Stress upon the Player Character, anything from a minor misfortune like the death of an acquaintance, worth one or two points, to the five or six points from the loss of a loved one, regarded as a major tragedy. That said, a Player Character resist Narrative Stress by making a Desperate Test, halving the number suffered, and when suffering an Archeshock from encountering the Unearthly, a Player Character can force himself to forget the experience and replace the memories of it with something mundane, or retain it and suffer the Stress. In the long term, taking a holiday or engaging in a hobby can reduce Stress. If however, the Player Character’s Stress exceeds twelve, he does go insane and he gains a point of Deep Stress, which cannot be removed. The nature of the insanity is a matter of discussion between player and Game Master, giving the player control over the effects. Should a Player Character’s Deep Stress also rise to twelve, the madness is permanent and he becomes an NPC. One side effect of Stress is that if the Action Point roll in combat is under a Player Character’s Stress level, he panics rather than acts.

In terms of Player Character development, players are rewarded three types of points. The first is Narrative Points which are used to buy and improve Talents. The second are Combat Points, used to improve Combat Techniques. The third are Burden Points which can be exchanged for Narrative Points, Combat Points, or used to reduce a Player Character’s Stress. The neat aspect is that the higher the Ranks of the Burden and the more of a hindrance, the better this exchange rate is. Although more complex than simple Experience Points, this encourages players to roleplay all aspects of their character as they will be rewarded for doing so.

Mysticism is the study of occult secrets and otherworldly knowledge, found in the whispers spread in the most select salons, in spirits that haunt the edge of vision, and tomes of esoteric knowledge that appear to be nothing more than the ravings of the deluded. However, the line between delusion and the actuality of the Unearthly is uncertain, giving scope for the charlatans, the believers, mystics and occultists, and the unfortunate who have been driven mad by their experiences. Archeterica is the pseudo-scientific study of Occultism and all that relates to the Imagosphere, the otherworldly plane of ideas and images, the Hexen Cauldron where the boundary with the Imagosphere is at its weakest and where most Diablica are found, and the Vladyfus, the ethereal rulers of Otherworld who have attained True Enlightenment and who most occultists want to emulate. All beings and some artefacts have an Imago, their esoteric essence and reflection of their soul. This is manifested in mystics, otherworldly entities, and artefacts as their mystical powers and represented by Imago Strings, ranging from between one and twelve. The greater the number of Imago Strings, the greater an Imago’s power.

For the Player Character, it is possible to increase the number of Imago Strings he has. To do so, he has to acquire Focus Points, whether through spiritual practices, studying occult literature, suffering shock enlightenment, or experiencing events of historical significance that further herald the Dawning of the New Times. He can also purchase Mystical Abilities such as Intuition, Manipulation, Fortune’s Favourite, and Anomaly Compass. Only six such Mystical Abilities are detailed and they are relatively low key in their application. As with the capacity to either ‘Flip Up’ or Flip Down’, they can only be used once every twelve hours. Conversely, a Player Character or NPC can gain a Metamorphosis, the mystical manifestation of a sin that they have committed, such as hearing ‘Wicked Voices’ or suffer ‘Sinner’s Shame’. There are ways of Absolving yourself of a Metamorphosis and its sin, but this would be a demanding task.
Rounding out the ‘Archeterica Invitation Rules’ are details of several of the Shadow Clubs, Shadow Leagues, and Shadow Empires lurking across The Disc. These are its secret societies, from local clubs to grand conspiracies, such as ‘The Evercourt’, the society of aristocrats and kings and queens, many of whom who have been forced into exile following revolutions; ‘The Blackwater Marauders’, Strangers from the other side of The Disc who have inveigling their way into societies across this face of The Disc; and the travelling warlock communities known as ‘The Wandering Cities’. Each description includes details of known agents, known vassals, and associated conspiracy theories.

‘Archeterica Invitation Rules’ is surprisingly comprehensive, but far from complete. The secret societies details are large rather than small and there is no advice for the Game Master or any discussion or presentation of any threats. So, no monsters or NPCs. The description of the occult is understandably brief, but one of the pre-generated Player Characters does have Mystical Abilities that will show off that aspect of the setting in play. However, what Archeterica: The Invitation does have is three scenarios. Each of the three comes with a good introduction, some character hooks that can be used to get the Player Characters involved, a breakdown of the plot, the dessert, and handouts. Some also include some lore as well, but the ‘dessert’ actually gives the supplementary information for the Game Master, including the stats for any NPCs or Imago.

