Pause
Hey all. Gotta hit pause here. I am down with Covid-19 and feel like shit.
Original Roleplaying Concepts
Hey all. Gotta hit pause here. I am down with Covid-19 and feel like shit.
Returning to the Room #9 entrance, two other entrances are only visible when coming from this direction. The first is on the right.
The dwarven rune above the entryway proclaims this is the "Libary of the Dead."
There are several rune tablets here detailing the history of the clan and their wars with the Vampire Queen. Only the first two wars are discussed here; they lost the third war.
There is 50,000 xp worth of knowledge here if the party had several days to read it all. They can't move the tablets out due to their weight.
Last Sabbath RPG
Design by Atropo Kelevra and Valentino Sergi. Art and illustrations by Loputyn (Jessica Cioffi). The game was based on Loputyn's artistic vision. Paperback, saddle stitched book. Black & white (with red foil covers). 48 pages.
This is the English translation of the original Italian RPG.
Last Sabbath is a Masterless, Journalling RPG for 1 to 7 players. Masterless in that no one player is the game master and journalling since the players will write down what their characters (all witches) will do in each scene.
Now, I am not overly familiar with playing Journalling RPGs, but I know what they are in concept.
In this game, the players all play new witches who have gathered together in a Coven. Why? Well, that is what everyone will find out together. I say up yo seven people since that seems to work well with the structure of the game, but 4 might be more wieldy. It can also be done as a solo RPG experience.
The game offers many aids to move the players (and the characters) along. If this is the Coven's first time playing or this is a solo effort, then the authors suggest using the Scene Prompts instead of the divination techniques. That is a good idea, but the divination techniques add a bit of randomness to the game that I quite like. So, at this point, what is required of the players are these rules, notebooks to journal in, a d6, and maybe some divination tools. More on those later. While a fancy journal would be a nice touch here, a regular notebook is also good. Since you will be sacrificing memories here as part of game play it is somewhat cathartic to write them down and then tear out the page.
The game setting is whatever you want it to be. That and the nature of the witches involved are entirely up to the players.
Safety tools are recommended because this game encourages you to push the boundaries. It is all part of the idea that magic is both a gift and a curse. Bad things are going to happen to your character.
Game Play
The game is divided into Seven Scenes. The Call, Initiation, Danger, Investigation, Revelation, Threat, and Epilogue. Each scene is then divided into 3, 5, or 7 turns (players' choice). When all players have done their Turn, you move on to the next one.
At the end of every scene, one of the Records (what the player wrote down) becomes a Memory. Memories can be sacrificed for Power to fuel their magic. But removing the wrong memory can cause a witch to forget why she is part of the coven.
Turns are covered with some examples of a 3-round game plane for a Scene.
Guidelines for play follow. Witches can ask one question of a fellow witch once per turn or answer a question on their turn. If a Power is used, then the affected witch must respond to that power on their turn.
Power
Without magic, the characters are just people sitting in a circle. And while that would be a fine game, not one I would review here. Power is what makes witches witches. Power comes in the forms of a Charm, Spell, or an Incantation, each with great effects and greater costs. Some incantations, for example, can cost the witch her life. So yeah, power comes at a cost. Some examples of powers are given, including origin and types. But the details are left to the players to figure out.
Divination
This just gives us a brief idea on how they are to be used. Details are given later with the various types of divination tools.
The Scenes
Half-way through the book we reach the Scenes, or how the game progresses. Anything can happen in a scene including the death of a witch. Players should not worry about that since they can introduce a new witch in the next scene. Each scene is given some guidelines in the form of leading questions and some prompts. For example, for Scene 1: The Call, one of the prompts is "A call for help is heard in your mind" (paraphrasing). Witches can choose or they can roll a d6.
All the scenes are handled in similar fashions, with Scene 7: Epilogue as the adventure conclusion.
Divination Tools
This section covers various divination tools which are broken down by tool with examples for each scene. These include Tarot, Rune stones, Mikado, and Tea Leaves.
Tarot is likely going to be the goto, but there is a certain charm to the Tea Leaves, especially if you have plenty of tea on hand while playing.
Last Sabbath - Grimoire
by Atropo Kelevra and Valentino Sergi. Black & white art with red. 36 pages.
