RPGs

Friday fantasy: Dyson’s Book of Swords

Reviews from R'lyeh -

Dyson’s Book of Swords is exactly that, a book of swords from a writer best known for his cartography, especially his fantasy cartography. However, over the course of September and October 2021, he wrote and illustrated a series of entries on his blog under the labels ‘#Swordtember’ and ‘#Choptober’, each one describing and depicting a blade which could be added to the fantasy roleplaying game of your choice. Now following a successful Kickstarter campaign, all fifty entries in the series have been collated into the one volume and published as Dyson’s Book of Swords by Squarehex, better known as the publisher of The Black Hack. This little volume comes in an odd size—six inches square—and each sword is given a two-page spread consisting of a full-page illustration opposite its description. None of the descriptions run to more than two paragraphs each and the descriptions concentrate on telling the reader what the sword looks like, its history, and what its capabilities are. The numbers amount to no more than each blade’s to hit bonus, damage bonus, and against what, although some cases a special ability will also be referenced. In the main though, the language is not so much systems neutral as systems adjacent, meaning that any one of the fifty swords in Dyson’s Book of Swords will work with the fantasy roleplaying game of your choice.

Dyson’s Book of Swords is not arranged in alphabetical or indeed, nay kind of order, but flip through its pages and you find Spite, a gladius-style currently wielded by the Elven mercenary, Rhador. It is a Short Sword +1 which becomes a flaming blade upon command and when it is aflame is +2 versus trolls, pegasi, hippogriffs, and rocs, and +3 versus treants and the undead. It casts light and ignite things as a torch. Rhador wields this weapon until he regains his family blade from his nemesis. Flip to another and the illustration and description is of the Last Blade of the Lich Shogunate, the last ‘perfect’ blade to be forged by the master swordsmith of the final Shogun. It has no name of its own, but is a +2 sword which also grants a bonus on saving throws versus all effects, spells, and abilities of the dead. Of the two, Spite is the more difficult blade to include, in part because it is wielded by a particular NPC and in part because it has such a wide range of enemies which it can affect. However, it raises the questions, “Where did Spite come from?”, “Who is Rhador?”, “Who is his nemesis and how he did come into possession of Rhador’s family blade?”, and ‘What are the abilities of Rhador’s family blade?” All these point to story possibilities, as does the Last Blade of the Lich Shogunate, but they are perhaps a bit more straightforward. These include “What was the Lich Shogunate?”, “Who wielded the Last Blade of the Lich Shogunate?”, “Who was the Last Blade of the Lich Shogunate made for?”, and “Who wields it now and where did she find?”

Dyson’s Book of Swords harks to the noughties and the slew of books for the d20 System with its supplements dedicated to just rings, just spells, just monsters, just swords, and so on. Fortunately, with the advent of Dungeons & Dragons, Fifth Edition, or even with the Old School Renaissance, there has not been the avalanche of books and supplements dedicated to singular aspects of Dungeons & Dragons-style gaming, and so Dyson’s Book of Swords does not fall into that. Fundamentally, Dyson’s Book of Swords just keeps everything simple—illustration, description, and minimal stats. This means that its contents are compatible with just about every Old School Renaissance roleplaying game and retroclone, including Old School Essentials, Mörk Borg, Whitehack, and more. They would also work with 13th Age and the Dungeon Crawl Classics Role Playing Game, and even Dungeons & Dragons, Fifth Edition!

Physically, Dyson’s Book of Swords is clear, simple, and easy to read. It is a little book of weapons that the players will want their characters to wield, the Game Master to arm her NPCs with and inspire or scare her players and their characters, and lastly, Dyson’s Book of Swords is a little book of inspiration.

One Man's God: Castles & Crusades Gods & Legends

The Other Side -

Castles & Crusades Gods & LegendsA couple weeks back I posted a One Man's God using the AD&D 2nd Edition Legends & Lore.  I mentioned at the time that this falls outside of the scope of the original concept of my OMG posts; that is can I take creatures from the Deities & Demigods and re-classify them as AD&D 1st Edition demons. Not historical demons, not mythological demons, but 1st Edition demons.

Since I have spent this week discussing Castles & Crusades I have often talked about how this game is the spiritual successor to AD&D.  Do their books on gods also follow?  Or to be more precise, can I do a One Man's God post on the C&C god books?

When it comes to discussing gods, demigods, and heroes Castles & Crusades is really second to none here. There Codex series, written by Brian Young, is some of the best-researched material for an RPG ever produced.   

Gods and Demons in Castles & Crusades

You are not going to find stats for gods in C&C.  They are not meant to be fought. There are however plenty of gods to encounter. I covered many of these in the various Codex books by Brian Young.

There is also the Gods & Legends book which I'll cover here and use as my basis for this One Man's God.  

Demons are well covered in the Tome of the Unclean from Troll Lords.  Tome of the Unclean follows pretty close to the AD&D standard demon with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi.  So while I could more properly compare the C&C gods to the proper C&C demons, I think everything is close enough that I can continue with my original purpose of comparing these gods to the AD&D demons.  If there are any differences they are so minor as not to be an issue.  Besides. These are gods and demons we are talking about, there will always be exceptions to the rules.

Gods & Legends

For the purposes of this review, I am considering the PDF from DriveThruRPG. 

PDF. 144 pages. Color covers, black & white interior art. Bookmarked and hyperlinked.  Written by Davis Chenault with contributions by Steven Chenault, Brian Young, Jason Vey, and Todd Gray.

This book largely replaces the Of Gods & Monsters book from a few years back, though it is smaller in size, 144 pages vs 162. I say replaces, but this is a new set of work. The original Of Gods and Monsters was written by James Ward of Deities & Demigods fame.  There are similar gods in both books but this new version is a rewrite of the older work with new entires to work better with the Codex series.

This book is divided into three(ish) large sections.

The Anvil of the Gods

This section covers how gods work in a Castles & Crusades game, how the Castle Keeper can play them, and how the characters can relate to them. This section also gives advice on designing a pantheon. Unlike the original Deities & Demigods that seemed to want to shy away from religion, this book acknowledges it and all the myriad combinations (within the space of this book) religions can take.  The focus here though is not a religious academic text (and Troll Lords has at least two people, Young and Vey, on staff with graduate degrees in religious studies, literature, and history) but more on how these manifest and work in an RPG, and in Castles & Crusades in particular. To this end there is advice on how to run and play gods and how they should interact with the PCs. 

Common deific abilities are defined with Greater, Lesser, and Demi-god statuses. Details are given to how the gods relate to the clerics and paladin classes, alignments, and other archetypes.  Holy symbols and characters with divine traits are also covered. Divine traits include the healing touch.

Of the Gods

This is the largest section of the book, detail-wise. This covers what could properly be called the Gods of Aihrde, the Castles & Crusades campaign world.  A brief overview of the basic deity characteristics is first. Up first are the human gods of Aihrde. This is the section that is most like the older Of Gods and Monsters book.

Gods of Aihrde

Some sections are the same as in the older book, many do look to be rewritten.  The art is used from the older text but I do not see an issue with that. Many gods here get more text as well.  Many of the Aihrde gods take cues and ideas from Earth gods. This is also not a big deal and in fact no different than the gods of the Forgotten Realms. In fact I am going to go out on a limb here and say the process to create these gods (from the Chenault home games no doubt) was very similar to what Ed himself did when he created the Forgotten Realms Gods.  Maybe one day I need to go through this pantheon and the Forgotten Realms ones and see what gods they have in common.  The obvious "Earth" gods are the All Father (Odin), The moon sisters (Diana, Artemis), Frafnog (Fáfnir, Midgard Serpent), Tefnut, Toth, Unklar (Chernbog), and Wenafar (Titania).  Again, I like seeing this stuff. It immediately gives me a hook.  If Frafnog is the god of dragons and there is a Fáfnir connection beyond the surface then there is a great reason why dwarves hate dragons more than just the Hobbit connection (which is of course drawn from the story of Fáfnir and The Ring of the Nibelung). There is deep religious animosity here. Is this what the Chenaults do in their home game? No idea, but this is what is happening in mine.

Following humans, we get the gods of the Dwarves, Elves, Halflings (LOVE the art of the halfling gods!), Gnomes, and then the humanoids (bugbears, gnolls, goblins, orcs, hobgoblins, lizardmen, giants, ogres, and trolls) there are even dragon deities, fey deities, and gods of mermen and sahuagin.  It is a wide variety and shows some original ideas beyond what we typically think of in the Deities and Demigods, but not quite the level of detail as found in the very focused Forgotten Realms Demihuman Deities book.

All the Other Gods

This "section" is actually many sections, but they are mostly the same format. They cover the various gods and pantheons found in our world and are covered in detail by the Codex series.  Where the Codecies give us a lot of details on the myths and stories of those pantheons, this section just covers game based stats. No stats as in hp and AC, but alignments, worshipers, granted attributes, preferred weapons and the like.  No details on the gods themselves, for that you will need the Codies.

Covered are the gods of the Celts, Greeks, Egyptians, Germans, Norse, and Slavs.

Who should buy this book?  Anyone playing Castles & Crusades and wants to go deep into the mythologies of Aihrde.  Also, anyone that owns the Codies and wants more game content. 

I also say this is a good book for the AD&D (first or second eds.) player/game master that wants a bit more detail on the gods in their Deities & Demigods/Legends & Lore books. Or who just want a different set of or more gods than they currently have.  Indeed the title of the book, Gods & Legends, seems to state that it is a book with the AD&D books in mind.

One Man's God - The Demons of Aihrde

As I mentioned the Demons of Aihrde are already the Demons of AD&D.  But what about the monsters and gods here in Gods & Legends?  Let's see what we have here.

The obvious choices will be the Lesser Gods and the Demigods in terms of the power level near that of the Demon Princes. But I am not going to ignore the odd Greater God if they fit.

For the Aihrde human gods, Frafnog might fit the bill, though he is really powerful. Onduhl is the god of evil beings and has a strong Lucifer or Loki vibe to him.  Unklar looks like a demon and has the Chernobog connection I mentioned above, but he seems more devil-like than demon-like. 

The gods of the Dwarves, Halflings, and Gnomes do not have anyone.  The Elves have Talahnatilia but that is something other than a demon or devil really. 

It is not really to we get to the gods of the humanoids that we find good candidates.

Jarga the Bloodless is worshiped by many humanoid types (gnolls, kobolds, orcs). He is a lesser god and chaotic evil. He is a god of blood and battle. He might or might not be a demon, but he will certainly has their hatred of life. His plane is listed as The Wretched Plains, one of only three gods to claim this plane. 

Bugbear gods here are Chaotic Evil. Hobgoblin gods are mostly Lawful Evil.  This detail tracks with my own personal use of them. Bugbears are goblins with demonic ancestry and Hobgoblins are goblins with diabolic ancestry. So. If I am searching for demons I am going to look towards the Bugbears first. The bugbear gods are both greater gods and don't really fit the AD&D notion of demons. Same is true for the hobgoblins.

Gnolls have been long associated with demons in AD&D through Yeenoghu. Most of these gods are either too powerful (Greater) and/or Lawful Evil.  Here is one of the issues of trying to apply the "rules" of one game on to another. They don't have to follow the same logic or premises. 

Among the Goblins, Beerkzurd could be a demon, a powerful on to be sure. He is Lawful Evil, but he feels more Chaotic Evil really.  He is also one of those gods people pray to not so much to get boons from him, but in order for him to leave you alone.

The Orc gods are quite war-like and many are Lawful Evil. They mostly seem like larger, more powerful versions of orcs. Which I guess can be said about most gods. They are just larger more powerful versions of the people that worship them.

Vasser of Lizardmen is another good choice. Lesser God, chaotic evil, looks like a demon. The same is all true for Grudznar of the Kobolds and Barg of the Trolls. In fact, all three do feel very demon-like. The lack of proper stats are really the only thing keeping me from deciding a definitive yes or no.  Barg though is such an interesting being in a demented sort of way. I wish I had knew of him during my Troll Week a while back.

I am not considering the Dragon gods. They are really their own thing and many listed here do not fit the idea of a demon well. Yeah...I know I have both Tiâmat and Leviathan as eodemons. Plus I mentioned Frafnog above as a potential demon.

Same with the Fey. They are really their own thing. Though in my personal campaign the Fey do war against the demons. So it could be possible a "fallen fey" is a demon (fits what history did to them in our world).  Not an evil fey. A "good" faerie still has more in common with an evil faerie than they do a demon.

Flathin of the Sahuagin also is a good choice as a demon. If we take the myths of Flathin and his sister Trimon it could be that Flathin was "cast down" as the patron of mermen and now is the patron of their evil counterparts, the Sahuagin. He is a chaotic evil lesser god and looks like a giant octopus with 10 tentacles (a decapus?). He grants little to his followers, save for what they get at their religious/war ceremonies.  

Again. I might be extending my One Man's God to the point of breaking.  Let this be a lesson in how scope creep or extending your theories beyond your testable hypotheses is a bad thing.

Other gods from Earth mythologies have been covered in previous postings of One Man's God.

Class Struggles: Castles & Crusades - Core and Player Archive

The Other Side -

It has been a while since my last Class Struggles post.  Since I featuring D&D this month and focusing on Castles & Crusades, in particular, this week I thought a look into the Castles & Crusades classes was in order. I am going to focus my attention on the Castles & Crusades Player Archive, but I will talk about more than just that.

Castles & Crusades, Players Handbook

One can't really talk about classes and not first look to the core, the Players Handbook.  This book serves the same purposes as the D&D Players Handbooks; it introduces the rules and the classes.  In this case, the comparison to AD&D 1st edition is most appropriate. 

Players Handbooks

I have repeatedly made the claim that Castles & Crusades is the spiritual successor to AD&D 1st Ed. No slight against 5e or other versions of D&D, but if you want modern rules and a 1st ed feel, your game is Castles & Crusades.  Obviously, the publisher, Troll Lords, feels the same way given the new cover art for the 8th Printing of the C&C PH.  

The classes in the C&C PH are: Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Knight, Monk, Paladin, Ranger, Rogue, Wizard, and the Assassin (a special class).  Compare this to the ones from the AD&D 1st Ed Players Handook: Cleric, Druid, Fighter, Paladin, Ranger, Thief, Assassin, Magic-user, Illusionist, Monk, and a special class for the Bard.  Add in the Unearthed Arcana we get the Barbarian and Cavalier along with the Thief-Acrobat.  So all in all a very, very similar list of options.

In Castles & Crusades, each class has a Prime Attribute which really helps define the class. This is a bit more "hard coded" into the class than say it is in AD&D.

The classes, even with the same name, do have some differences. For starters, all the spell casters can cast spells up to 9th level in C&C.   