The first of these, ‘Game Scenario: The Good Mayor’ is designed as an introductory scenario that can be played through in a single session. The Player Characters are employed by the Senate Special Services in the small town of Tsaplyny in the Brasian Republic to stifle any news of the death of the town’s mayor. It quickly escalates into a search for the body and a race to get a new one! The second, ‘Game Scenario: The Bastinarys’, switches the action to the end of the eighteenth century during the revolution in the Spohledian Protectorate that led to the founding of the Brasian Republic. It takes place in the capital of Bramastadt where the Revolution Commissary appoints the Player Characters to take control of the Bastinarys, the city’s royal fortress prison. They have to decide which faction they need to align with and free the prisoners previously incarcerated by the monarchy. Unfortunately, one of the inmates is much more than they expect and ultimately, they need to avoid ending up being executed by the Revolution Commissary. The third scenario is the most sophisticated of the three. ‘Game Scenario: Shady Deals in Strange Alley Ways’ begins with the Player Characters in possession of a mystical tome as they attempt to find a seller in Bramastadt without attracting the attention of the authority. Each of the scenarios in their own way deal with the occult elements of the setting, but not the conspiratorial elements. That will have to wait for a fuller longer scenario or game.

Physically, Archeterica: The Invitation is—as already mentioned—lovely. The quality is amazing and the artwork is superb. The writing is not always as clear as it should be, but the examples of play help illustrate the rules and make it easier for the Game Master to grasp them. Of course, it is so lovely that really, as the Game Master, you do not want your players getting their grubby little mitts on it.

As a starter set, what Archeterica: The Invitation is missing is perhaps ready reference material for both the Game Master and her players. Some tables and explanations of what various aspects of each Player Character are and how they work would have been useful. The setting itself probably does not receive as much attention or explanation as it should, and in places the rules really rely upon the examples to impart full understanding of them. It also leaves the reader wanting to know more about the Occult and the things that threaten the real world.

Of course, what grabs the reader first about Archeterica: The Invitation is its stark physicality. This is a gorgeous boxed set whose contents are genuinely delightful. Yet this is not just a pretty box with pretty contents. Inside the very well appointed quick-start not only makes a ‘I want to play now’ elevator pitch of a Napoleonic-era meets The X-Files world of the occult and conspiracies, but whilst not quite perfect in its execution, delivers on that promise. Archeterica: The Invitation is absolutely worth accepting and it would be impolite not to try this, the introduction to the first Ukrainian roleplaying game to reach the English-speaking hobby.

So Whose Dare is This, Anyway?

Reviews from R'lyeh -

There is a very early meme called ‘Realmen, Real Role Players, Loonies, and Munchkins’. In this meme, players are classified into the four categories and the types of roleplaying games they would play, their favourite elements of those roleplaying games, and how they would play them. It originally dates back to 1983 and so its references are all from the eighties. For example, for ‘Favourite 1920s RPG’, the responses are, ‘*Real Men* play Gangbusters’, ‘*Real Roleplayers* play Call of Cthulhu’, ‘*Loonies* play a variant Spawn of Fashan’, and ‘*Munchkins* play anything by TSR’, whilst for ‘Favourite Dungeon Activity’, the responses are ‘*Real Men* fight Dragons as old as the world itself’, ‘*Real Roleplayers* bluff the Ogres’, ‘*Loonies* tell dirty jokes to Green Slime’, and ‘*Munchkins* do whatever gives the most experience/rip each other off’. Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party very much plays into that type of humour—the *Real Men* will be up for the challenge, but will probably fail to get the humour, the *Real Roleplayers* will embrace the challenge because their character is a good sport, the *Loonies* will do it just because, and the *Munchkins* will do it for the Experience points.

Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party is published by Loke BattleMats. Although it has form this kind of humour, having previously published The Deck of Many Insults, the publisher is better known for its volumes of maps such as Big Book of Battle Mats: Rooms, Vaults, & Chambers and Castles, Crypts, & Caverns Books of Battle Mats. Now Dumb Dares & Silly Side Quests, as with The Deck of Many Insults, does sport a content warning in its cover and it does state it suitable for players fourteen years old and older, due to its mature content. It also states that that it is ‘5E Compatible’. To be honest, the degree of mechanical compatibility, let alone rules, is actually very low, and the cards in this box will honestly work as well with any Dungeons & Dragons-style roleplaying game and any retroclone, not just Dungeons & Dragons, Fifth Edition.