This is a Kickstarter add on for the Last Sabbath RPG. It has additional thematic prompts for the LAst Sabbath RPG. At first I was curious why it was not added to main RPG. But reading through I see why, the prompts are great but should be used sparingly since they could force the game into a direction not set by the players. They are perfect when the players might want some advice on what to do nest, or even for a second play through.
The art of this book is not from Loputyn, though it is good in its own right.
Thoughts on this Game
My experience with games like this are a little limited. But this looks like fun and would work great in the hands of the right group. I see this as a good way to spend a rainy afternoon with some like mind friends over pots of hot tea. Save the Dr. Pepper and Doritos for D&D night. This is for orange zest scones and black tea.
If you are the type that wants really crunchy rules, then I would say this not the game for you. But I recommend you at least check out something like it.
Thoughts on the Art
The art is striking, evocative and perfect for the feel of this game. This is expected since the game grew out of the artistic vision of Loputyn (Jessica Cioffi). The art might be considered risqué to American audiences, but for European ones, I am sure this is just slightly above comic book fare.
Use as a Session 0
Back when I first talked about this game, I mentioned it as a possible Session 0 for my War of the Witch Queens. I am more convinced about that than ever.
In fact, I can see this game being interspersed with War of the Witch Queens adventures. Since the overall arc of that campaign is to discover who murdered the High Queen of Witches.
I have some major NPCs (all posted with stats) that enter into the tale/campaign. For my play test of this I took them and put them all through a couple of scenes of this game to figure out what their motivations will be. It was quite fun, to be honest.
I can also see it working as a Session 0 for a NIGHT SHIFT game consisting mostly of witches.
While I have the Smith-Waite Tarot deck pictured above, the perfect deck for this will be released next month: the Loputyn Oracle. It is published by Llewellyn Publications, pretty much THE publisher for all things mystical and witchy. Though it only has 32 cards, it should be fine for this game to be sure.
There is a lot of things I can use this game for, and I am looking forward to trying them all. Now. time to put the kettle on.
Links
Where to buy
Creative Team
A hidden door in this tomb leads to a less ornate tomb with seven sarcophagi.
These tombs belong to the other members of the Dwarven Coven. Per tradition, there are Eight Xothia per coven, and they are interred separately from the rest of the clan.
If these tombs are disturbed they will cause the witches inside to rise and attack. There are seven (7) Zombie witches. Unlike their high-priestess these witches died when the Vampire Queen attacked, thus the make-shift appearance of this tomb.
Wrath of Becky (2023)
Look. If you hurt or take someone's dog, make sure their name isn't John Wick or Becky. Because they will fuck you up.
Becky (Lulu Wilson, who was SO good in this) is back. She has bounced around foster homes and has been in and out of the system for three years now. When not running away or hitchhiking, she is in the woods training. Running, exercising, throwing knives, and sometimes falling into her own pit traps. She is living with Elena Cahn (Denise Burse), who treats her with respect, doesn't ask her about her past, and does laugh when Becky falls into her pit traps.
While working as a waitress, Becky overhears a bunch of misogynistic incel types going on about women. Becky, who has progressively more violent fantasies, spills a hot coffee on one of them.
The trouble is they follow her home and attack her. Becky is about to fight them when she gets her dog, Diego, to attack. But one of them knocks Diego out. Elena shows up with a shotgun, but lead douchebag Anthony kills her instead. They knock out Becky and take her dog.
When Becky wakes up, Elena is dead, and Diego is gone. She buries Elena and goes hunting for the douchebags. She had heard them talking about how they were meeting up with the leader of the "Noble Men" (think Proud Boys here) and she has a name, Darryl. After a false start she finds them and overhears Darryl talking about a flash drive with all members of the Noble Men on it. They are planning to start an insurrection and kill a local Congresswoman.
She rings the bell and leaves a phone. Darryl, learning what happened, sends Anothny out to deal with her. Becky manages to subdue him and shove a grenade into his mouth. When Darryl opens the door it blows Anothny's head off. She shoots another with a crossbow and in frustration, Darryl shoots and kills one of the guys that took her dog while the other escapes.
There is some back-and-forth with Darryl and Becky exchanging quips and violence. Eventually we learn that the first Darryl she found was this Darryl's mother AND the founder of the Noble Men.
Becky manages to kill son Darryl in a series of bear traps, and Darryl mother by throwing a knife and embedding it in her brain. She is brutal.
As an epilog we see Becky in an office. Long story short she is going to be the youngest recruit of the CIA because she single-handedly brought down the largest growing domestic terrorist organization in the country.