A few details.  Bards do not get spellcasting ability here but a number of spell-like powers. Clerics are limited to wielding the weapon their deity favors. So a cleric of Thor naturally gets a hammer, but one of Odin might take the spear. Druids get a lot of abilities and spells. Fighters actually get a few abilities as well, especially involving weapon specialization. As mentioned Illusionists get spells to the 9th level.  The Knight fills the roles of the Cavalier.  Monks are fairly similar to their AD&D counterparts.  Both Paladins and Rangers are similar enough to their AD&D counterparts.  They both have a number of special powers but neither has actually spell casting powers.  At first, I did not like this particular change, but I did not miss it as much as I thought I might with the paladin.  I did in the Ranger, but I tended not to spend a lot of time on spells for my AD&D rangers to even begin with, save for spells that helped their normal ranger powers/skills.  Rogues are very close to their Thief ancestors.  Wizards get a nice boost at the 13th level when they start to get some new powers/abilities. It reminds me, rules-wise, of the BECMI magic users from the D&D Companion set.   The Assassin is a special class that is designed to be added to another class with the C&C Dual- or Multi-Classing and Class-and-half rules. 

Just looking at the classes, C&C can provide an interesting twist on the AD&D experience while retaining the essential feel of these archetypes.

Castles & Crusades Player ArchiveCastles & Crusades Player Archive

The logical extension of the Castles & Crusades class discussion is to go through the Castles & Crusades Player Archive.  

I will give a brief review of this book so people will know what I am talking about.  For this review, I am only considering the PDF from DriveThruRPG. I thought I had the hardcover version of this as well, but I guess I don't.  Will need to remedy this.

PDF, 128 pages. Hyperlinked and bookmarked. Color cover art and black & white interior art.

This book collects most of the classes published in various Castles & Crusades books including the core and the Adventure's Backpack.  What is not here are some of the classes from the various Brian Young Codex books. There are some here, but I would have to go through all the books to know how many are here and how many are not.  I do not see this a miss. Many of the Codex classes are very specific to their time and place and to remove them from that context they would loose something special.

This book covers the basic (levels 1 to 12/13) and advanced (expanded) information (levels 13 to 24) for all the classes.  The classes are:

Arcane Thief, Archer, Assassin, Barbarian, Bard, Chromatic Mage, Cleric, Divine Knight, Druid, Duelist, Dwarf (Heisen Fodt), Elf, High (Oraalau), Ethereal Knight, Fighter, Foresworn, Gnome (Hugrin Dun), Goblin, Eldritch (Ieragon), Halfling (Felon Noch), Illusionist, Knight, Luminary, Magic-User, Monk, Oathsworn, Pacer, Paladin, Pirate, Primal Druid, Ranger, Rogue, Rune Mark, Seeker, Skald, Thief, Warrior Priest, and Wizard.

There is a split between the classes "Basic" entry which covers levels 1 to 12 or 13, and the Expanded entry later in the book for levels up to 24.  This has some immediate consequences. While I am not a fan of my class information getting split up like this, many games only go to about levels 12-14 anyway.  So this would cover the majority of all games played.  It does give us a nice split today port these classes over to any OSR game based on B/X D&D (max level 14) or something Hyborea (max level 12). Then you can pull in the expanded information as it is needed if it is ever needed.

The Core/Players Handbook classes are here as are some classes that only appeared in limited-run products. It is really nice to have them all in one place. Great for anyone playing a C&C game, you just need to make sure that your Castle Keeper agrees on them.

Old School Games based on D&D usually do not handle multi- and dual-classes as well as say more modern versions of D&D. Castles & Crusades makes some vast improvements here with rules on this.  They also add options of "Class Plus" or add some features from another class, Dual classing and Reclassing.  What is missing here is the Class and Half from the Core Players Handbook. While anyone with this book will have the Players Handbook, it might have been nice to see here.

I mentioned in my coverage of the Adventurers Spellbook that the spells can be ported over to other D&D and D&D-like RPGs. In particular, I mentioned the Chromatic Mage being used in the OSR clone Chromatic Dungeons. The class is presented here in the Player's Archive. Yes, this class can be moved over rather easily, maybe even easier than moving it over to AD&D.  Likewise nearly any class here can be used in AD&D or OSR clone.  Want to play a Primal Druid in Old-School Essentials? No problem, they can be added with ease.

Note: Speaking of which the layout here aims to give each class a two- or four-page spread to keep referencing the classes easy to read and view at the table.  The PDF then allows for ease printing of these classes.  Playing a Warrior Priest and don't want to cart your hardcover around? Print pages 90 and 91 back to back and staple them to your character sheet.  Everything you need. This does mean there is some unused white space after each class, but for me, this is well worth it.

With this book and the option within I could spend an entire month creating and posting characters and no two would even be remotely the same.  A must-have for any Castles & Crusades fan.

Plays Well With Others: Castles & Crusades Adventurers Spellbook

The Other Side -

Castles & Crusades Adventurers SpellbookYesterday I talked about how well, or more to the point, how easy it is to use the Castles & Crusades Mystical Companions with old-school D&D and in particular AD&D 1st Edition.  I want to do something similar today but a little more focused on bridging that gap.

Today I want to look at Castles & Crusades Adventurers Spellbook as my example, but in truth, this would apply to any C&C spell collection.

I'll do a quick review and then get into my Plays Well With Others.

Castles & Crusades Adventurers Spellbook

For the purposes of this review, I am considering both the PDF from DriveThruRPG and the hardcover I purchased from Troll Lords.

256 pages. Color cover, black & white interior art.

This book covers (mostly) the spells of the four major spell-casting classes in C&C; Cleric, Wizard, Druid, and Illusionist.   There are also two new types of spell-casters in this book, Runic Magic and Chromatic Magic.

The vast bulk of this book is given over to the spells of four classes (170+ pages). The spells are listed by class and then the alphabetic description follows.  Many of these are going to be familiar since they are pulled from various C&C books and the Player's Handbook in particular. This is not a bug, but a feature. I wanted a book that had all of these spells in one place and this is what they advertise it as.

There are minor typos here and there and the art is recycled, but none of that matters to me. I am here for the spells.  Honestly, I have no idea how many spells are here but it has to be upwards of 1,000. For example, there are 379 Cleric spells (0 to 9th level), 366 Druid spells, 437 Wizard spells, 305 Illusionist spells, and over 200 rune magic spells.  That's a lot of magic. 

I mentioned Runic Magic a couple of times. Rune Magic. Anyone can use runic magic, but the character has to master the runes first via an attribute check, this also assumes they have the necessary codices needed in order to learn the runes.  

The spells of the Chromatic Mage is also presented here.  This class is detailed more in the Castles & Crusades Player Archive, which I will cover more tomorrow.

If you are a fan of magic, spells or just have a desire to have a complete set then I would say pick this up.

Plays Well With Others

It has often been said that Castles & Crusades is one of the first professionally published OSR games out there.  It takes the 3rd Edition base, reforms it forms it for a 1st Edition experience and even gave us rules and mechanics that would later be seen in 5th Edition.  Castles & Crusades is essentially what AD&D could have become in the new millennium.

So it is no surprise then that C&C can Play Well with other forms of D&D rather easily. 

1st and 2nd Edition D&D

1st and 2nd Edition AD&D

This one is such a no-brainer it barely needs to be mentioned, but there are some things to consider. C&C uses the same spell casting classes as 1st Edition AD&D, so that conversion is easy. Though it should be pointed out that all classes have cantrips and have spells that go to 9th level.

1st and 2nd Edition AD&D Cure Light Wounds

Converting the spells is so trivial it is hardly an effort. 

C&C spells casting times are in Rounds and saves are based on abilities. Largely you can save vs. Spells in AD&D unless some other sort of save (death, paralysis) makes more sense.

3rd Edition D&D

C&C might be modeled after 1st Edition, but its roots are in 3rd Edition D&D.  Spellcasters get cantrips and 9th level spells in both cases. 

D&D 3e

Saves convert roughly like this Reflex = Dexterity (or rarely Intelligence), Fortitude = Constitution or Strength, Will = Wisdom or Charisma.

Likewise both games have focus components that can be used. 

5th Edition D&D

C&C and D&D 5 have so much in common that you can just drop these spells right in. 

D&D 5e

Levels are the same. Cantrips are the same. Saves are the same. There is no warlock or sorcerer in C&C nor is there a dedicated Illusionist for D&D5, just the wizard archetype.  But the spells can be spread out well enough.  The Chromatic Mage though would make a good D&D5 style sorcerer to be honest with a little tweaking.

OSR Games

No point in going through all of these. If any of the above work then so do these.  A couple of caveats. 

Basic-Based Advanced Games

Basic Advanced Games

Basic D&D does not have the detail of spell descriptions that Advanced D&D does. So a lot of the stat blocks of the spells can be ignored or used as guidelines.  Saves are always vs. Spell.

Chromatic Dungeons

In the special case of Chromatic Dungeons, all the above applies, but I also think it would work out well if the Chromatic Mage was ported over (even via the OGL) to Chromatic Dungeons.  IT would work well as another, but a different classification of Magic-User.  I would use Wizard level advancement in CD and the spell progression in the Adventurers Spellbook.

I'll discuss this more tomorrow when I do my Class Struggles post.

Monstrous Mondays: Mystical Companions (Castles & Crusades)

The Other Side -

All month long I have been talking about D&D and mostly near-D&D FRPGs.  While last week was all Pathfinder, the one-time heir-apparent to D&D, this week I want to talk about a game that really does capture that feel of early, 1st Ed AD&D, with a more modern point of view.  

Of course, that game is Castles & Crusades.

I have never hidden my love of Castles & Crusades and I would play a lot more of it if I could. It really does capture the feel of older D&D, maybe something of a Basic-era mixed with Advanced, through the lens of 3rd Edition.  One really could consider it the evolution of AD&D2 into the new millennia. 

This week I want to do more with Castles & Crusades, but I am going to do it from the point of view of some of my regular blog features.  Today is Monday and that means Monstrous Mondays. So I am going to review and discuss the Castles & Crusades Mystical Companions book. 


I can't believe that it has been three years (almost to the day) since I reviewed the 5th Edition version of this book.  I had meant to do much sooner than this.

The Troll Lord's Mystical Companions is the update to their fantastic Book of Familiars.   It comes in two flavors, A Castles & Crusades version, and a D&D 5th Edition version.   I have both in digital and PDF formats, today I am going to focus solely on the Castles & Crusades version.  Yes, they are in fact different enough that two separate reviews are really needed.

I was always going to use this book in my Magic School games, whether that game used an Old-School ruleset (like Castles & Crusades or OSE) or (now) D&D 5th Edition.  I think that highly of it.  Now it is something I am using as part of my War of the Witch Queens campaign where every character has an animal companion, pet, or familiar.  My oldest kid has taken my 5th edition version and made it his own.

Mystical Companions for Castles & CrusadesMystical Companions for Castles & Crusades

For this review, I am considering both the PDF version from DriveThruRPG and the hardcover version I purchased from Troll Lord Games. 

Hardcover book and PDF. 192 pages, full-color art by Jason Walton and Peter Bradley.  PDF is bookmarked.  This book is divided up into 12 chapters and 5 appendcies. Largely focusing on the various Castles & Crusades classes and their respective animal companions.

Chapter 1: Familiars and Companions

This gives us our basic overview of the book and the concepts of an animal companion in the Castles & Crusades game.  Pro-tip. Even a casual read of the chapter titles should clue you in that if you wanted to use this with AD&D 1st ed you very easily could. There is also the notion that Animal Companions and Familiars, while similar and can perform similar roles and tasks are very different from each other. 

On Animal Companion vs. Familiar.  While rules in the book cover book and treat them somewhat interchangeably an Animal Companion is more like a loyal pet or friend.  A Familiar is a creature summoned to work with the PC.  Animal Companions are free-willed, familiars are not.

For ease, I am going to use"animal companion" for all cases unless a distinction needs to be made. 

There is the concept here of Advantages, this allows the character to summon an animal companion. In truth, I think this works better in 5e than it does here, but I will explore this a bit more.  Additionally, there are various Powers and Tricks animal companions can have or impart to their player characters.

Animal companions are all treated as other creatures from the beginning. They have HD, hp, AC and more scores. 

Advantages are a new mechanic for C&C to allow them to take on various "powers" or "features."  It was introduced in the Castle Keepers Guide as an optional rule, here it is required.  It is, very simply put, a "Feat" system for C&C.  That does not really describe it well enough, but it is close.

Different classes get new Advantages at different levels.  Various abilities and powers of the animal companions are detailed here. Including what sort of special powers you can get by taking another animal companion/familar at higher levels. 

If you are playing AD&D 1st Ed and really want to do familiars correctly then I highly recommend this book. 

The following chapters each deal with the various C&C classes (and their AD&D counterparts in my readings) and their respective animal companions.

Chapter 2: Barbarian Familiars & Special Mounts

I don't recall Conan having a pet, but Cú Chulainn is known to have had some pet dogs. Since Barbarians feel closer to nature they have totem animals; an animal or creatures revered by their culture. This chapter covered these, and all the expected animals are here, but there are also totems for mammoths, displacer beasts, dire creatures of all sorts, and even small dragons. 

Chapter 3: The Bard’s Familiar

Bards typically have familiars that aid in their singing or musical magics. Providing a number of powers to aid their abilities. 

Chapter 4: The Cleric’s Familiar

These are not so much as animals and more attendant spirits. The least of the messengers of the cleric's god(s).  Often they are here to provide the cleric guidance or omens. These creatures can, and often do, take on animal shapes. What that shape is depends largely on the cleric's domain. 

Chapter 5:The Druid’s Familiar

Similar to both the Barbarian's and the Cleric's familiar.  Here the deciding factor is the terrain/environment the druid is native to.  There is a large sidebar/section on Druid Familiars vs Druid Animal Companions.

Chapter 6: The Fighter’s Familiar

This one seems a bit odd, but they do make a case for it. A good historical example might be the Mongolian fighters and their horses, or the hunting dogs of Celtic cultures. 

Chapter 7: Monk Familiars

Again not one you normally think about. These seem to follow the same logic of the barbarian, but in stead of totem spirits they are manifestations of ancestor spirits. Think Mu-Shu from the animated Mulan.

Chapter 8: Paladin Special Mounts & Familiars

Paladins already get mounts. This extends that logic a bit more. 

Chapter 9: The Ranger’s Familiar

Honestly, all Rangers should have an animal companion of some sort. This codifies it. 

Ranger Familiars

Every ranger needs a red panda familiar.

Chapter 10: The Rogue’s Familiar

Like the fighter, one does not normally associate Rogues/Thieves with animals, but honestly, it would be good. Think of Laurence Fishburne's character "The Bowery King" and his pigeons or D&D's own history of associating thieves with cats (the Grey Mouser from Lankhmar or Gord the Rogue).

Chapter 11: The Illusionist’s Familiar and Chapter 12: The Wizard’s Familiar

Putting these two together since they follow similar ideas.  This is as close as we can get to the classic idea of a familiar.  The natures of their familiars are different, which is great, it provides more distance between these two classes. 

Appendix A: Animals

"Monster stats" for various (51) mundane animals.

Appendix B: New Monsters

Likewise, these are new monsters (36). Many are either familiars or creatures that feed on familiars. 

Appendix C: New Spells

A bunch of new familiar summoning and related spells for all spell casting classes.

Appendix D: New Magic Items and Artifacts

Magic items to summon, control, or aid familiars and animal companions. 

Appendix E: Dragon Riders

This last section covers a new class/path, the Dragon Riders, and how these rules are used for that class. While many of the same rules are used here as for familiars this takes them to a new place and should be considered optional. 