The idea behind Dumb Dares & Silly Side Quests is simple. Each player and each NPC—important NPC—races to complete three dares and do so in-character. Completing a Dare earns the player or NPC a reward. In terms of Dungeons & Dragons, Fifth Edition, this can be Inspiration, Advantage on a roll, Experient Points, the benefits of a Short Rest, or some loot. These are suggestions only, and in terms of rules compatibility, that is about as far as Dumb Dares & Silly Side Quests goes in being ‘5E Compatible’. And even then, these suggestions work as inspiration for the Game Master of another roleplaying game.

The rules to Dumb Dares & Silly Side Quests are just as simple. Explained on two of the game’s one-hundred card deck, at the start of the session or adventure, the players and the important NPCs receive three cards. The player or NPC who completes the most not only receives the individual rewards for completing dare cards in-game, but wins the game of Dumb Dares & Silly Side Quests too. The rules themselves are very simple and to be fair, it is what is on the Dare cards that matters.

Each Dare card is split into two parts. The top tells the player what the dare is, whilst the bottom half suggests ways in which the player might complete the dare. The player is free to follow the given suggestions or have his character complete the dare however he wants. The Dares include, “Get to know your companions in the worst possible way.” with the suggestion of, “So, whose parents are the most disappointed in them and why?; “Refer to a companion as they are not present/deceased.” with the suggestion, “It’s what Dan would have wanted”; “Translate what the pigeon are saying (it is all swears, taunts and insults).” with the suggestion, “That pigeon really hates your mother…”; “Keep a score card, ranking your companions.” with the suggestion, “That’s minus two points for not spotting that trap Dan, making you the new worst party member.”; and “Use only taste and smell to search for clues or answers.” with the suggestion, “Traps, locks, hidden keys? Lick your way to answers…” Most of these are entirely player-driven, but in some cases, like the last Dare involving searching for clues using only the senses of taste and smell, they can involve the Game Master too, as she has to tell the player what it is exactly that his character is smelling or tasting.
Physically, Dumb Dares & Silly Side Quests is simply presented. The rules are easy to grasp and the content of the cards is easy to understand.
Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party is silly. So silly that it will disrupt a normal game, unless that game already includes the type and amount of ridiculous humour that Dumb Dares & Silly Side Quests is all about. So best then, to use Dumb Dares & Silly Side Quests as an occasional treat or special event. Perhaps for April’s Fools Day, a dream sequence, or when the Player Characters are all caught up in the effect of a prankster’s magic? Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party will definitely encourage some fun, silly roleplaying, but is best used in moderation or ideally, under special circumstances, to avoid spoiling that fun.

Gnashers & Nazis

Reviews from R'lyeh -

Punching Nazis. Shooting Nazis. Blowing up Nazis. Setting Nazis on Fire. Scare Nazis. Bite Nazis. Then feed on their blood. It is 1943 and as Hitler brings about his dire plan to create Werewolf soldiers, the British government decides to strike. Not with its brightest and its best, but its darkest and its worst. Under the command of F.A.N.G., a single RAF bomber will drop six crack commandos onto Paris in their drop-coffins. Each drop coffin contains a vampire. Their mission? Cut a bloody swathe across the City of Light, kill Nazis and feed on their blood. Once enriched, they are to storm the Eifel Tower and climb to its top where Hitler has his personal Zeppelin moored. Once aboard, they are to kill Hitler, drink his blood, and stop his Nazi werewolf programme. This is Inglorious Basterds meets The Suicide Squad in a sanguinary splatterfest in an alternate World War 2 and the setting for Eat the Reich. This is a pulp-action horror one-shot storytelling roleplaying game or a scenario with some roleplaying rules attached, published Rowan, Rook, and Decard, best known for Spire: The City Must Fall and Heart: The City Beneath. Intended as a fun and cathartic punch-up of a game of evil action delivered on an even greater evil, Eat the Reich does not so much wear its heart on its sleeve as bare its fangs and tell you to hold still whilst it bites you.