This was a very satisfying sequel to Becky. If they do another one then might I suggest "Beck: The Search for Diego."
Lulu Wilson is great. She pulls of the sweet teen when she needs to, angry sullen teen, and bat-shit crazy blood-lust monster.
October Horror Movie Challenge 2023
Viewed: 28
First Time Views: 18
Additionally, I have been using her as a character in my Wasted Lands games. This has allowed me to build her up from the ground up; Hecate and Hel are just her "backstory." So, part of this write-up will be based on the myths and legends and all the rules I have for them AND some in-game ideas I have had.
Helga
Helga is interesting one for me since her genesis really predates this project during a time I was working on creating new gods and goddesses for my home campaign. Some of that creation continues on in this project. In particular they formed my ideas on Großvater & Großmutter (originally Ouranus and Gaia in my home campaign). Helga though remains largely intact from that time since she was always a mix of Hecate, Hel, and a bit of Ereshkigal. She was a dark Goddess of Magic, Witchcraft, and Ghosts. I have even kept her name intact.
As this project grew I pulled in more details from previous work I had done, namely writings about Frau Holle and other, older myths that fit under the umbrella of "The Crone" archetype. Helga is very much the Crone, but she can appear at any age.
HELGA (Goddess of Magic, Ghosts, and Witches )ARMOR CLASS: 1/-3
MOVE: 18" / 24"
HIT POINTS: 288
NO. OF ATTACKS: 2
DAMAGE/ATTACK: via Spell
SPECIAL ATTACKS: Death Touch
SPECIAL DEFENSES: Aura of Darkness
MAGIC RESISTANCE: Special
SIZE: M (5' 6")
ALIGNMENT: Neutral (Evil)
WORSHIPER'S ALIGN: Any (those who use magic, witches, undead)
SYMBOL:
PLANE: Hölle
CLERIC/DRUID: 20th level in each
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 20th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: 20th level Witch
PSIONIC ABILITY: II
S: 10 I: 22 W: 24 D: 18 C: 18 CH: 20
Helga is the Witch Goddess, the Ghost Queen, and the Crone of the Trinity. She knows all secrets since they are whispered to her by the dead. Thus she knows all the secrets of magic. She is the guardian of the crossroads and the gates of Hölle, where the dead reside.
Helga will often appear as an older woman wearing simple robes of black. Her face is often hidden in shadow so that only part of it can be seen; her mouth or eyes. During the winter months, she will be seen wearing a crown of dried branches and leaves.
As the goddess of magic and witches, she knows every spell since they are whispered to her by the dead. She can cast two spells per round as she chooses. She casts as a 20th-level spellcaster. She can also command undead to do her bidding as if she were a 20th-level cleric. She can speak to the dead at will.
Helga is the mistress of magic, therefore she is immune to the effects of any spell of third-level or lower. This includes any area of effect spells. For spells of fourth-level and greater, she has a saving-throwing bonus of +3. She is also surrounded by an aura of darkness that obscures her features and provides protection. When active, she gains a +4 to saving throws and a +4 bonus to AC. This is in addition to her normal saves.
Animal: HoundsHeuler ("Howler") is the syncretized guardian of the Underworld ("Hölle"). He combines elements of Cerebus, Hell Hounds, and the various wolves of the Norse/Germanic mythology, in particular Garm.
HEULER
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 24"
HIT DICE: 22+88 (187 hp)
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 bite, 2 claws
DAMAGE/ATTACK: 4d10 + Poison/Disease, 1d8+4, 1d8+4
SPECIAL ATTACKS: Howl
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: L (18' at shoulder)
PSIONIC ABILITY: Nil
Heuler is a monstrous wolf-hound hybrid monster that stands 18' tall. His fur is soot black, his eyes burn with hellfire, and his jaws drip with poison. He is tasked with making sure none enter Hölle that do not belong, and none leave once they are inside.
He attacks with his massive jaws biting with 4-40 hp worth of damage. Each bite carries a rotting disease similar to mummy rot. Victims must save vs. Poison or contract this rotting disease. It is treated the same as Mummy Rot. He can also attack with his massive claws for 5-12 hp worth of damage each.
Three times per day, Heuler may howl to summon the dead to aid him. After he howls he will be joined by 3d12 wights who will fight whoever the beast is fighting. These wights will fight till destroyed.