This is the Appendix/Chapter that my son grabbed this book from me for, BUT he opted not use their Dragon Riders but kept the book anyway for everything else.

Dragon Rider

A Dragon Rider is a Path that can be added to any class, but some have more use for it than others.  If the idea of PC Dragon Riders concerns you, then keep in mind it is being sold as "optional".  And also Dragon Riders of some form or another have been around since the dawn of the game.  If it is something you want, then there is plenty here for you to use.

If I ever ran a Magic School game with this then Dragon Riders would be included.

Index 

We end with a robust index and the OGL section.

Final Thoughts

A note about art. There is not as much in this book as other Troll Lord books, but what is here is from the fabulous Peter Bradley and Jason Walton, who also gives us the cover art.

Your results may vary, but this book has quickly gone from a neat oddity to one of our must-have books for my Old-school games. My son uses it in the 5e games he has run so much that I have not seen my 5e version of this book in months since it is now in with all of his books.

Do you need this book?  I say yes, but only if you are adding animals of any sort to your game, be they pets, familiars, mounts, companions, or all the way up to Dragon Riders.

Use in Advanced Dungeons & Dragons

I am going to limit my thoughts here to AD&D 1st Ed. The only reason I am not considering 2nd Ed is that 2nd Edition has a skill system that should be incorporated with these rules a little more explicitly.  For 1st Ed, I can see a craft DM using this book more or less as-is. 

I know Troll Lords does not sell this book as an AD&D book. But anyone who is a fan of C&C is likely a fan of AD&D.  (Although I should point out I talked to a couple of real hardcore C&C fans at Gary Con who had never played AD&D First Edition.) But in any case, this is a fantastic reference for the 1st edition all the same. 

Miskatonic Monday #122: Pickman’s Action Figure

Reviews from R'lyeh -

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 InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise 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.

—oOo—
Name: Pickman’s Action FigurePublisher: Chaosium, Inc.
Author: Todd Miller

Setting: Modern Upstate New YorkProduct: Scenario
What You Get: Thirty-Two page, 3.57 MB Full Colour PDF
Elevator Pitch: When his last action models failed, what else does an action model designer design instead?Plot Hook: Your brother disappeared years ago, so when you get a phone call from him in the night...
Plot Support: Staging advice, four pre-generated Investigators, three handouts, one set of  floorplans, two NPCs, and two Mythos creatures.Production Values: Decent.
Pros# Really great backstory and set-up# Decent pre-generated Investigators# Focused investigative one-shot# Interestingly Ghoulish twist upon the the Changeling myth# Solid convention scenario
Cons# Needs a slight edit# Confrontation needs careful handling# Few options for the Investigators to prepare for the confrontation
Conclusion# Great back story and set-up leads to a freaky family confrontation# Interestingly Ghoulish twist upon the the Changeling myth makes a creepy one-shot.

Mythos Manuals I

Reviews from R'lyeh -

From Unaussprechlichen Kulten, Revelations of Gla’aki, De Vermis Mysteriis to the dread Necronomicon, the Mythos and its fiction is replete with awful tomes of all too inhuman, alien knowledge, spells or formulae whose invocation all too lead to the summoning of or contact with things and beings beyond understanding, and the ravings of madmen. Their treatment in Call of Cthulhu and other roleplaying games of Lovecraftian investigative horror has varied over the years. At worst they have been treated as treasures to be plundered from cultists as in some of the very early scenarios, but in more recent times they have been properly treated as horribly insidious works of true knowledge, with even their possession having a subtle effect upon the fragility of man, whether his mind or his very being. Perhaps their first expansive exploration in Call of Cthulhu would have been in The Keeper’s Companion Vol. 1 and The Keeper’s Companion Vol. 2, and the evocative exploration and presentation would have been in the almost mythical Masks of Nyarlathotep Companion. It is strange that given their place within the fiction and their use to both impart knowledge of the Mythos and enforce its corruptive influence, that there has never been a Call of Cthulhu supplement dedicated to just these great works within the fiction.

Tomes of Cthulhu, published by Azukail Games, is not that supplement, but it points towards such a supplement even if cannot be that supplement itself—primarily for copyright reasons, of course. It is instead a generic supplement for roleplaying game of Lovecraftian investigative horror which describes some twenty different tomes and their reprints inspired by the works of H. P. Lovecraft. Each entry follows a standard format. This includes both the name of the work and its author, a description of its format and its contents, plus size and weight, number of pages, primary language it is written in, the amount of knowledge it contains about the Mythos and the effect upon the reader once the book is read, and a suggested period of study time. This is followed by notes and perhaps discussion of copies or reprints. All of which apes the descriptions and formatting of details about the Mythos tomes in Call of Cthulhu, Seventh Edition, but Tomes of Cthulhu shies away from supplying the Game Master with actual numbers. Thus, the suggested amount of knowledge it contains about the Mythos and the effect upon the reader once the book is read runs from Least through Lesser, Moderate, and Greater to Greatest, equating to much as 2% for the Least category to as much as 15% for the Greatest. Take any of the entries in Tomes of Cthulhu and the Game Master should be able to adapt them to the Lovecraftian investigative horror roleplaying game of her choice.

The entries range from ancient stone tablets to typed reports. A Translation and Interpretation of the Pre-Minoan Tablets Found in the Aegean is an example of the latter, supposedly written in a language belonging to a pre-Minoan civilisation and discovered by adventurer Jonathan Smedlock during a dive off the coast of Crete. The tablets were regarded as fakes and his claims ridiculed, and the tablets were either lost or are in a museum, and Smedlock was last seen in Africa. The translations in Smedlock’s own cheap hardback are based on several other works, none of them on the Minoan languages, and the Game Master is free to insert whichever Mythos she wants in here. An example of the latter is A Report of the Investigation into the Events in the Punjabi Himalayan Region in 1873 by Captain James Sutton is the typed report based on The Journal of Captain James Sutton, a soldier sent to investigate strange goings on in the Punjab in the shadow of Himalayas. The diary records weird, unearthly colours, and draining, grey effect that killed man, beast, plant, and the ground itself. The official report, not wholly written by Sutton, and since mimeographed, gives poisoning as the cause. Most of the other entries in Tomes of Cthulhu are books or reports, but Giants in the Earth by Private Tommy Atkins is a volume of horrifically grim poetry published after the Great War under an obvious pseudonym, the author consequently being confined to Bedlam where he committed suicide. The second, expurgated edition was published in 1959, its often lurid and disturbing replaced with more mundane depictions of the Western Front. The second edition is thus not of interest to book collectors or Mythos scholars, but either version reveals something about the Ghouls that prowled the Western Front.

Several famous figures are given as authors of Mythos tomes. Sir Isaac Newton wrote Philosophiæ Alchimia Principia Mathematica following a possible breakdown, a treatise on mathematics, the occult, alchemy, and chemistry which describes the true nature of the universe, particularly as they relate to time, space, or dimensional travel, even as far out as the Dreamlands. Suggested entities and races covered in the volume, which is written in Latin, include Yog-Sothoth, Azathoth, Nyarlathotep, and Great Race of Yith. Notes on an Expedition to the Antarctic by Charles Darwin is perhaps the most obvious entry in its inspiration. In 1831, during the second voyage of HMS Beagle, the expedition was given maps of a southern continent, and the book describes how it sailed south and discovered a cave entrance on the frozen land. Inside there were found pieces of green soapstone worked into rounded, five-pointed stars; carvings and murals on the walls, many damaged, depicted strange creatures and maps, perhaps of the Earth; and the strange, fossilised figure of barrel-shaped creature beyond understanding. Then there was the strange piping voice which shouted, “Tekeli-li!”. It is of course, all very At the Mountains of Madness.

Tomes of Cthulhu is relatively underwritten in terms of its ideas, because primarily, it is overwritten, repetitious, and very much in need of an edit. It also suffers from being for roleplaying games of Lovecraftian investigative horror rather a roleplaying game of Lovecraftian investigative horror, and so is not specific enough, which is not unexpected given the fact that the author must tiptoe around the facts that he cannot supply such numbers and he must be careful of what he can and cannot include. In combination though, the result is that any attempt to extract the information from this supplement is not as easy it should or could be. There are some potentially interesting tomes and titles which the Game Master or Keeper could extract from Tomes of Cthulhu, but it is perhaps best used to inspire the creation her own, as that might be easier.

Inglorious Fantasy

Reviews from R'lyeh -

Across the patchwork of city-states, dukedoms, baronies, and petty kingdoms that make up Brancalonia, great generals ride at the head of their armies into war. Elsewhere honourable knights face down ferocious dragons, save the princess, and win both her hand and her father’s seat. Mighty wizards study the greatest of magical tomes revealing fantastic secrets and learn spells capable of warping reality itself. Brave adventurers and treasure-seekers delve into the ruins and underground complexes of the ancient Kingdom of Plutonia, the collapse of which led to the Thousand Years’ War, returning with treasures and secrets of the long past. The Kingdom of Brancalonia is a land of opportunity and adventure—but fighting wars, killing dragons, saving princesses, studying hard, and exploring deep underground, they are not your adventures, and they are not your opportunities. You might see that brave knight, mighty army, or learned wizard ride by as you step out of the House of Mother Josephine’s Rest into the sunshine, a plate of ‘Extreme Unction’ macaroni* in one hand and a cup of Troglodyte of Panduria** in the other, before you go back inside and return to the revelry you were engaged in before you got distracted by the noise outside. Perhaps to throw your wine and breakfast aside and leap into the brawl which has broken out in the meantime. After all, it is a matter of principle to support the members of your fellow brotherhood. Or you want to discuss your next job, for the silver is running short, your gear is looking shoddy, and who knows when the next bowl of zuppa di topi Bianchi or bottle of Fil de Ferro will come along? You are a knave, a ne’er do well, a scoundrel, a swindler, or a layabout—if not all four, with a misdeed or misdemeanour to your name or two (or three or…) and minor bounty (or two) on your head. You are not a villain though, but just someone from the dregs of society who knows that life is cheap and anything but fair, and so you are going to make the best of it. Just like the fellow members of your brotherhood.

*Consume with care. Known to cause fits of tears and heart-attacks.

**One of the finest wines ever to come out of Ausonia. This is not a good vintage, but it is wine.

This is the world of Brancalonia – Spaghetti Fantasy, a bawdy, sun-drenched, low fantasy campaign setting for Dungeons & Dragons, Fifth Edition, inspired by Italian tradition, folklore, history, landscapes, literature, and pop culture. Published by Acheron Books following a successful Kickstarter campaign, it is set in a ‘back-to-front’ version of Medieval Italy—even the gorgeous map is flipped from left to right—in which low life heroes, the Player Characters, form Bands and hopefully get hired by hopefully rich merchants, petty nobles, and desperate warlords to undertake the odd job or two, typically illicit, dangerous, and deniable. That is when they are not concocting their own schemes and running into curses, demons, witches, and angry, abandoned spouses. To a wider audience, the most well-known for Brancalonia – Spaghetti Fantasy will be the films Ladyhawke, Flesh + Blood, and The Princess Bride, along with Carl Collodi’s Pinnochio, but the Brancalonia – Spaghetti Fantasy Setting Book numerous others. All of which are likely to be less familiar to a wider audience. And that is a bit a problem because not all of the inspiration is easily available. However, if instead you think of Brancalonia – Spaghetti Fantasy as being distinctly European fantasy—so there is definitely going to be mud and worse underfoot, not unlike Warhammer Fantasy Roleplay, but with better weather, better cooking, and definitely better wine, and then directed by Sergio Leone (with Terry Gilliam as second unit director), then you have the feel of the setting.

The Brancalonia – Spaghetti Fantasy Setting Book, which won the Gold Ennie for Best Electronic Book in 2021 (plus Silver Awards for Product of the Year, Best Writing, and Best Setting) keeps its fantasy low in a number of ways. First, Player Characters can only advance as high as Sixth Level. Second, whilst it provides five new Races, it does not provide any new Classes. Instead, it gives twelve new Subclasses, one each for the twelve Classes in the Player’s Handbook, along with new Feats and Backgrounds. Third, it gives rules for brawling, intentionally non-lethal combat, which typically takes place in a tavern or other dive before the Player Characters scarper after being accused of a Breach of the Peace and another bounty put on their heads. Fourth, their arms, armour, and other equipment is likely to be shoddy, poorly maintained, and will probably fall apart at the least opportune moment. It eschews the use of Alignment, and even if used, discourages any Player Character choosing to be evil, as Knaves are rogues rather than villains. The setting for the most part is humancentric and does not include the traditional Races of Dungeons & Dragons, although they are not unknown.

Besides Humans, the five new Races in the Brancalonia – Spaghetti Fantasy Setting Book are the Gifted, the Malebranches, the Marionettes, the Morgants, and the Sylvans. The Gifted are Humans who know a little bit more magic; Malebranche are Devils who proclaimed the Great Refusal and climbed out of the Inferno, typically via the Eternal Gate which stands in the great chasm into which Plutonia fell and now stands, and who still have diabolic features such as Hellwings and the Hellvoice; Marionettes are animated puppets, often in the form of Pinnochio or the Paladin-like Pupo, who can remove and use their limbs in a brawl; Morgants are tall ‘demi-giants’ with great strength and appetite, known as fearless brawlers and champions often stationed at the vanguard of an army; and Sylvans are rustics at home in the forest. In addition, each Race has its brawl feature which gives it an advantage in nonlethal fight. The first of the twelve new Classes in the Brancalonia – Spaghetti Fantasy Setting Book is the Pagan, a Barbarian subclass, inhabitants of the Pagan Plain who favour speed, anger, and violence; the Harlequin is a Bard as street entertainer; the Miraculist is a Cleric who follows the calendar and  favours the saints, and knows several defensive or helpful spells; the Benadante is a Druid as a forest sorcerer capable of interacting with and defending against the undead; the Swordfighter is a duelling archetype for the Fighter; the Friar is a Monk turned religious brawler; the Knight-Errant is the Paladin as rambling protector of the good, and likely the most courageous of any Knave; the Matador, a Ranger who hunts beasts and monsters in the wilds and fights them in the arena; the Brigand is a Rogue who steals from the wealthy and redistributes what he steals, and can always catch his targets by surprise; the Superstician is a very lucky Sorcerer who can also cast protective rituals; the Jinx is a Warlock who has the districting power of the Evil Eye and even cause misfortune; and the Guiscard is a Wizard who specialises in tomb robbing and treasure hunting.