To be fair, the elevator pitch for Eat the Reich, as hard as it punches, it is not the first thing that grabs the reader. What grabs the reader is the crazed eyes staring out of the cut-out in the front cover. After that, it is the colours used—vibrant swathes of neon pink, yellow, and blue that continue right through the length of Eat the Reich. This is technicolour in all of its comic book exuberance and brio, that in case of the front cover hides a frightened looking monster. And it is monsters that Eat the Reich makes a case for playing, noting that it is monsters preying on monsters that even more monstrous. It includes the by now traditional advice on safety at the table, covering the X-Card and Lines and Veils, but goes beyond that to ask the Game Master and her players what is acceptable in their game. Anti-hero vampires invading occupied France, feeding on blood for the power it gives, killing and feeding fascist, are all fine. Murdering innocent civilians and acts of fascism are definitely reserved for the villains of the piece. Although there are boundaries that it definitely sets—primarily sexual violence and violence against children—Eat the Reich examines others to help guide a playing group what it is and is not acceptable at its table taking into account religious sensibilities as well. It backs this up with an ‘Evil Calibration Checklist’ that a group can work through before play.

Unfortunately, the response of some to this advice—which goes further than most roleplaying game—is to see it as unnecessary moralising, especially in a roleplaying game that only runs to seventy or so pages. Perhaps in a longer roleplaying game it might not have been so prominent. On the other hand, it is not bad advice and in the context of the game, it is really only going to ask everyone to think about their limits and their expectations. And ultimately, like any advice, the Game Master and her players are free to accept it or reject it as is their wont.

Although there is advice on creating Player Characters or rather adapting the pre-generated ones, Eat the Reich really is about playing its six pre-generated Vampire Commandos. They consist of Iryna, a noble woman who is a crack shot and wields a mesmerising dark glamour; Niclole, resistance fighter and saboteur who likes blowing things up; Cosgrave, Cockney spiv and necromancer on the run from East London’s undead mafia; Chuck, a fan of cowboy films pulled out of prison to go on the mission; Astrid, ex-fighter pilot with a parasitical soul wrapped round her heart who can command spirits and hunts with a greatspear; and Flint, a half-human, half-bat who can fly and rarely speaks.

Each Vampire has seven stats—Brawl, Con, Fix, Search, Shoot, Sneak, and Terrify—rated between one and four. He will also have some equipment each marked with a number of use boxes; four Abilities, some of which require the expenditure of Blood, some of which require a player to roll and assign a Special to it; Advances when he learns from the campaign against the Nazis; and Injury boxes. For example, Iryna has an ‘Exquisite Hunting Rifle’ which grants an extra die when she is elevated; a ‘Magic Cavalry Sabre’ which grants a bonus when she charges with it; ‘Explosive Runes’ that wok better if concealed; and ‘Cigarettes taken from the pockets of a hanged man’ to smoke and regain two Blood. Her Abilities include ‘Dark Glamour’ to mesmerise those nearby with her unearthly appearance; summoning a swarm of bats under her control with ‘Night’s Willing Servants’; and reducing a Threat’s Attack rating by one with ‘Deadeye Shot’. Her Advances include ‘Hell’s Ravenous Fire’, ‘Enervation of the Soul’, and ‘Mantle of the Fell Beast’, whilst her Injuries are randomly determined, which might be ‘Suit Torn’ or ‘Abdominal Puncture’, ‘Shoulder Injury’ or ‘Arm Removed’, and so on. Each Vampire’s character sheet is easy to read and comes with a great illustration.

Mechanically, Eat the Reich uses the HAVOC Engine. To have his Vampire undertake an action, a player rolls a number of six-sided dice equal to an appropriate stat plus any bonus dice from an item of equipment used or an Ability. The Game Master rolls a number of dice equal to the current Threat or Attack rating. Results of four and five count as a Success each, whilst a six counts as a Critical. There are multiple ways in which a player can now spend his Vampire’s Successes and Criticals. If the situation has an Objective, they can be spent to advance it; to counter a Threat and reduce it; to active a Special; to feed on a Nazi; and to defend against an attack. When defending, a Success counters a Success rolled by the Game Master, whilst a Critical counters a Critical. A Critical can also be used as a Special to activate various Abilities. Any Success or Criticals not defended against like this means that the Vampire suffers an Injury, and if he suffers too many Injuries and dies, he can at least go out in a ‘Blaze of Glory’ with one last roll of a bigger dice pool. Blood can also be spent to heal a Vampire. Lastly, feeding on Nazi blood fills up a Vampire’s Blood which he can subsequently spend to active various Abilities.