If Heuler is killed then one of his pups will be elevated to the position of the new Guardian of the Gate.
A Reminder Note About Translations
I have had a few comments from people saying my translations are "off." While that is true, it is also on purpose. I am not looking for a perfect translation into modern German here. I am looking for something that common folk might have called these (See Rule #2) AND something I would have written in 1985-6 when my only resource was my High School German textbook and dictionaries (See Rule #3). So yeah, there are proper ways to translate these, but that is not what I want to do here.
Links
There is a secret door near the tomb of Ferner Morgenstjernen. This leads down a flight of stairs.
This is another Morgenstjernen tomb. This tomb belongs to Hilde Morgenstjernen, the Xothia or Dwarven Witch of the clan.
Her Book of Shadows is carved into the walls of her tomb. A magic-user can spend time here copying the text. There are:
These are worth 100 xp each per level.
There are no other treasures here.
I talked about this one a bit back when I reviewed Near Dark. I have to admit that this is the movie I first thought of when I saw that Best Soundtrack was a category.
Lost Boys (1987)
Ok. So I did do this one back in 2014. A lot, if not all, of what I said then still hold true. The movie holds well. Yeah there is some fast and loose play with the rules of vampirism here, but honestly it is still a great film.
Let's talk about that soundtrack.
There are so many great hits here. Many are covers, but for some reason it works fine.
We have Roger Daltrey of the Who singing Elton John's "Don't Let the Sun Go Down on Me," and for the longest time, I preferred this version. I was on a big Who kick then.
INXS practically made this one of their unofficial albums and I think added to their success of Kick, also out in 1987. Their song "Good Times" was a cover of a 1960s song.
The big covers were Echo and the Bunnymen's cover of The Door's "People are Strange," which gave the Doors some newfound fans in my generation (yes, we knew about them before). And the big one, Tim Capello's cover of The Call's "I Still Beleive." Tim Capello is still out there touring, too, and I guess he is like one of the chillest guys ever.
The original songs include the "title song" "Lost in the Shadows (The Lost Boys)" by Lou Gramm, and the real title song, "Cry Little Sister (Theme from The Lost Boys)" by Gerard McMann.
I have a lot of really fond memories of this album that coincide with my freshman year in college. It is the soundtrack I'd put to write vampire material. Kinda wish I still had some of that stuff. It might not have been (it wasn't, I am sure), but for nostalgia value.
October Horror Movie Challenge 2023
Viewed: 27
First Time Views: 17
The first recorded werewolves in a recognizable form in myth and legend go back to the Greeks and Romans. One could argue that the go back even further, but Greek and roman are fine for this project. Indeed we get the word "Lycanthrope" from the Romans. In particular from Ovid in his Metamorphoses and his tale of King Lycaon. The Norse and Germanic people gave us the berserker, or berserkr, meaning "Bear Shirt." These were a class of warriors that could turn into bears or had the ferocity of bears in battle.
Tales of humans turning into animals are as old as humans and animals. Many shamanistic practices are based on this. For today's monster then I am looking for less of a syncretism and more of a synthesis.
In Norse and Germanic myths, the Werewolf is known as the "werwolf" not much difference there. But in Roman myth such creatures were known as "skin changers" or "skin turners." Translate that back to German and we have today's monster, the Hautveränderer.
HAUTVERÄNDERER
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 24"
HIT DICE: 7+1 (32 hp)
% IN LAIR: 10%
TREASURE TYPE: B + Special
NO. OF ATTACKS: 2 Claws, 1 bite
DAMAGE/ATTACK: 1d4/1d4/1d6
SPECIAL ATTACKS: Bloodlust, Rend (2d8)
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: M (6')
PSIONIC ABILITY: Nil
Hautveränderer are human fighters, most often Berserkers (qv Monster Manual, p.67), who can assume the form of a large wolf or bear. They do this by using a special skin of the animal they wish to transform into. The hautveränderer's skin must be of an animal they killed and then prepared by a shaman. They don the skin, which must be touching their flesh to transform.
They attack with two claws and a bite. Any natural 20 roll on their claw attacks will result in a rending attack, 2d8 instead of 1d4. If successful, they can make two rend attacks per round.
Hautveränderer live for battle and are subject to bloodlust once they have made a successful attack. They must make a saving throw vs. Paralysis, if they succeed, then they continue as before. If they fail, then they succumb to the blood lust and attack everything, friend or foe, until none are alive. They are allowed a new save at the start of their next attack. Success means their lust has ended. While in blood lust, they attack at +2 to hit.