To these Subclasses are added backgrounds such as the Brawler, the Finagler, and the Fugitive, as well as Feats like Ancient Culinary Art, Apothecary, Jibber-Jabber, and Peasant Soul. There are rules too for advancing beyond Sixth Level, but each new Level only grants an Emeriticence, such as Professional Brawler or Blessed Luck. In addition to creating their Player Characters, they come together to create their Bounty Brothers’ den, a comfortable place where they can rest up and hide. It might be an abandoned farmhouse occupied by brigands, matadors, and smugglers, or a tower in plain sight inhabited by knights-errant, swordsmen, and mercenaries, but all begin with one and can be improved with further Grand Luxuries such as Black Market or a Cantina. This though takes gold and Knaves typically only have silver, so there is a community improvement element to play as the Knaves pool their funds. The Den is also where they ‘Rollick’ and rest—the long rest in Brancalonia – Spaghetti Fantasy Setting Book is seven days long, too long to take place during actual play—and perhaps improve their Den, reflect on the Job just done (and note any misdeeds and misdemeanours that lead to further bounties being placed on their heads), and plan for the next Job. This will probably result in some kind of hazard as a result of their past activities, and it can be partially offset by going into hiding for a while.   And Knaves being who they are, can also engage in Revelry, a few days of good food, good wine, and good company, and so fritter away some of what they just earned…

Other activities the Knaves can engage in are brawls and dive games. Brawls are not like combat in that Hit Points are not lost. Instead, a Brawl attack inflicts Whacks, most Knaves being able to suffer five of them before being knocked unconscious. Brawlers can pick up props, essentially the things around them, and attack with them or use them to defend themselves with. These are divided between common props—pots, dishes, bottles, stools, and so on, and epic props—tables, barrels, chandeliers, suits of armour, and more. In general, a prop has a beneficial effect like gaining a bonus attack or increasing a Knave’s Armour Class, rather than increasing the whacks inflicted. Knaves also have Moves, which are divided into General Moves, Magic Moves, Class Brawl Features, and so. There are Stray Dangers, like ‘Rain of Stools’ or ‘It’s Raining ham’ which the Condottiero—as the Game Master is known in the Brancalonia – Spaghetti Fantasy Setting Book is called—can add to a brawl. The brawl rules are definitely designed to be cinematic in style and add a sense of action and comedy to play.

In addition to brawling in Dives, a Knave likes to play games and gamble—though that is illegal in the Bounty Kingdom. The Brancalonia – Spaghetti Fantasy Setting Book includes several different Dive games. These include the card game, Poppycock; Barrel Beating, a combined drinking-barrel smashing game in which the winner smashes the barrel and wins the wagers inside; Brancalonian Buffet, an eating contest. There are also rules for shoddy equipment, counterfeiting, equipment for the setting, like the Scudetto, a medium shield which bears the emblem of a city and is thus a symbol of pride for followers of the local Draconian Football Team, concoctions—tonics and the like for what ails you, and even some magical junk. Lastly, there is memorabilia, items of no ecumenic value, but perhaps personal value to their owning Knaves. A Knave begins play with one, but this is not obvious until much later in the book.

For the Game Master—or Condottiero—there is good advice on running Brancalonia – Spaghetti Fantasy. This is to keep the tone light-hearted, magic low, make the game one of tragicomedy and even ‘Grand Guignolesque’, so there is room here for horror too. There is in effect no budget for special effects, or little else, so a game of Brancalonia – Spaghetti Fantasy should be like a film done on the cheap—recycling character actors and redressing extras, natural backdrops and ruins, and so on. Plus, the brawls of ‘brawly’ fantasy to cut down on the bloodshed, but keep up the tension. There is advice as to what to avoid in play—unnecessary violence, sexual themes—though nature of Brancalonia – Spaghetti Fantasy does skirt the issue, and of course, any bigotry. This is the equivalent to safety tools. Plus, there is advice on handling bounties and the law, creating adventures, dives, random roads which may or may go somewhere, and more. There is also a good overall guide to the Bounty Kingdom, its history, its various regions, and even the kingdoms beyond its borders. Each is given a couple of pages, but each includes suggestions as to the types of Jobs that the Knaves might undertake there, and overall, there is just about enough to make each region different and provide the Condottiero with further inspiration.

Penultimately, Condottiero is given a six-part campaign, ‘In Search of Quatrins’ to run. It begins with ‘Little People of the Grand Mount’ and ‘Rugantino: Tales of Love and the Knife’, both of which are for First Level Player Characters, but the first is specifically written as an introductory adventure, one that younger players can roleplay, but also sets up the rest of the scenarios. To this end the Knaves are offered an easy job and the chance to join a company by Roughger of Punchrabbit. The Jobs include treasure hunts, monster hunts, missing marionettes, and more. All together ‘In Search of Quatrins’ should provide a group with several sessions’ worth of play and give them a thorough taste of life in the Bounty Kingdom. They do need some development in places, but the Condottiero should be able to do that as part of preparation. Lastly, Brancalonia – Spaghetti Fantasy Setting Book includes a bestiary of new monsters and a section of ready to use NPCs.

Physically, the Brancalonia – Spaghetti Fantasy Setting Book looks to be superbly presented, with really good artwork and excellent maps. However, it is a translation from Italian and the localisation and editing is not as good as it could have been. In addition, the index is anaemic, so finding anything in the book will be a challenge. The book could also have been done with a step-by-step guide to creating Player Characters for the setting, as there are several aspects of the process which do not appear until much later in the book. Similarly, a glossary would have been incredibly useful.

Ultimately, whether or not you like the Brancalonia – Spaghetti Fantasy Setting Book will depend on your feelings towards Dungeons & Dragons, Fifth Edition. The new rules presented here do add to Dungeons & Dragons, Fifth Edition, but at the same time, they add and enforce the setting and genre of Brancalonia—the brawling, the shoddy equipment, and much, much more. Whether you like it or not, the Bounty Kingdoms setting of Brancalonia – Spaghetti Fantasy jumps from every page into uproarious, tankard banging, wine quaffing, lustily voiced song and then at the end of the night, down in the cups mutterings, before another job presents itself the next day even as you are trying to get over a hangover. Brancalonia – Spaghetti Fantasy Setting Book presents a delightfully different take upon fantasy, for which even if you do not know the inspiration, the book is inspiring in itself, and you should be creating a cast list (for which Oliver Reed should be your number one choice) even as you read the book and prepare your first adventure. Once you have finished reading Brancalonia – Spaghetti Fantasy Setting Book and prepared your first adventure, you should be ready to bring an inglorious fantasy to the table.

Jonstown Jottings #64: A Short Detour

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, th Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?A Short Detour: An Adventure for RuneQuest Glorantha is a scenario for use with RuneQuest: Roleplaying in Glorantha in which the adventurers come to the aid of a mother and her son and become involved in a moral dilemma.

It is a forty-one page, full colour 3.74 MB PDF.

It is cleanly and tidily presented and some of the artwork is decent.

Where is it set?A Short Detour: An Adventure for RuneQuest Glorantha is set in northern Sartar and could easily be take place near Apple Lane as detailed in the RuneQuest Gamemaster Screen Pack.
It is set during Sea Season, 1626.
Who do you play?
There are no specific roles necessary to play A Short Detour, but this can be an interesting scenario for a Lhankor Mhy. A Storm Bull may short circuit the scenario. Martial characters will be needed as combat is likely to be involved (in which case the Storm Bull will be useful).
What do you need?
A Short Detour: An Adventure for RuneQuest Glorantha requires RuneQuest: Roleplaying in Glorantha, as well as RuneQuest: Glorantha Bestiary and The Book of Red Magic.

In addition, Cults of Terror will be useful for its background information. Depending upon how the scenario plays out, Holiday Dorastor: The Temple of Heads, may also be useful as a sequel.
What do you get?A Short Detour: An Adventure for RuneQuest Glorantha is a short, simple, and straightforward adventure which as written takes place in northern Sartar, but can be adapted to other areas if necessary. The Player Characters encounter, Renuvela and Nemiast, a mother and her son trying to fend off a sounder of boars. After they come to their rescue, she asks the Player Characters to escort them her and her son to Runegate.

This sounds like a simple situation, but if the Player Characters agree, it quickly plunges them into a moral dilemma. Renuvela and Nemiast are being hunted by two different factions with an interest in his future. One group wishes him ill for what will be seen as the ‘right’ reasons, whilst the other wishes him well for the ‘wrong’ reasons. At the heart of the scenario is the agreement the Player Characters will have made with Renuvela and Nemiast and their honouring that agreement even as the truth about the pair is revealed. Ideally, this should lead to a clash between their Passions and their Honour for the Player Characters. In addition, in terms of roleplaying, the scenario challenges the differing viewpoints of the players and their characters within Gloranthan cultures.

A Short Detour requires good roleplaying upon the part of the Game Master in portraying both Renuvela and Nemiast, but she is given good advice to that end, and further supported with a set of highly detailed NPCs, each with well explained and clear motivations. Some of them are delightfully vile and Machiavellian, but others are simply cannon fodder that the Player Characters will enjoy putting to the sword.

The scenario discusses numerous possible options and outcomes, and this includes what can be seen as an optimum outcome, though getting to that is extremely challenging when faced with the rival demands of the others involved. The scenario is supported with an abridged version of the myth behind its plot, notes on the nature of tattoos, and an essay on the nature of the Chaos Rune and its effect in play. This falls into ‘Your Glorantha May Vary’.
Is it worth your time?YesA Short Detour: An Adventure for RuneQuest Glorantha confronts the Player Characters with a moral dilemma and excellent opportunities for roleplaying supported with some fantastic NPCs.NoA Short Detour: An Adventure for RuneQuest Glorantha confronts the Player Characters with a moral dilemma which may not fit the group’s play style and a discussion of Chaos which may not suit the Game Master’s campaign.MaybeA Short Detour: An Adventure for RuneQuest Glorantha confronts the Player Characters with a moral dilemma which may not fit the group’s play style and a discussion of Chaos which may not suit the Game Master’s campaign.

Cartoon Chaos

Reviews from R'lyeh -

Ker-Splat! is a cartoon action roleplaying game inspired by Looney Toons and Tom & Jerry. Dynamite will get stuffed down trousers. Anvils will land on heads. Walls will be run into. Cheesegraters will be slide up and down. Stairs will be fallen down. Custard pies will be thrown and land in faces. And whether he has fallen down or is still standing, the cartoon character who suffers all or any one of these will be Bamboozled as a scattering of stars or a flight of tweeting birds orbit his head. Published by MacGuffin & CompanyKer-Splat! is a fast-playing silly roleplaying game for anyone who wants to play a chicken with a chainsaw, an otter on a skateboard, a goldfish in a bucket, a squirrel wiseguy, a mouse with a mallet, or anything else. It is ridiculous, it conforms to genre physics, not real physics, and it involves either Ordered Chaos or Pure Chaos, and true to the genre, it is played out in two-dimensional world.

A Player Character in Ker-Splat! is defined by his name, his Pitch, his Drive, his Quirk, his Look, and seven stats. His Pitch is whatever the character is, for example, a ‘Raccoon in a monocle and waistcoat who wants an easy life’ or ‘A Knight on a noble quest who was never told what the quest was and whose visor keeps jamming closed’. His Drive is his motivation, such as ‘Dining on freshly caught chicken’ or ‘Preventing the wolf from eating you and your fellow chickens’. His Quirk is whatever his special ability is, Ker-Splat! listing some nineteen, such as Pocket Dimension, Lucky Duck, Disguise, Wealth, and more.
A Player Character has seven stats. These are divided between the five Humours—Pow, Zip, Umm, Wow, and Pop, and Ouch! and HUH!, the latter measuring how long it is until he is either Ker-Splatted or Bambozzled. Pow is the character’s physical strength and size, Zip how fast and dextrous he is, Umm how brainy, Wow how charismatic, and Pop his ability to use tools and equipment, as well as his ability to order something from the ‘AKMEE™ PLC Catalog’. The Humours are rated between two and nineteen, and there are pluses and minuses to their high or low. For example, a Player Character with a high Zip will be fast and able to run away, but will often miss the little details, be impatient, and so on. With a low Zip, the character will take his time to understand things, not act rashly, trigger fewer traps, and so on. A Player Character with a high Umm will be good at making plans and spotting things, but in the two-dimensional cartoon world of Ker-Splat! will notice that tunnel entrance is just painted on the side of the mountain and so go around, whereas a Player Character with a low Umm would accept that tunnel as reality and race down it (and likely get run over by a train).

Player Character is simple. A player defines his character’s Pitch, Drive, Quirk, and Look, but he only sets the value for one of his character’s Humours. Each of the other players takes it in turn to set one stat before passing the character to the next player and so on round the table until all of the Humours are defined. In each case, a player is simply assigning a value, but in this way, the players collectively define the cast of the carton.

Chuffy the Chicken
Chicken with a Chainsaw, who isn’t going to let the wolf get her or her fellow chickens
Pow 5 Zip 12 Umm 9 Wow 12 Pop 10
Ouch! 3
HUH! 3
Quirk: Lucky Duck

Mechanically, Ker-Splat! is simple, but it does look a bit complex. It all depends if the Player Character is attempting to do something in keeping with his Humour or something that is not in keeping with his Humour. If the Player Character is attempting to do something in keeping with his Humour, his player must succeed or roll under his character’s Humour on a twenty-sided die. If the Player Character is attempting to do something that is not in keeping with his Humour, he must fail or roll over his character’s Humour. For example, if Chuffy the Chicken wants to use her chainsaw, her player rolls under her Pop Humour, but if she wants to break her chainsaw to prevent the wolf from using it, her player rolls over her Pop Humour. Simple enough, but where it gets slightly confusing is the fact that this can also change what a critical result is, depending upon whether the Player Character is trying to succeed or trying to fail. Thus, if trying to succeed, a ‘Good Crit’ is a roll of a one and a ‘Bad Crit’ is a roll of twenty, but if trying to fail, a ‘Good Crit’ is a roll of twenty and a ‘Bad Crit’ is a roll of one. Then if you throw in the usual mechanic for Advantage and Disadvantage…

When it comes to a Player Character’s Quirk, it always works. However, how it works and what the effect is when it does, is not always in the control of the Player Character using it. This is randomly determined by the roll of the die and half the time the player controls it and narrates the outcome, a quarter of the time another player controls it, and the other quarter, the GM controls it.

Player Character versus Player Character conflict is both simple and complex—complex that is in relation to the simple option. Which is de-escalation. Everyone involves keeps rolling a twenty-sided die until one player rolls a one and his character succeeds. Which is both simple and simply counterintuitive to the genre and simply an awkward means of preventing Player Character versus Player Character conflict. Especially given how the game goes out of its way to emulate the genre and give the players control of the outcome in other situations, such as the use of Quirks.

There are two options for combat—Ordered Chaos and Pure Chaos. The more complex of these is Ordered Chaos. In Ordered Chaos, the Player Characters are in order of their Humours depending upon the situation. For example, a martial arts contest would go in order of the highest to lowest Zip, but lowest Zip to highest Zip in a considered confrontation. NPCs, which are kept simple with a strength and a weakness, are slotted into the order as the GM decides. This is simple enough as long as the GM remembers which Humour applies to which situation. If an attack works, the target character’s player rolls a six-sided die against his Ouch! or HUH! depending on the nature of the attack. Roll under and the Player Character is fine, roll over and the Player Character is either Ker-Splatted or Bamboozled. When his character is Ker-Splatted or Bamboozled, his player keeps rolling a twenty-sided die until he rolls a one and comes to… A fight like this continues until either one side prevails or the GM gets bored…

The Pure Chaos variant—which is not recommended for online play—uses the same rules for de-escalation. Thus everyone rolls a twenty-sided die. When a player rolls a one, he can act. It is chaotic and unlike the de-escalation rules it fits the genre.