In addition to rolling the dice and assigning the dice, what a player is expected to do with each Success or Critical is narrate the outcome and describe the actions of his vampire. Once per session, if a player rolls two Successes or fewer, he can instead narrate a flashback scene of a prior mission which somehow helps this one and reroll all of the dice again.

There is a definite loop to the play of Eat the Reich. A Vampire needs Blood and thus needs to feed on Nazis, in order to have Blood to activate Abilities or heal himself. So, he needs to keep a flow of Blood going from scene to scene, action to action, but this has to be balanced against the needs of an induvial scene, whether that is reducing a Threat and thus its capacity to Attack the Vampires or work towards an Objective. Plus, he also has to counter the Attack rolls made by the Threats to prevent himself from being Injured. However, when a Vampire lands in his Drop Coffin, he has no Blood, as it has been used to heal him from the drop, which means that his player has to make Successful rolls in order to get Blood to get the play loop running. It does make for a slow start to the action.

The play of Eat the Reich is one big mission. Essentially, rampaging across Paris until the Vampires get to the Eifel Tower and ascending to the final confrontation against Hitler. After the briefing and the coffin drop, this takes place across three sectors of Paris. This is a comic book version of Paris rather than an historical recreation, but then having already thrown the Vampires into the mix, it not being historically accurate is hardly going to break immersion. Working their way across three sectors, the Vampires will start off in somewhere like the Place de la Sirène where there are families and bistros and the only threat they will face are police patrols, their Objective being to get out of the open and into cover. In Sector 2, they might have to get through ‘The German Technology Pavilion’ and get out the other side. They will face Stahlsoldat, half-men, half-machine warriors, but will also have the opportunity to find loot such as a ‘Prototype Beam Emitter’ and achieve secondary Objectives such as powering up a weapons platform. As the Vampires move from sector to sector, the locations become more interesting and complex, including a chance for the Vampires to team up with the Resistance at the ‘Le Cochon Noir’ and battle magically-animated suits of armour and use medieval weaponry in the ‘Museum of European Warfare’! Eventually, the Vampires will make it to the Eifel Tower and hopefully defeat his minions and kill Hitler.

Physically, Eat the Reich is a riot of colour. This is used in such a way that it does not impede the legibility of the text, which is clear and well written.

Eat the Reich is a one-shot. Two or three session’s worth of play and the playthrough is done. Whilst there are suggestions for sequels, including going up against Churchill—for unfortunate historical reasons—and perhaps they might want to play it again, but switching vampires, a group is unlikely to play through it again. Of course, the Game Master could run it for another group. It is simple to play and as a storytelling game gives plenty of room for every player to narrate how vicious and nasty and frightening his vampire is, in a very violent comic book caper. Nevertheless, however a group decides to play, whatever boundaries they set for themselves, Eat the Reich is a blast to play, a blaze of blood and brutalising Nazis, of monsters masticating on monsters, and ripping the heart out of the Reich.

Friday Fantasy: The Alchemist’s Fire

Reviews from R'lyeh -

The alchemist, Kelvin Belmont, is distraught and distracted, and in need of help. He has received a letter from his brother, Solomon, begging for his help in dealing with a dangerous threat which seems to be hounding him. This is strange, for the brothers had a falling out and neither has spoken to the other in almost a decade. The question is, what is the nature of the threat such that one pair of estranged siblings would seek out the aid of the other? Fortunately, Kelvin does want to help his brother, but he is old and weary, ill-suited to such tasks. So, he decides to hire some doughty adventurers to check on his brother and to deliver the package that he requested. This is the core hook—though several other hooks are included to get the Player Characters to meet Kelvin—for the scenario, The Alchemist’s Fire: A Sisters Three Adventure. This is a scenario for Dragonbane: Mirth & Mayhem Roleplaying, the roleplaying game published by Free League Publishing.