Their magical hide also offers some magical protection, so only +1 or better weapons can pierce it.
If killed, there is a 10% chance that their hide survived the attack enough to be reused. Any character seeking to reuse the hide must seek out a shaman to bind it to its new owner. While killing a hautveränderer is typically a good enough reason to have this skin, some shamans might not look favorably on the one who did the killing if they were from the same clan.
They are not true lycanthropes, so they cannot pass on their curse, nor are they affected by the moon's phases.
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Links
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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.
The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—Senet Issue 6 was published in the winter of 2021. It has thus left behind the social limitations placed upon both it and us by the lockdowns due to the COVID-19 pandemic that Senet Issue 5 was only just beginning to escape. It marks a return to the normality of the first few issues and allows editor Dan Jolin to talk about the pleasures of issue’s content rather than dwelling on the strange world we had existed in throughout much of 2020 and 2021. Even the cover reflects, a pair of anthropomorphised hands, one jumping for joy, the other thrusting a gaming piece at us, rather than the lock and key on the front of Senet Issue 5, which suggested both imprisonment and possible escape. However, with new found freedom, Join does get to belabour a food-board game metaphor, it being one of the themes of the issue. Sadly, the reader has little choice but to indulge him.
As is usual, the issue opens with ‘Behold’, a preview of some of the then-forthcoming board game titles. As expected, ‘Behold’ showcases its previewed titles to intriguing effect, a combination of simple write-ups with artwork and depictions of the board games. The standouts here are Spire’s End: Hildegard, a solo adventure that is the sequel to Spire’s End which displays its brilliant artwork and Forests of Pangaia, which has a real table presence as the patterns of the forest change and grow over hundreds and hundreds of years, the trees depicted by meeples ranging in shape from single cubes for seeds to fully grown trees.
‘Points’, the regular column of readers’ letters, follows, but very much without the focus of Senet Issue 5, which was very much the immediate post-COVID-19 world. Nevertheless, the raise some interesting issues, such as the possible shift to games made available to the customer via ‘Print & Play’ rather than delivery in the normal fashion given the then difficulties faced in shipping and delivery. As yet, there is not a sense of community through the letters column and whether it be developed is another matter. In ‘For Love of the Game’, Tristian Hall continues his designer’s journey towards Gloom of Kilforth. In previous issues he explored how the game became a vehicle for roleplaying and storytelling, used the mechanics to bring the game and its background to life, and marketing options, but in this issue, he examines how to handle feedback and criticism about a game’s design. There is good advice here and ‘For Love of the Game’ nicely tracks the history of game and its development.
Senet follows a standard format of articles and article types. One explores a theme found in board games, its history, and the games that showcase it to best effect, whilst another looks at a particular mechanic. In between there are two interviews, one with a designer, the other with an artist. The mechanical article is on dexterity games with ‘Feats of Agility’ by Matt Thrower, written in almost nominal deterministic fashion. This looks at games such as Jenga and Crokinole, and seems to focus on these to the detriment of others, making the point that their physical nature makes them less like a (board) game and more like a sport. The result is that the article is not really that interesting and it is certainly not helped by the fact that not one of the games is actually illustrated. Instead, the article is illustrated by abstract pieces like that on the front cover, which whilst very nice, do nothing whatsoever to bring either the article or the board games themselves to life. Given that so many of the other articles are decently illustrated, ‘Feats of Agility’ is a disappointingly frustrating piece that fails to showcase the physicality of the games themselves or explore more than a very few titles.
The undoubted highlight of Senet Issue 6 is ‘Full Steam Ahead’. This is the first of two interviews in the issue and is with Alan R. Moon, the famous designer of Ticket to Ride. This covers his early interest in games, his time at Avalon Hill—focusing mainly on the publisher’s family titles, and the genesis of Ticket to Ride came about. The whole interview could have been just about that, but it ranges through a few other titles as well as ‘The gathering of Friends’, the informal industry event he now runs. Notably, it does mention Ticket to Ride Legacy, which is due to be released next week. It is followed by the second interview in the issue, which is with artist Miguel Coimbra, best known for illustrating the mini-civilisation-style 7 Wonders and the fantasy wargame of variable races and powers, Small World. Coimbra talks about he turned his love of other worlds and Magic: the Gathering into becoming a full-time artist before talking about each of the major titles he has provided art for. Not just the aforementioned, but also Sea of Clouds, Mountains of Madness, and Fuji Koro. As in previous interviews with artists, plenty of room is given to showcase his art, including not one, but two pullout spreads! Along with his commentary, this extends the article beyond its eighteen pages, already the longest article in the issue. All of the art is crisply produced, leaving the reader wanting to go look at the games for the art itself, let alone the play.