Ker-Splat! is primarily designed to be played as a one-shot. However, it does include rules for campaign, a Player Character YAY! at the end of each scenario which can subsequently be spent to buy a ‘Spree of Luck’, a temporary ‘Intern’, or even ‘Irritate the GM’. The latter lets a player pass a note to the GM with improv style play notes about how the scenario is being narrated which she must follow. Most of these options are quite fun and play around with the narrative rather than improve a Player Character. The GM also gets her on set of GM YAY options to purchase.

Ker-Splat! includes guidelines in inclusivity that take into account that most Player Characters will be animals—walking talking animals in a world where there are animals who are not! This cover gender and even sex, but also the appropriate use of stereotypes, noting that this is difficult to avoid given the genre. However, the advice is to be careful and considerate, and that includes not characters having a black face after explosions. There is also advice on the use of the Big Red Button as more immediate version of the X-card. There are more usual guidelines for NPC and scenario design and a couple of same scenarios.

Physically, Ker-Splat! is a bright and breezy affair. There is lots of bold, full colour artwork throughout and the book is well written. It does need a close read in places, primarily because it is organised into seemingly random boxes, so does not flow quite so easily.

Ker-Splat! is designed to be chaotic, bonkers fun and it will do that. Some of the rules arguably do not fit the genre and others do need everyone to adjust to them as they are counterintuitive because almost every other roleplaying game does not a player to roll to fail. However, make that adjustment and the ‘roll to succeed/roll to fail’ works and suits the genre. Overall, Ker-Splat! combines light, fast cartoon action with some fun narrative elements which add to the chaos with being quick and easy to bring to the table.

Skylla: Pathfinder 2nd Edition

The Other Side -

I thought it might be nice to break up the reviews here and see if I can build one of my favorite characters for Pathfinder Second Edition.  And that means I am building a witch.

My girl Skylla here has gotten a lot more popular since I started this series almost 10 years ago. Since then she has gotten new official D&D 5 stats, a mini, and a new action figure release. All of that in the last year alone.  I'd love to take credit for it, but it is really just part of the same thing I was doing 10 years ago; discovering a cool, but under-used character.

A foot in two worlds

What is great about this is I can compare and contrast the official D&D5 Warlock Skylla to a possible Pathfinder 2e Skylla.  I can also compare and contrast her with the Pathfinder 1st edition witch I did years ago.   

In this case, I cleaved a little closer to her Base stats found in module XL1 Quest for the Heartstone and her warlock stats found in The Wild Beyond The Witchlight.

For this build I kept her at 6th level to correspond base stats and the D&D5 stats and not the 7th level I have typically been using.  I have not seen a lot of Pathfinder 2e statblocks online, so I am going with my own format here.

Custom Skylla figure

Skylla
6th level Witch, Human (Wintertouched)
CE Medium Humanoid

Background:  Student of Magic

Ability Scores
Strength: -1 (8)
Dexterity: 0 (10)
Constitution: +2 (14)
Intellignece: +4 (19)
Wisdom: +3 (16)
Charisma: +3 (16) 

AC: 18 (+8 prof)
HP: 62
Perception: +11

Saving Throws
Fortitude: +12
Reflex: +8
Will: +13

Resistances and Immunities: Cold 3

Speed: 25

Melee Strikes
Staff +7, 1d4 (1d8 two-handed) +1d6 electricity

Skills
Acrobatics +0, Arcana +12, Athletics -1, Crafting +4, Deception +13, Diplomacy +11, Intimidation +13, Lore (Academia +12), Medicine +3, Nature +11, Occultism +12, Performance +3, Religion +11, Society +4, Stealth +8, Survival +11, Thivery +0

Feats

Ancestry Feats and Abilities
Wintertouched Human, Adapted Cantrip, Adaptive Adept

Skill Feats
Recognize Spell, Arcane Sense, Charming Liar, Intimidating Glare

General Feats
Toughness

Class (Witch) Feats and Abilities
Hexes, Familiar, Basic Lesson, Rites of Convocation, Magical Fortitude, Steady Spellcasting

Spells

Spell Attack Roll: +12
Spell DC: 22
Traditions: Occult
Focus Points: 2

Inante Spells: Detect Magic
Focus Spells: Blood Ward, Phase Familiar, Spirit Object

Cantrips: Chill Touch, Daze, Detect Magic, Light, Mage Hand, Prestidigitation, Protect Companion
1st Level: Charm, Chilling Spray, Floating Disk, Mage Armor, Magic Missile
2nd Level: Dispel Magic, Invisibility, Knock
3rd Level: Enthrall, Lightning Bolt

--

I like this. She compares well to her D&D5 counterpart. Lots of spells all over the place and LOTS of feats, but that's Pathfinder Second Edition.  

Skylla vs. Skylla

In both cases her Patron is Baba Yaga. So that's really nice. I thought about taking a magical tatoo to cover her mark from Baba Yaga, but I am still reading through the Secrets of Magic book so I am not sure that works just yet.

I feel she might have more magical might than her D&D5 counterpart. I thought this would happen which is why I wanted to set her at the same level (6th level) for a better comparison.

Unseasonal Festivities: Dungeons & Dragons Annual 2022

Reviews from R'lyeh -

The Christmas Annual is a traditional thing—and all manner of things can receive a Christmas Annual. Those of our childhoods would have been tie-ins to the comic books we read, such as the Dandy or the Beano, or the television series that we enjoyed, for example, Doctor Who. Typically, here in the United Kingdom, they take the form of slim hardback books, full of extra stories and comic strips and puzzles and games, but annuals are found elsewhere too. In the USA, ongoing comic book series, like Batman or The X-Men, receive their own annuals, though these are simply longer stories or collections of stories rather than the combination of extra stories and comic strips and puzzles and games. In gaming, TSR, Inc.’s Dragon magazine received its own equivalent, the Dragon Annual, beginning in 1996, which would go from being a thick magazine to being a hardcover book of its own with the advent of Dungeons & Dragons, Fourth Edition. For the Dungeons & Dragons Annual 2022, the format is very much a British one—puzzles and games, yes, and all themed with the fantasy and mechanics of Dungeons & Dragons, along with content designed to get you into the world’s premier roleplaying game.

Published by Harper Collins Publishers, the Dungeons & Dragons Annual 2022 moves on from the Dungeons & Dragons Annual 2021. It is not so much an introduction to Dungeons & Dragons itself, but rather an introduction to Faerûn and the Forgotten Realms, the principal setting for the current iteration of the roleplaying game. The slim volume begins with the first of several entries in the ‘Peoples of the Realm’ series. This is ‘Exploring Elves’, which highlights the various different types of Elves to be found in the Forgotten Realms, noting their special skills and key Classes, as well as some background and some trivia. Included here are the Drow and the Eladrin as well as the High Elves and the Wood Elves. Also mentioned here are the various types of Gnomes, Dwarves, and Halflings, the latter with the comment, “Overlook these diminutive folk at your own risk!”, which the entry and the Dungeons & Dragons Annual 2022 promptly does by consigning all three peoples to a sidebar rather than their own entry in the ‘Peoples of the Realm’ series. It is continued with ‘Think Big’ which suggests with Goliaths, Firbolgs, Orcs, and more as other character options, refencing Volo’s Guide to Monsters and Xanathar’s Guide to Everything. ‘Plane-Touched’ does a similar with races such as the Tritons, Genasi, Tabaxi, and more.

The first of the two ‘Campaign Spotlight’ entries in the Dungeons & Dragons Annual 2022 is on Icewind Dale: Rime of the Frostmaiden, the 2020 campaign published by Wizards of the Coast. This covers the campaign’s key features—its entry points, secrets, new rules, locations, and of course, stats for ‘Three Kobolds in a Trenchcoat’. None of it in any detail, but enough to intrigue the reader. Further, this ‘Campaign Spotlight’ is supported by other articles in the annual. The first of the ‘Across Faerûn’ entries looks at Icewind Dale, which of course is the setting for the campaign, and provides more details such as typical monsters—snowy owlbears and frost giants being the most obvious, along with a gorgeous map of the region. The theme of Faerûn and Icewind Dale even continues in ‘Beyond the Tabletop’, the series which looks at Dungeons & Dragons beyond it being just a roleplaying game. The first of these gives attention to Dark Alliance, the Dungeons & Dragons computer in which the Drow Ranger, Drizzt Do’Urden leads his companions into Icewind Dale in search of the magical shard, the Crenshinibon. Drizzt Do’Urden himself is given the spotlight in the next two articles. First in ‘Heroes & Villains’ which introduces him, his companions, and enemies, and second, in ‘Talking D&D: R.A. Salvatore’, an interview with the author of The Crystal Shard and its many sequels which feature Drizzt Do’Urden. Of course, much of this will already be familiar to fans of Dungeons & Dragons—as is the case for the whole of the Dungeons & Dragons Annual 2022—but from the ‘Across Faerûn’ entry on Icewind Dale through the spotlight on Icewind Dale: Rime of the Frostmaiden to the spotlight on Drizzt Do’Urden and interview with his creator, there is a lovely sense of a theme or thread running through the initial handful of articles in Dungeons & Dragons Annual 2022 and it feels much more thought out.

Whilst ‘Explaining the Planes’ takes the reader beyond the Forgotten Realms to look at the Elemental Planes and the Outer Planes, the Dungeons & Dragons Annual 2022 quickly returns to ‘Across Faerûn’ and ‘The Feywild’ in particular. There is a connection between the two in that the Feywild is a reflection of the Prime Material Plane and also back to the ‘Exploring Elves’ article for Eladrin who come from the Feywild. However, ‘Beyond the Tabletop’ continues the journey away from the Elemental Planes and the Outer Planes by looking at the computer game, Baldur’s Gate III, which mentions Avernus, the first layer of the Nine Hells. The other connection to Baldur’s Gate is a two-page spread dedicated to Minsc (and Boo) in ‘Heroes & Villains’ (his counterpart in the annual, is the villain ‘Xanathar’, whilst if not the Forgotten Realms, but still in the annual, is ‘Vecna’), but the connected ‘Campaign Spotlight’ is Baldur’s Gate: Descent into Avernus. This does as good a job as that devoted to Icewind Dale: Rime of the Frostmaiden.

The ‘Bestiary’ first highlights ‘Common Foes’, so the lowly Kobold at Challenge Rating of 1/8 up to the Manitcore at Challenge Rating of 3, and then ‘Boss Fights’, which includes the Lich, the Tarrasque, and the Kraken, all with a Challenge Rating of twenty or more. ‘Oddities’ add a mix of the different and the weird, like the Gelatinous Cube, the Flumph, and the Modron. Dragons’, the last of these is devoted to iconic monsters and their minions.

There is very little about the play or rules of Dungeons & Dragons, Fifth Edition in Dungeons & Dragons Annual 2022, especially in comparison to the Dungeons & Dragons Annual 2022. ‘Roll for Inspiration’ though focuses on advice and help. First with ‘Combat 101’, which explains the basics of that aspect of the game, whilst ‘Where To Start?’ looks at ways of starting a campaign for the Dungeon Master and ‘Learn From The Dungeon Masters’ gives advice from several Dungeon Masters on how to run Dungeons & Dragons. It is solid, if basic advice. The last entry in ‘Roll for Inspiration’ is ‘Creating NPCs’, which like the others contains solid, if basic advice.

‘Podcasts’ gives time to just the two long running series—How We Roll and Adventure Zone. The former again has a nice callback to Icewind Dale: Rime of the Frostmaiden, but both are given good introductions here. Again, just the two are covered, High Rollers and Acquisitions Incorporated, but ‘Live Streams’ reflects the move from the podcast as a means of presenting actual play to Twitch streams, from audio to visual. The look at the hobby comes up to date with ‘Find Your People’, which give two community groups—No More Damsels and Three Black Halflings—which work to build communities which are more inclusive and welcome greater representation in the hobby. 

Elsewhere in Dungeons & Dragons Annual 2022, ‘Where It Began: First Edition’ looks back at Dungeons & Dragons from 1974. It is a very basic examination, with Advanced Dungeons & Dragons given only a paragraph. ‘Classic Campaigns’ similarly looks older scenarios, again in thumbnail fashion, but the tie into Dungeons & Dragons, Fifth Edition is definitely highlighted here.  ‘Tasha’s Cauldron of Everything’ looks at everything from character options, magic items, and spells, whilst ‘It Spells Trouble’ examines a variety of spells, from Magic Missile to Wish. Rounding out Dungeons & Dragons Annual 2022 is a quiz and a glossary.

Of course, Dungeons & Dragons Annual 2022 being a British annual, it is not without its puzzles. So there are mazes, word searches, spot the difference, and more. All themed around Dungeons & Dragons. The maze for example, has you attempt to escape from Count Strahd von Zarovich’s clutches, whilst ‘Volo’s (Scrambled) Guide to Monsters’ is an anagram

Physically, the Dungeons & Dragons Annual 2022 is snappily presented. There is plenty of full colour artwork drawn from Dungeons & Dragons, Fifth Edition, and the writing is clear and kept short, so is an easy read for its intended audience. It would have been nice to seen a little more artwork from the earlier versions of the roleplaying where they are mentioned.

Over the years, there have been plenty of introductions to Dungeons & Dragons, some of them decent, some them of utterly pointless and useless, such as the Dungeon Survival Guide and the ‘What exactly were you thinking, Wizards of the Coast?!’ Wizards Presents: Races and Classes and Wizards Presents: Worlds and Monsters books that heralded the arrival of the Dungeons & Dragons, Fourth Edition. Fortunately, like the Dungeons & Dragons Annual 2021, its predecessor, the Dungeons & Dragons Annual 2022 is far superior to any of those.

The Dungeons & Dragons Annual 2022 is not so much an introduction to Dungeons & Dragons, Fifth Edition, as Faerûn and the Forgotten Realms. There is much less of a focus on the rules and mechanics in the Dungeons & Dragons Annual 2022, but in terms of background and setting is genuinely an interesting and informative read. To be fair, this is not a book or supplement that a dedicated player or Dungeon Master is going to need, or even want, to read. After all, much of this will be familiar to either. The Dungeons & Dragons Annual 2022 is very much a step on from Dungeons & Dragons Annual 2021, and that does mean that some of the introductory elements of the roleplaying game as it is played have been lost, but still as some to receive at Christmas (or not) in your Christmas stocking (or not), Dungeons & Dragons Annual 2022 is a good into Dungeons & Dragons, Fifth Edition, and especially, Faerûn and the Forgotten Realms.

Friday Filler: The Fighting Fantasy Science Fiction Co-op III

Reviews from R'lyeh -

Escape the Dark Sector: The Game of Deep Space Adventure brought the brutality of the Fighting Fantasy solo adventure books of the eighties to both Science Fiction and co-operative game play for up to four players in which their characters begin incarcerated in the detention block of a vast space station and must work together to ensure their escape. Published by Themeborne, with its multiple encounters, traps, aliens, robots, objects, and more as well as a different end of game Boss every time, Escape the Dark Sector offered a high replay value, especially as a game never lasted longer than thirty minutes. Now, like its predecessor, Escape the Dark Castle: The Game of Atmospheric Adventure, the game has not one, but three expansions! Funded via a Kickstarter campaign, each of the three expansions—Escape the Dark Sector – Mission Pack 1: Twisted TechEscape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift—adds a new Boss, new Chapters, new Items, and more, taking the path of the escapees off in a new direction to face new encounters and new dangers. Each expansion can be played on its own with the base game, or mixed and matched to add one, two, or three mission packs that increase the replay value of the core game.
Escape the Dark Sector – Mission Pack 2: Mutant Syndrome exposes the escapees to the further secrets of the Dark Sector. Whether caused by cosmic radiation or proximity to toxic waste, the whole of the Dark Sector is plagued by a mutagen which alters and distorts the bodies of the inhabitants of the giant space station. Some the effects of the mutagen simply kills, but others it leaves with extra limbs and appendages, endowing them with abilities beyond the mere human. The result is that the Dark Sector has a growing population of mutants, which the escapees will likely encounter as well as the possibility that they too will be exposed to the mutagen and changed...