The Alchemist’s Fire: A Sisters Three Adventure is published by Gallow’s Tomes as part of Free League Publishing’s Free League Workshop community content programme. The setting is the Bailwick of Fenwick and the three hamlets—Amber, Burgundy, and Lapis—which stand on the shores of Loch Maeglen. This can be used as or adapted to fit the Game Master’s own setting, or it can be slotted into the Misty Vale setting as detailed in the Dragonbane Core Set. To that end, it is suggested that they be placed around the unnamed lake in the Misty Vale just south of the Temple of the Purple Flame and the Magna Woods. Alternatively, they can be placed on the other side of the Drakmar Pass from where the ‘Secret of the Dargon Emperor’ campaign begins. Each of the three hamlets is associated with and named for a statue of a woman, collectively known as The Sisters. In the case of Lapis, the starting point for The Alchemist's Fire, the statue is of lapis. The hamlet is described in broad detail, noting its most important business and their colourful proprietors and patrons, including the inn with a Dwarven innkeeper with an ear for ‘Dad jokes’, a grumpy Mallard sailor wanting to return to the sea, an overly curious Halfling cartographer, and a baker with a line in hot buttered muffins. Besides talking to the inhabitants, which may earn the Player Characters some rumours, divided between those pertinent to the scenario and those left for the Game Master to develop or ignore as is her wont, can of course, do a bit of shopping.

Eventually, the Player Characters will make their way to Ravenhook Tower, the home of Kelvin Belmont. Once they get past his cagey manner, he will employ them to deliver a cart, which he will provide, full of flasks of a blue liquid that ignites upon impact when thrown—Fire Flasks. The alchemist’s brother has asked him to deliver to his tower, Coralholm, which lies to the east. The journey is not without its dangers as the Blue Root Mountains are full of Worgs and Goblins—and worse. Plus, the Player Characters are essentially driving a bomb on wheels, and if anything goes wrong, there is the chance of a massive explosion. In fact, a really, really big explosion which is going to leave them at a disadvantage later in the scenario.

However, by the time the Player Characters reach Solomon Belmont’s tower of Coralholm, it is too late. Someone has already broken in and when the Player Characters find him, they also find an army of frogs harassing him. This is after a nasty encounter with a Giant Slime that can shoot ooze-coated skulls out of its gelatinous depths and make weapons protrude from its body. Of course, this fight can be eased with the application of a Fire Flask or two. Once the fight is over, Solomon is pleased to see the Player Characters—in complete contrast to his brother—but he fears that the frog men will be back and asks the Player Characters to mount what is effectively, a ‘tower defence’. The players and their characters have time to set up defences and they are encouraged to lay traps and build defensive points as well as prepare the ballista on the roof. The fight comes with its own maps and feels like a cross between the Battle of Helm’s Deep and the destruction of Isengard in The Two Towers of The Lord of the Rings, but with the Player Characters and Solomon Belmont as the defenders in both cases. Of course, this is on a very much smaller scale in either case. It does include a ‘Squad Dice’ mechanic for handling when more squads of Frog Men appear on the battlefield.

The scenario does end with some unanswered questions. This includes the cause of the estrangement between the brothers and the identity and aims of an antagonist—hopefully to be detailed in another scenario. That said, if the Player Characters never find out, it is no great loss. Rounding out The Alchemist’s Fire: A Sisters Three Adventure is another table of encounters should the Player Characters venture into the woods near the hamlet of Lapis and some full page pieces of artwork. These are actually quite good, especially that of the Briar Mawr, the malign walking tree carrying a platform of Frog Men in its branches (which the Player Characters can attempt to topple).

Two points arise from the setting. One is that the author cannot decide whether the setting for The Alchemist’s Fire—Lapis—is a hamlet or a town. The other is the name, ‘Bailwick of Fenwick’. Putting aside the rhyming, it does sound very much like the Duchy of Grand Fenwick from the Peter Sellers’ film, The Mouse That Roared.

Physically, The Alchemist’s Fire is well laid out in the style of Dragonbane. It does feel heavier in its use of colour and art style, even a little cartoonish. That said, the artwork works, whilst the maps are decent.

If the plot to The Alchemist’s Fire is straightforward, its details are colourful and detailed, and all together, the whole affair is easy to run and easy to slot into a campaign. Offering a good mix of roleplaying with some surprisingly nasty and challenging encounters, The Alchemist’s Fire: A Sisters Three Adventure is an impressively sturdy little adventure that should play through in two or so sessions.

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