The issue’s theme article is food with Own Duffy’s ‘Playing with your Food’, which at the very least does not make the error of not actually depicting the games being played. It starts off with quick discussion of an American introductory board game, Candy Land (which actually came out in 1949!), before rushing up to date with an examination of more recent titles, beginning with Sushi Go! It points out the universality of the theme and also how the theme can be used in other ways. For example, Steam Up: A Feast of Dim Sum from Hot Banana Games shows how games can explore the cultural side of food, whilst Consumption: Food & Choices looks at the balance between what we eat and what we do. With the inclusion of both Sushi Go!—inspired by 7 Wonders’ card drafting mechanic and conveyor-belt sushi restaurants—and Steam Up: A Feast of Dim Sum, inspired by dim sum being served on a lazy Susan, the article covers a spectrum of both lighter and more involved titles, both mechanically and culturally, and it also suggests a number of other titles themed along different foods. This includes pizza, chili peppers, salads, cupcakes, and mushrooms. Overall, Duffy serves up an interesting article on a theme which is not as readily recognised as such in the hobby as opposed to typically more mechanical or obvious themes.
If the earlier ‘Feats of Agility’ failed to showcase agility games, then ‘Unboxed’, Senet’s reviews section leads the way with its first review, which is of Crash Octopus, a flicking game of salvage at sea versus a giant octopus which actually looks fun in the exact same way that Jenga isn’t. This is not the only other game reviewed in the issue—that is the co-operative adventure game, What Next?—with a dexterity element, but the other reviews are a more traditional mix of Euro style games, along with the addition of a review of the solo roleplaying game, Apothecaria. There is a fascinating range of titles being reviewed here, including of Mind MGMT, based on Matt Kindt comic book series about psychic espionage; Streets, a tile-laying game of building and populating modern urban streets which is Senet’s Top Choice for the issue; and Roll Camera!, a thematically packaged co-operative game of movie-making. All of the reviews are well-written, informative, and as expected, give space show off each game and its components.
Rounding out Senet Issue 6 are regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For the former, Dan Thurot pens ‘Flipping the table (and how best to avoid it)’, a look at the phenomenon of getting so frustrated whilst playing a board game that you stand up and flip the board and all of its components over the table and floor. Thankfully I have never done this, but I have walked away from a game in sheer frustration. Working from the concept of the ‘Magic Circle’ where we as players agree to interact using different rules, the author explores how the issue might arise and how to avoid it, primarily checking to if everyone is in the mood to play a particular game or type of game, know your foibles, and if you can, avoid your nemesis. The result is engaging and thoughtful, bringing to the reader’s attention a negative aspect of play, how we can take that play too far, and how to not do so, all without any judgement upon the part of the author, except on himself. For the ‘Shelf of Shame’, Rodney Smith of Watch It Played, selects Andean Abyss, a COIN or ‘counter-insurgency’ wargame set in 1990s Columbia. This nicely tells of how he could not grasp the game’s play upon first exposure, but through a friend and play of another COIN game, Cuba Libre, he was able to understand the concepts and then go back and play Andean Abyss, having to reacquire it, having sold it after the first attempt to understand it.
Physically, Senet Issue 6 is very professionally presented. It looks and feels as good as previous issues of the magazine.
As with previous issues, Senet Issue 6 offers a good mix of articles, interviews, and reviews—almost. To be fair, this reviewer is not a fan of dexterity-based games and thus for the most part, the ‘Feats of Agility’ is not aimed at me. Yet as with the magazine’s similarly mechanically themed articles, I was hoping for other options and ideas which might entice me to look at these games again, and definitely more than just Jenga. Unfortunately, the article failed to do so. Consequently, Senet Issue 6 is the most disappointing issue to date, if only because the standard has been so high otherwise. Now of course, tastes will vary and some may enjoy dexterity games and an article about them, but not this reviewer. ‘Feats of Agility’ could have been better and consequently, Senet Issue 6 could have been as good as the magazine usually is.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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.