As with Escape the Dark Sector – Mission Pack 1: Twisted Tech before it, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome includes twelve new Chapter cards which represent the encounters the escapees will have as they flee. They may run into raging mutant prisoners, dumping grounds for radioactive waste, hideously mutated guards, three-headed security dogs, gain medical assistance from a hologram, and even a mutant testing station! The single Boss card is for The Mutanoid, a mutant so twisted that his body consistently emit mutagenic spores that inflict damage on the escapees—or mutate them. It makes use of the new core mechanic in the expansion, the ‘Mutation Die’.

The ‘Mutation Die’ is not only rolled for The Mutanoid Boss at the end of the game but also for certain Chapter cards and Item cards—or rather Mutation cards which are added to the Item deck. When drawn, these can force an escapee to discard Item cards from his Inventory as they prevent him carrying anything, but their most immediate effect to prevent an escapee from using his Cybernetic Implant. However, a Mutation can have a greater effect. Depending upon the symbol rolled on the ‘Mutation Die’, an escapee might lose Hit Points, but he might suffer another effect all together. For example, a Mutation to the Arm can add a single Might result to an action or allow a Block in Close Combat, a Mutation to the Leg can add a single Cunning result to an action or prevent the loss of Hit Points from a single die roll, and so on. These are all one use mutations, but others change a roll of the Crew Die to a Wisdom result and reduce Hip Point loss by one, and are ongoing effects. Between Chapters, an escapee can excise a Mutation and permanently lose its effect, whether positive or negative. This is dangerous and painful and means that the escapee again loses Hit Points. Other items in the expansion include the ‘Stun Baton’ which on the successful inflicting of a wound, stuns the enemy and prevents them from attacking that round, whilst the ‘Life Serum’ either restores two Hit Points or removes a mutation.

Escape the Dark Sector – Mission Pack 2: Mutant Syndrome also adds three new escapees. Lieutenants Grib, Parvon, and Xaree are new alien crewmembers and each comes with their Crew die. This introduces the ‘Mixed Double’ consisting of two symbols within a shield, which even though they are different, they count as a double of either symbol as required. This gives the three new Lieutenants some flexibility in terms of their die results. 
Physically, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome is as well produced as the core game. The new Chapter and Boss Cards are large and in general easy to read and understand. Each one is illustrated in Black and White, in a style which echoes that of the Fighting Fantasy series and Warhammer 40K last seen in the nineteen eighties. The Item and Drone cards are also easy to use and the dice are clear and simple. The rule book requires a careful read, if only to grasp how the different new mechanics work.

Escape the Dark Sector – Mission Pack 2: Mutant Syndrome adds new subsystems as well as new encounters with the Chapter and Boss Cards. They add both elements of complexity and luck, though more of the latter than the former. Design wise, this expansion is again thematically strong rather than narratively strong, but the Mutation is only strong when it comes to the Chapter cards and the encounters the escapees can have. In comparison, the potential mutations they might suffer during their escape attempt are underwhelming, in terms of both number in the expansion and theme. Anyone expecting a rioting of weird and wonderful powers and defects will be disappointed. Even so, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome is still easy enough to add to the core game. Overall, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome is not quite as interesting as it could have been, but still a decent expansion which adds more Sci-Fi theme to Escape the Dark Sector: The Game of Deep Space Adventure.

Review: Pathfinder 2nd ed Advanced Player's Guide

The Other Side -

Pathfinder Advanced Player's GuideContinuing my exploration of the Pathfinder Second Edition I am going to examine the book you all knew I was going to get to sooner or later. 

Like the previous edition of Pathfinder the Advanced Player's Guide introduces some new classes to the Pathfinder game, and like the previous edition, one of those classes introduced is the Witch.

Pathfinder Advanced Player's Guide 

As before I am considering the hardcover Special Edition version of this book. The book is 272 pages and has full-color interior art.

This book is Player focused and shares a lot in common with its predecessor. It also follows the format of the Second Edition Core rules.

Introduction

This introduces us to the book and gives us an overview of what we can expect.

Ancestries & Backgrounds

Now here are some neat ideas. We get five new Ancestries here. They are Catfolk, Kobolds, Orcs, Ratfolk, and Tengus.  

The Catfolk are fun and comparable to the D&D Tabaxi and Rakasta (not Rakasha).  Likewise, the Tengus are like the D&D Kenku.  Orcs are orcs, but I like what they are doing with them. Orcs has always been the "Klingons" of D&D. Someone to fight in the TOS ("The Original Series" or "The Old School") but that changed later on. We have Klingons in Starfleet in TNG and beyond and now we can have Orcs as a player race.  Orcs are still described as being mostly chaotic (which I like) and even, maybe just a little bit evil. Player Character Orcs don't have to be.  Also like Klingons, these Orcs seem to see their gods as something they should strive to kill. A little John Wick influence here? (The game designer, not the character).  These orcs would be interesting to play.  We also get Ratfolk (anthropomorphic rats) and Kobolds.  Now I will admit, I really don't like Pathfinder's ultra-reptilian Kobolds.  I am certain they have their fans, but if I am going to play a small annoying creature why would I choose anything but a goblin? 

Each ancestry gets a set of ancestry feats to choose at 1st, 5th, 9th, 13th, and 17th levels.  

There are new heritages as well including the new versatile heritage which gives you lineage feats as well. I know the "feat haters" are already screaming. Yeah, that might be justified. The lineages are Changeling, Dhampir, and Planar Scions which include Aasimar, Duskwalker, and Tiefling.  These feats are also taken at 1st, 5th, 9th, 13th, and 17th levels.  

More feats are given for the Core Rules ancestries as well. I think the next goblin I play is going to need the "Extra Squishy" feat.

There are more backgrounds as well including Common and Rare backgrounds. 

Classes

Ah. The real reason I bought this book!

In addition to the four new classes, Investigator, Oracle, Swashbuckler, and Witch, there are new features for the twelve Core Rules classes.

The Investigator is an interesting class and one I can see working well in an FRPG.  Basically is Sherlock Holme could fit into your game then this class has a place too.  The Oracle is a staple of classic mythology and is a divine-powered class. A nice alternative to the cleric.  The Swashbuckler is neat and all but I didn't "get it" until I started thinking of them as a DEX-based fighter as opposed to the normal STR-based one. That leaves just one more class.

The Witch

The Witch has been a great addition to Pathfinder since 1st Edition and I rather like this one too.  This witch is an Intelligence-based spellcaster. Like many interpretations of the witch she gets a Patron and Familiar.  This is how she learns her spells. Now for me this points more to Charisma, but there are a lot of Charisma-based casters in Pathfinder. Wisdom would have also been a good choice.  These witches also get Hexes which are powers they can use that are not spells but spell-like. 

While clerics are clearly divine spellcasters and wizards are arcane, witches as a class can move about these distinctions. So depending on their Patron Theme, they can be Arcane, Divine, Occult, or Primal.  A Rune Witch is arcane, but a Winter Witch is primal. This time also grants a skill, a cantrip and a spell.

In addition to spells, hexes, patrons, and loads of feats, witches also get Lessons, each lesson gives the witch a hex and their familiar a spell. Witches don't use spell books here, just their familiars.  There is so much customization I could make 1000s of witches and no two would be the same. 

Witches in Pathfinder fill the same ecological niche that Warlocks do in D&D 5.

Following the witch we get new feats for the twelve core rules classes. Typically a two- or four-page spread continues with PF2e's design aesthetic. Sorcerers, I should note get new bloodlines as well. 

There is also a section on animal companions (largely stats) and familiars. 

ArchetypesArchetypes

Like the Core Rules of PF2e this has several archetypes that can be applied to classes via the applications of various feats and skills. I do see where some of the 3.x Prestige Classes are now living on here as archetypes. There are also the multi-class archetypes for all the new classes. One of these new archetypes is the Cavalier. I can complete my "Dragon 114" duo with a human witch and an elven cavalier!  Some of these archetypes can be be taken as early as 2nd level, others (typically the former Prestige Classes) need more requirements and have to be taken at higher levels.  I would need to compare and contrast the archetypes to the old Prestige Classes to see how they work out.  I can see where you can build your own Batman now with the monk class, the investigator multi-class feat, and vigilante archetype. 

One thing though. I can see these archetype being adapted to D&D5 or even OSR D&D with some care and attention. 

Feats

Feats are either the boon or bane of Pathfinder. This chapter has more of them.

Spells

New spell casting classes mean a need for new spells. 

Items

New magic items.

All in all this book is a lot of fun. The art is great, and the layout and design is fantastic. There are a lot of great ideas here and I would love to try them out.  Hell. I would be content in making a different PF2e witch a day just to see how many I could do.  But don't worry, I am not going to that except maybe for myself.

There is a lot here I would love to see find a home in some way for D&D, maybe for D&D6.  

Review: Pathfinder 2nd ed Bestiary

The Other Side -

Pathfinder 2nd ed BestiarySpend any time here and you know there is one thing that is always true. I LOVE monster books. I can fairly say that monster books, bestiaries, and the like are not just my first love of RPGs but are largely why I am into RPGs, to begin with.

So I knew that even if I never bought anything else for the Pathfinder Second Edition game I was going to buy the Bestiary.  And much like it's Great-Grandfather AD&D, I picked up the Bestiary first. I grabbed the Core Rules (that I discussed yesterday) based entirely off of what I read in this book.

I guess I really should have done this one on Monday instead of a monster, but I wanted to do the core rules first.

So what does this book have and why did I like it so much?  Well, it has a lot going for it.

Pathfinder 2nd ed Bestiary

For this review, I am considering the Hardcover version I purchased at my FLGS.  For Pathfinder 2e I have been going with the Special Edition covers. My oldest gets the Special Ed covers of the D&D 5 books and I get the regular ones since D&D 5 is "His" game.  I normally like to get the Special Ed covers since I am a sucker for a book with a ribbon in it.  Plus he has no plans to play PF2e and we even combined our PF1e books into one collection and sold off the rest (which is how I can buy these!)

The book is 360 pages with full-color art. You know when you walk into the floor of the Gen Con trader hall and the smell of new books hits you?  That's how this book smells. Like Gen Con, but in a good way.

This book contains about 415 different monster stat blocks.  Before I get into those blocks I want to speak about the layout.  The PF1e Bestiary worked hard to get monsters down to one page per monster. Sometimes there were variations, but it was obvious the Paizo crew (and many others of the d20 boom) liked the presentation of one monster per page as in the AD&D 2nd days.  PF2e takes this design strategy and extends it to the next level.  Sometimes we get one monster per page. Many times we get a monster type (for example the Alghollthu) that extends across 2-, 4- or more pages (always an even number) that are facing each other. So in this case the Skum and Faceless Stalker.

Alghollthu

This continues throughout the book. The practical implications here are 1.) finding something is easy IF you know the group it might be under. 2.) you can lay your book flat and have access to everything you need for the monster.  There is of course one other.  While I love my special editions, if I went to the Paizo website and got all of these as PDFs I could do the exact same thing I have done with the AD&D 2nd Edition Monstrous Compendiums and the various S&W Monster books, I can print them all out and organize them all into one large folder.  Note you can do the same things with the D&D 4e Monster books too.  Maybe this is something I should consider when doing my Basic Bestiary. 

Continuing on.  The stat blocks are easy to read and honestly understand if you have played any form of D&D form the last 20 years.  There is the Name, it's level (which replaces HD and CR).  Under that there are the descriptor tags, this includes Alignment, Size, and Traits.  So our faceless stalker is a Chaotic Evil medium-sized aberration and it is level 4.  There are some basic "monster stats" such as skills, perception and abilities mods, and what items if any it has. It's Defence block is next with AC, saves, HP and resistances, immunities, or vulnerabilities.  It's attack block follows.  The feel is very much like that of D&D 5e.

The block is smaller than that of PF1e (thank goodness!) and all the important bits are readily visible,

Like the Core Book this features sidebars with more details. This often includes rumors, mentions of other types, and more.

About the Monsters

Most monster books take a LOT of cues from the 1st Edition AD&D Monster Manual. Many feature the same set of monsters. Enough that I often refer to the Demons Type I to VI and the Succubus as "The Usual Suspects."   Does this Bestiary follow suit? Almost, the Hezrou (Type II) and Nalfeshnee (Type IV) are missing but the others are here.  

Either due to space or to make the the stat blocks come out right there are a lot of creatures here that you do not normally see in a "core" monster book and some that I expected are missing. Nothing game-breaking mind you.  In fact it gives a great flavor to the book. There are many you expect, all the dragons for example, and some I didn't, like the gug and lillend. 

One of the neatest things about this book is reading over what are classical monsters too many of us and seeing how they are different not just through the lens of PF2e, but from different creators and a different world.  I have already talked about how much I enjoy Pathfinder's goblins, but they really do feel different here. This change is then reflected in other creatures like the barghest. Some are quite different, like the kobolds, and others are largely still the same, like orcs.

Speaking of orcs. A while back I did a post discussing what should be part of a universal stat-block and I used orcs as my example. The reasoning was that orcs are one creature that has appeared in all versions of D&D (yes there are others, but they are ubiquitous) and they are a good typical foe for 1st level adventurers.  How do the Pathfinder (PF1e and PF2e) orcs stack up?

More Orcs!

Orcs in D&D 3.x were (are) CR ½.  This meant they were a good, but not necessarily deadly, challenge to a party of 1st-level characters. In Pathfinder 1e they are now CR ⅓, so even easier really.   Pathfinder has the Orc Brute at Creature 0 and Orc Warrior at Creature 1 with 15 and 23 hp respectively.  Still something a group of first levels could take on, but maybe slightly harder. 

How does this book stack up to my Monster Manual test?

My Monster Manual Test is how I feel when I first open a game book. While this book can't reasonably live up to the hype of when I first picked up the AD&D Monster Manual it does do the exact same thing; It made me want to buy the system so I could know more about it.  Like PF2e Core this book is gorgeous and just wonderful to read through. The designers have made me invested in their world and I want to know more.

 Enough that I have more books to cover!

Pop Culture Jam: The Mainstream Subversion of Rocky Morton and Annabel Jankel

We Are the Mutants -

Andy Prisbylla / June 22, 2022

Like it or not, we’re all casualties of the cola wars. What began as a pissing contest between beverage barons PepsiCo and the Coca-Cola Company in 1902 eventually became a cultural phenomenon in the mid-1980s. With Coca-Cola’s sugary supremacy challenged in a series of blind taste tests, combined with Pepsi’s subliminal marketing of American patriotism through its red, white, and blue branding, New Coke was introduced in early 1985—a new formula engineered to replace the original company recipe. Within three months, the product was pulled due to overwhelming backlash from the public, the original formula reinstated as Coca-Cola Classic. This led to a boost in sales, with industry insiders speculating that the “great new taste” was nothing more than a marketing scam used to generate renewed product interest. Whatever the motive, the original Coke was here to stay—even if it never really left. Now it was just a matter of selling it back to the young audience who dominated ‘80s consumer culture. While previous promotional campaigns focused on virtuous Americana, marketing mavens now needed something more radical and irreverent. At the time, a certain computer generated media personality created solely to showcase music videos was becoming quite popular. Only this image wasn’t computer generated at all, and it was born from a distinctly anti-corporate sensibility. In 1986, Coca-Cola launched its “Catch the Wave” campaign: the new face of Coke belonged to Max Headroom. 

The subversive paradox created when Max Headroom turned pitchman for corporate cola is just one of many in the career of Rocky Morton and Annabel Jankel. While the creative duo had nothing to do with the Coke campaign, their creation was now leaving an imprint on the consumer landscape. As post-punk pioneers with a heavy situationist bent, Morton and Jankel took being on the cutting edge of pop culture seriously. But the method of their engagement with the Spectacle might have turned off Situationism’s founder Guy Debord. While culture jammers like Craig Baldwin and John Law fought the consumer wars from the trenches of the underground, Morton and Jankel were performing hand-to-hand combat with mass media marauders in the corporate arena: a dangerous place to be. The deconstruction that Morton and Jankel utilized in their commercials, music videos, and films was not only satirical but self-reflexive, the kind of artistic-expression-as-critique that can prove problematic within a capitalist society. 

The term “culture jam” was coined by Mark Dery in the post-punk climate of 1984, right where Morton and Jankel made their bones. Hailing from working-class British backgrounds before studying film and animation—Morton worked on the famous marching hammers in the 1982 feature film adaptation of Pink Floyd’s The Wall before being fired—the duo would embrace the eclectic, avant-garde fusion that followed traditional three-chord punk. Jankel’s older brother Chaz—who would go on to score the couple’s 1988 neo-noir deconstruction D.O.A.—played guitar and keyboards in Ian Dury’s band the Blockheads, and served as an entry point for his sister to enter the scene. What Chaz brought musically, Morton and Jankel complemented visually with an assortment of videos and promos created through their innovative production company Cucumber Studios. 

Culture Jam logo created by Tolga Kocak in 1996

Cucumber Studios Animated Logo

Based out of London, the production house soon burned bright in the post-punk/new wave scene as the de-facto stop for commercial record companies looking to merge their tunes with dynamic visuals. While traditional analog animation was utilized—evident in their early promo for the animated adaptation of Marx for Beginners and their music video for the Tom Tom Club’s “Gangster of Love”—the pair also employed experimental computer graphics. In a hybrid mix of analog and digital, their 1979 music video for “Accidents Will Happen” by Elvis Costello & The Attractions combined rotoscoping techniques with early computer generated imagery to create a vector readout of Costello in an early instance of CGI used in a music video. These innovations with the medium eventually led to the duo writing and curating 1984’s Creative Computer Graphics, which chronicled pioneering achievements in CGI while introducing new digital technologies to a wider audience. 

Image excerpt from Creative Computer Graphics by Morton and Jankel, 1984

The success of Cucumber Studios caught the attention of programming purveyor Peter Wagg of Chrysalis Records, who was looking to package a series of music videos within the framework of a television talk show. Wagg turned to advertising creative George Stone, who took this idea and subverted it. Car parks in Britain at the time were outfitted with yellow-and-black-striped safety signs labeled “Max Headroom,” and Stone believed the term would not only make a great title but also allow the program to use the parking signs as a form of subvertising. Morton and Jankel, meeting with Stone, suggested that something more was needed than just generic graphics to introduce each video. The media landscape of 1980s television was saturated with talking heads, and at the same time the MTV VJ was coming into prominence. Bored by the idea of just another flesh and blood huckster, Morton, Jankel, and Stone thought a fully formed computer-generated figurehead would work better. The only issue was that this technology hadn’t been created yet. Predating the bait-and-switch tactics of his future Coca-Cola overlords, the CGI aesthetic of Max Headroom was faked using prosthetics and opticals—inadvertently constructing a situationist prank and fooling the public at large.

Actor Matt Frewer in Max Headroom make-up created by John Humphreys

When Max Headroom: 20 Minutes Into The Future premiered in the UK on April 4, 1985, the hour-long cyberpunk telefeature not only served as backstory to Max’s forthcoming Tonight Show-style talk program The Max Headroom Show, but also spawned an ABC Network television series in the US that continued the original film’s story. Morton and Jankel had no involvement with the ABC series and criticized it for its homogeneous approach to the material and lack of credit to the creators. Set in a dystopian future, the original telefilm showcased a world where television programming is the leading commodity and society is controlled by a cabal of networks run by a ruthless media oligarchy. Within this framing, Morton and Jankel simultaneously used the character of Max Headroom to spotlight the mechanisms of corporate greed while allowing said greed to thrive. Max existed between these two worlds and created a paradoxical paradigm. Not only was he a figurehead for the music and soda-pop industries; he was also a symbol of radical intervention—which would later be displayed in the infamous broadcast signal intrusion of WGN-TV’s newscast on November 22, 1987.  

The dichotomy devised during the Max Headroom years would continue to follow Morton and Jankel into their feature film career with 1988’s D.O.A. and 1993’s Super Mario Bros. The concept of remix theory is paramount in understanding these films and how it affected the duo’s time in Hollywood. Remix culture encourages the transformation of derivative works through a mash-up mix of one or more media, and as remix expert Eduardo Navas suggests, there are three types of remix methods to explore. Extended remix is a longer version of an original work, while selective remix consists of adding or subtracting elements from the work to create something new. Reflexive remix allegorizes or transforms the aesthetic and ethos of the original work—challenging the original intent and claiming autonomy. 

B&W turns to color in Morton and Jankel’s 1988 remix of the 1950 film noir classic D.O.A.

Morton and Jankel’s tinseltown rebellion is one of a reflexive remix and deserving of reappraisal—something both D.O.A and Super Mario Bros have received in recent years. The wave of irony that dominated the Hollywood filmmaking aesthetic in the early ‘80s was soon on the wane, and both films were met with derision from audiences and critics alike, with Super Mario Bros receiving the most volatile response. Where D.O.A. won positive reviews by some for its colorful neo-noir deconstruction of Rudolph Mate’s 1950 classic, Morton and Jankel’s dissection of the popular Nintendo video game opened to nearly universal disdain. Regardless of the behind-the-scenes drama and production hell that has been unfairly presented in the press, the cultural zeitgeist shifted from a pop sensibility of kitsch experimentation in the 1980s to a cynical worldview of uniformity and stasis in the 1990s. The duo’s Max-inspired interpretation of the lovable plumbers taking on King Koopa to save Princess Daisy was too esoteric for children to understand or adults to enjoy. Script revisions and loss of creative control at the hands of the studio didn’t help matters much, and Morton and Jankel’s Hollywood career was over before it even really began. They would return to the world of commercial advertising, where their radical tendencies were more (illicitly) successful—such as using subversive sex to sell fast food for Hardees. Soon after, they formed the highly successful commercial production company MJZ, which represents a host of acclaimed filmmakers like Craig Gillespie, Harmony Korine, and Mike Mills. Within time the duo would dissolve their partnership—both creatively and romantically. Jankel would move on to direct more features after a long hiatus—such as 2009’s Skellig: The Owl Man and 2018’s Tell It to the Bees—while Morton continues to produce commercial campaigns for numerous corporate clients. 

As ‘80s eclecticism gave birth to a 21st century postmodern world, where reality is fluid and nothing is free, the careers of Rocky Morton and Annabel Jankel seem to suggest that the only response to late capitalism is through disruptive action. When corporate interests seek legitimacy on the backs of creative originals, sometimes the only recourse you have is protest by insurgency. Each project during their partnership, whether intended or not, has acted as a media virus whose effects continue to alter perspectives both old and new. If there’s one lesson to be learned from Morton and Jankel, it’s that infiltration is key.

Andy Prisbylla is the nucleus behind a series of pen names for underground filmmaker and media theorist Psycho Gnostic of Steel City, PA. Connect with them on Twitter.

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Review: Pathfinder 2nd Edition

The Other Side -

Pathfinder Second EditionAll month long I have been talking about, but more appropriately around, D&D. For the rest of this week I want to talk about D&D's, now adult, younger cousin. Pathfinder 2nd Edition.

This won't be a full review. The Pathfinder Core book is massive and absolutely packed. Plus there are plenty of reviews out there.  Instead, I am going to look at some of the changes, updates, and innovations of the game and compare and contrast it to Pathfinder 1e, D&D4, and D&D5.

A bit of history first. Pathfinder 1st Edition was published by Paizo Publishing in 2009.  It was an immediate success with the core book selling out at it's appearance at Gen Con.  Don't quote me, but I think it was some sort of record.  Since then Paizo has always had a huge presence at Gen Con.  Paizo had been one of the 3rd party publishers of choice back in the 3.x days 2000-2008. It had a license to publish Dragon and Dungeon magazines and its support products for 3e were some of the best on the market. When Wizards of the Coast shifted direction and released D&D 4th Edition with no OGL backing, Paizo saw their opening.  They released Pathfinder to a huge public beta testing and took in all sorts of feedback. The Core Rules, which combined what had normally been the Player's book and the Game Masters' book into one massive tome.

It is hard to appreciate just how successful Pathfinder was.  When sales of D&D 4 spiked, but then dropped suddenly, Pathfinder took over the throne of best-selling fantasy RPG from D&D.  D&D didn't just sit on that throne, they built it, often from the bones of vanquished enemies like DragonQuest. So successful that many people began to call it D&D 3.75 and even the rightful progression of D&D 3.x.  

Pathfinder was a success and really would have been a success even without D&D4 underperforming (make no mistake D&D 4 still sold better than pretty much everything else combined). 

Fast Forward to 2012-13. Wizards announce they are holding public playtests for what they are calling D&D Next. The playtests are similar to Pathfinder's.  In 2014 D&D 5e is released to critical and commercial acclaim.  D&D retakes its throne and stays there.  Meanwhile by 2014 Pathfinder is moving along with a 14-year-old system (the 3.0 OGC). It survived the d20 boom and glut and still is the game of choice for many.  But sales are low and the true money maker of any RPG are the core books.  So in 2018 Pathfinder releases their 2nd Edition Playtest book.

Pathfinder 2e Playtest and Special Editions

It does not go over as well as the first playtest, this is the third time the market has seen this from the Big 2, but it is enough that Paizo releases Pathfinder 2nd Edition at Gen Con 2019.  That brings me to today, Pathfinder 2nd Ed in 2022.

Pathfinder Second Edition

Pathfinder 2nd Edition (PF2e here on) is the update to the best-selling, award-winning Pathfinder RPG. For this review/overview I am considering the Special Edition hardcover from my FLGS.  The book is 640 pages with full-color art.

Let's just start from the top. This book is gorgeous. The art is what you have come to expect from Pathfinder and this one does not skimp on it. 

PF2e interior art

There is an evolution here that is very interesting. It is something I call my "Modula-2 Experience."  Back in my undergrad days, I learned to program in Pascal. Not uncommon really, lots of people did that then. But later on I picked up other languages. I had already learned BASIC and Fortran so I picked up C and Modula-2.  C is very different than Pascal so keeping the syntax straight was an issue at first but then became easier. Modula-2 is almost identical to Pascal with some odd bits here and there. Picking up the syntax was a lot easier, but became harder to keep them separate as I went on.

Pathfinder follows the Modula-2 path from D&D's Pascal.  To extend the metaphor more, D&D 3 is Pascal, Pathfinder 1 is Modula-2, D&D 5 is Object Pascal/Delphi and Pathfinder 2e is Oberon. To extend my metaphor to breaking Original D&D is ALGOL.

Exploring PF2e is fascinating. There is a game here that I easily recognize and yet looks new at the same time.  All of the same abilities are here, many of the same races (now called "Ancestries & Backgrounds), and classes.  In fact, the first 240 or so pages read like D&D 3 or 5 or Pathfinder. It's when you delve into the details that differences become apparent.  

1 Introduction

This chapter introduces us to RPGs in general and the Pathfinder 2nd Edition in particular. It (and the rest of the book) features the main text and sidebars to explain the text or put it into context. For example, the text on page 7 mentions dice and the sidebar shows a picture of dice with the standard die nomenclature. 

This covers the basics of character creation such as deciding on your concept, rolling or assigning your six abilities (the classic six), figuring out your character details, and more.  We have six ancestries and twelve character classes.

Ancestries and Classes

Now I will say this. While I appreciate a good character sheet breakdown, the PF2e sheet is ugly as hell. For all the great art in this book that is one garish sheet. Wow. I'll stick with the black & white one.

2 Ancestries & Backgrounds

Modern RPGs are moving away from the concept of "race" and instead are going with Ancestries. I rather like this approach, to be honest. While "race" might be a good term, there are enough negative connotations to it (see my discussions of 19th Century Race Theory) to make it less than desirable. Plus Ancestries and Background help parse out what you get via your parents (eyes, pointy ears, and more) and what you get growing up in a culture.  

Ancestries are what older games call "race" it helps determine your ability score bonuses and sometimes penalty, your size, your speed, and what languages you might know. It also gives you "traits" and who well you see in the dark.  Heritages are sub-specialties of the Ancestries.  My favorite ancestry for PF2e right now is Goblin. Yes, you can play a Goblin in this game! The heritage I like the most is the Ironguy Goblin. You can eat anything.  I love Pathfinder goblins. 

Each ancestry gets an ancestry feat (PF2e is crazy with feats) at the first level. This helps define your character. For example, one feat is Goblin Song where you sing annoying goblin songs to distract your enemies.  You can get additional ancestry feats at 5th, 9th, and 13th levels. Some have pre-requisites. So you can't take "Very, Very Sneaky" at 13th level unless you took "Very Sneaky" before.

An interesting note here. Half-elves and Half-orcs are not an Ancestry. You take Human as your ancestry and then half-elf or half-orc as your heritage. The rule implication here is clear.  You can have mixed ancestry and heritage as the rules allow, you just need your GM to be ok with it. 

Backgrounds are chosen like a feat but are akin to the Backgrounds of 5e.  Akin, not the same.  These usually give some sort of skill, skill boost, or feat. 

Languages come from your Ancestry, heritage (sometimes) and background (sometimes).  

Your HP at level 1 is based on your Ancestry and not your class.  This is a good change since it can also apply to monsters and level-0 NPCs.

3 Classes

Here we get the classes we know from 3.x, more or less. There is the new Champion class, which replaces the Paladin (a Paladin is a type of Champion) and the new Alchemist. 

Alchemist

Each class has an ability boost, HD for leveling up, saves, attacks, and what skills they have access to. They are constructed very similarly to D&D 3.x/PF1e classes. Each class also has a series of feats they can take at various levels. These include Class Feats (specific to class) and General Feats (used by all). You take a Class Feat at 2nd level and every even level after. General feats are taken at 3rd level and every four levels after. There are also skill increases, ability boosts and other powers/abilities so that there is something happening at every level for all classes.   There are also sample variations on each class; these are done with the choices you make in powers, skills, and feats.  For example a Paladin is a Lawful Good Champion and Dancer is a Bard that takes ranks in Acrobatics and Perform (among others).  So customization is through the roof and no two characters of the same class need to look or feel the same. 

Seoni the Sorceress

To add to this there are even Archetypes to define your character or at 2nd level you can take a multiclass feat to add some abilities of another class to your current one. Much like D&D 4e used to do.  There is just so much to do with these classes.   No surprise then that classes take up almost a quarter to a third of this book.

I do miss the Prestige Classes from 3.x/PF1e though. Though with this level of customization they can be "thematically" folded into the existing rules here with no issues.  Want to be an Arcane Archer? I am sure there is a good skill/feat options that allow you to do that. 

4 Skills

There are 17 skills for PF2e. They are well described and include things you can do untrained and things you can do trained. There are also specific examples of things you can do with each skill and whether or not these are move actions, require concentration or other modifiers. For example, Climbing is a type of Athletics check and it is a Move action. 

5 Feats

Pathfinder isn't Pathfinder without Feats. Love them or hate them they are baked into the system here more than D&D or PF1e. And there is a lot of them. Again though great for character customization, bad for GMs needing to keep track of everything.

6 Equipment

Covers the shopping list. But also has premade Class Kits you can buy which have all the basic gear a class is likely to take. 

7 Spells

The next largest section (about 120 pages) is Spells.  All the same, schools are here, but now magic is divided into Arcane (Wizards), Divine (Clerics), Occult (Bards), and Primal (Druids) Spells.  So seeing a bit of PF1e's later material and D&D4e DNA here.  There are Spell Slots from 0 to 10 (yes 10th-level spell slots) and spells of level 0 (Cantrips) to 9. So you can heighten a spell to higher slots or sometimes a spell might need a higher slot depending on a feat. Similar to 3.x certainly but also a little feel of 5e's spell slot system.  So for example there is no Monster Summoning I to IX. There is only Summon Animal (or Construct or Fiend or Fey etc.) and you can heighten the spell at higher spell slots. So taking Summon Animal at a 7th level Spell Slot lets you summon a level 9 or lower animal. 

Spells are all listed alphabetically and tagged with various descriptors like "Cantrip," "Divination," or "Mental" and more. The description also lists what tradition(s) they belong too, Arcanes, Divine, Occult and/or Primal. 

There are also "Focus" spells that are unique to a particular Class.  Bards, Champions, Clerics, Druids, Monks, Sorcerers, and Wizards all get their own lists unique to them. Yes monks get "Ki" spells.  

Like past versions, but mostly like D&D 4e there are also Rituals. these take longer and have certain requirements that need to be met. 

8 Age of Lost Omens

This covers the very basics of Golarion, Pathfinder's game world. It includes a little history, the lands, and the gods. 

9 Playing the Game 

This is mostly the Game Master's section but there is still plenty here for players.  Covers all the rules needed to play with an emphasis on the basic d20 roll and checks. Note there is no "Natural 20 = critical hit" here, BUT score 10 higher than their DC/AC then you do have a crit! So that is kinda cool. 

10 Game Mastering

This is the Game Master's chapter. Lots of advice here on how to run PF2e games (and some of it applies to any d20-based game.)  There is a lot here yes, but obviously more could be said since there is a Game Mastery guide out as well. 

11 Crafting & Treasure

Modern gamers love to make things. I blame Minecraft. This chapter covers making things (great for the alchemists) and treasure. This is also a fairly large chapter.

Treasure

We end with the Appendicies. 

--

This book is huge and it is packed with information.  The index is great and very useful. In fact, the entire design of the game allows ease of access to all information. This is one of the things that made 4e a well-designed game (not the same as "playable") and we see it live on in OSE as well. 

Who Should Play Pathfinder Second Edition?

Anyone who loves to play D&D in its myriad forms and also loves deep character customization.  In fact, if you love building characters and don't have a game going at the moment then Pathfinder has a lot to keep your character-building hobby very busy.

It is not a lite game. It is very, very crunchy.  While the differences between PF1e vs D&D4 were very pronounced there is less obvious differences between PF2e and D&D5 at least in terms of the types of games you can play.  I will say that if you were to play something like "Keep on the Borderlands" the differences in play between D&D5e and PF2e would be minimal and all resting on the mechanics of the game. Still, you are going to roll initiative, roll to attack an orc, roll a d20 to see if you hit, and then roll damage as indicated by your weapon type. At higher levels, these mechanical differences will become further apart, but essentially they both still have the same DNA linking them back to D&D 3 and before.

There is a lot to like about this game. There is a lot of game here too and that might not be to everyone's taste.

I can something like the Ancestries, Heritages, and Backgrounds making their way to D&D proper. It is so useful and gives so much more customization that looking back it seems like a no-brainer.

Monstrous Mondays: Die Hüne

The Other Side -

David faces Goliath in this 1888 lithograph by Osmar SchindlerToday I want to delve a bit more into an idea I had been playing around with a little while ago, the combined pantheon of Greek and Norse mythos into a Roman-Norse syncretism. Both groups have many common features, but one that sticks out is the use of a race of giants that predate the gods that represent the forces of chaos.

In my syncretized myths these creatures are called Die Hüne, (plural. Singular: Der Hüne).  This is what I said about them before:

Die Hüne are the Titans and the Giants of both myths. Primordial beings of great power that the gods defeated but still trouble them. In this myth, the Gods fought Die Hüne and brought order out of chaos. These are not just giants and titans, these creatures are the demons of this mythology.

In my mind, they are something of a combination of giant, elemental, and demon. The Gigantes of Greek myth (not AD&D) were more monstrous creatures.  The jötunn of Norse myth likewise were more demonic. As time goes on these titans and jötunn become more and more human-looking till we have something like the giants of D&D. 

My goal with Der Hüne is to get back to those older, more monstrous giants. Given that this mythology is half-Roman, these people will have been familiar with some of the tales of Goliath, the Anakim, and others from Jewish mythology.  So maybe some of those tales entered into their thinking.

Here is how they will be used in my various D&D/OSR/FRPG games.

The giants Fafner and Fasolt seize Freyja in Arthur Rackham's illustration of Richard Wagner's Der Ring des Nibelungen.Erde Hüne

These creatures are also known as Earth Giants.  They are the forebearers of the Hill, Mountain, and Stone giants as well as ogres.  They stand 12 ft tall and are said to have bones made of stone.

These creatures are Chaotic Evil and have the most dealings with humans. While some certainly are stupid brutes, others are sufficiently intelligent and sophisticated enough to lead human armies. They have a taste for human flesh; both in the culinary and carnal appetites. There are some very tall, very evil humans that can trace their ancestry to one of these creatures.  We get the word "Hun" from "Hüne."

Note: These take the role of the "evil giants in the bibles and other tales" giants like the Anakim.  Though I covered some of this ground with Gog and Magog. I had Gog and Magog as a type of Balor or Baalor in my games.  Maybe I could turn up the demonic influences on them and make Gog and Magog the named Erde Hüne.  Balor are also 12' tall.  The myths about Gog and Magog certainly have them more human-looking. This would also bring them closer to the Ogre idea I originally had.  Worth thinking over to be sure and it would give me the demonic influences I want. 

I think just to be "that guy" I am going to make them 13' tall.

Meer Hüne

These giants are found in the oceans to the far north. They are related to the Frost and Sea giants. They are not the progenitors of these creatures but are the offspring of the Rime Jötunn along with the Frost Giants. Sea Giants are the offspring of the Meer Hüne.  

These creatures avoid humans but are no less evil. They have been known to wreck ships where they keep all the treasure and eat the humans aboard. In my myths, they would also be the forebearers of the Viking raiders that would swoop down and raid the villages of these people. 

Note: On Earth, these giants populate the North Sea, the Baltic Sea, and the Norwegian Sea. In my desire to have my cake and eat it too I would picture these guys looking like the stereotypical Vikings. Including "Hägar the Horrible" horned helmets, though no idea how they make such helms. 

Feuer Hüne

These creatures are made of pure living fire.  They are the generation after the Inferno Jötunn and the "older brothers" to the Fire Giants.

Note: Right now these creatures are not significantly different enough from either the Fire Giants or the Inferno Jötunn to merit another distinct monster entry.  

Äther Hüne

These creatures are massive with some towering as high as 36 feet tall. It is said their bones are made of clouds and their muscles are made of storms.  They are the progenitors of the Cloud, Storm, and Fog giants. 

Note: This is my "Jack and the Beanstalk" Giant (though in truth an evil Cloud Giant covers that readily). 

Though anytime I work on giants this image comes to mind.

giants

This image comes from the Creationist idea that there were giants in biblical times. This speculation all grows out of Genesis 6:4 "There were giants in the earth in those days", meaning the fallen angels or Nephelim or whatever.  I spent a lot of time talking about this on my old Atheism blog, The Freedom of Nonbelief

Here is how I use that image above.  These are closer to AD&D heights than D&D 5e. 

  1. Human
  2. Stone Giant
  3. Troll
  4. Ogre
  5. Hill Giant / Erde Hüne
  6. Fire Giant
  7. Frost Giant
  8. Cloud Giant
  9. Storm Giant

There. That is far more useful. 

How do I work through the Square-Cube Law?  Magic!

Of all these creatures I think I will develop the Erde Hüne (Earth Giants) and the Meer Hüne (Sea Giants) more. Fire and Frost are already covered well in the various jötunn of Norse myths. The progenitors of the Storm and Cloud Giants I think are also handled well by the Greek myths.

Jonstown Jottings #63: The Lifethief

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, th Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Lifethief is a scenario for use with RuneQuest: Roleplaying in Glorantha in which the adventurers come to the aid of a shaman of the Impala tribe in a highly testing location.

It is a possible sequel to the earlier Stone and Bone and The Gifts of Prax scenarios.

It is a forty-seven page, full colour 112.04 MB PDF.

It is cleanly and tidily presented and some of the artwork is excellent.

Where is it set?The Lifethief: An Adventure for RuneQuest Glorantha is set in the Dead Place in Prax, northeast of Pimper’s Block.
Who do you play?
There are no specific roles necessary to play The Lifethief, but martial characters will be needed as combat is involved. In addition, a Shaman should prove useful, though will be greatly challenged.
What do you need?
The Lifethief: An Adventure for RuneQuest Glorantha requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary will be useful for details of some of the encounters.
What do you get?The Lifethief: An Adventure for RuneQuest Glorantha is a short, simple adventure which takes place in the barren, Chaos wastelands of the Dead Place where the dust itself forms angry spirits and is injurious to the health of anyone who breaths it in. Here, Maserelt, a shaman of the Impala tribe, has set up camp and been monitoring a thing of horror coming out of the Dead Place—something that lived and actually had a spirit, but twisted and warped by Chaos. She cannot face it alone and has reached out for help. In answer, Erhehta, her rival from the Bison Riders, the shaman previously met by the Player Characters in the scenarios, Stone and Bone and The Gifts of Prax, sends them out to render her the assistance she needs. (If the Player Characters have not met with Erhehta or played through either of the earlier scenarios, The Lifethief includes advice and plot hooks to involve them in this scenario.)
The most obvious challenge that the Player Characters will face in the Dead Place beyond the extremely barren nature of its environment is the fact that magic does not work. There is simply not the connection to the spirit world for it to work and the likelihood is that there is no connection to the gods either, so Rune magic may or may not work. Chaos features are another matter. The combination means that The Lifethief is a physically grueling affair which will force the Player Characters to rely upon their innate skills.
Fortunately, the Player Characters have a chance to learn about they are going and gain some skill bonuses in the process in a pleasing little social scene which contrasts with the desolation they will later face. The Lifethief is not the only encounter that the Player Characters will encounter in the Dead Place, being tested by a band of Broo—inventively and vilely designed as you would want with a band of Broo, but it is the main one. Its actions and abilities are decently described, but the illustration of it is bland and uninteresting, especially given the fantastic pieces of the Broo a few pages earlier.
Notes are included as what happens if the Player Characters fail or need to retreat and come back again, along with several plot hooks which can be run after it. Full stats are given for both Maserelt and Erhehta as well as of the latter’s Straw Weaver clan of the Bison riders, which is useful if the Game Master has not run either of the previous scenarios. Beyond the details of the adventure, The Lifethief includes two sets of encounters—Praxian and Dead Place encounters. These take up almost a third of the scenario and range from the mundane to the weird, but are all nicely done and never less than interesting. They include a trapped and angry rhino, an ancient ghost with a hatred of beast riders, Morokanth traders, lost spirits, and more. The Dead Place encounters can of course be used to supplement the scenario and the Praxian encounters used to supplement other adventures on the plains of Prax. Overall, they are a nice edition with the Praxian encounters otherwise could have formed the basis of a supplement of their own.
Is it worth your time?YesThe Lifethief: An Adventure for RuneQuest Glorantha is a useful and easy addition for any campaign set on the plains of Prax, especially if the Game Master has run Stone and Bone and The Gifts of Prax, and wants an extra set of encounters.NoThe Lifethief: An Adventure for RuneQuest Glorantha is setting specific to the plains of Prax and even if the Game Master is running a campaign there, it may be too challenging a scenario for some players as it takes away their characters’ magic.MaybeThe Lifethief: An Adventure for RuneQuest Glorantha is a short but useful filler combat focused adventure, but not much more than that. The extra encounters are inventive and easy to add to a Prax set campaign.

The universe is damned, and you do care

Reviews from R'lyeh -

The Big Crunch has begun. The constant expansion of the universe has halted and gone into reverse. The universe is shrinking, grinding down into an inevitable nothingness. It came at a point where civilisation neared a great revolution, but destroyed its potential in a flurry of greed and conflict. In the bleak and dreary Tenebris system, explorers had discovered gemstones which grew naturally cyst-like in the soils of the system’s barren moons and planets. The refractive qualities of these gemstones led to technological advancements such as the giant bridger ships which tore through the fabric of spacetime, as well as a Gem Rush. Individual prospectors and corporations raced into the system searching for gems to mine, the inevitable tensions and confrontations escalating into the Gem War which lasted decades, spread beyond the Tenebris system, disrupting central control and leading the isolation of system after system as the war ended. That was a decade ago. In the Tenebris system, survivors cling to life aboard the outposts and spacestations, aligned with one faction another, trying to get by even as technology breaks down and is recycled again and again… Static seems to emanate from any and all electronics. From the Void between the stars come strange and portentous whispers of things to come, even as it reaches out and corrupts and mutates those it touches.

This is the set-up to Death in Space, the blue-collar Science Fiction survival roleplaying game published through Free League Publishing following a successful Kickstarter campaign. It is from the same design team as Mörk Borg, the pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance. Inspired by 2001: A Space Odyssey, A Fistful of Dollars, Alien, Blade Runner, Escape from New York, The Expanse, Firefly, IO, Moon, Outland, Prospect, Sunshine, Total Recall, and The Warriors, it is a game of desperate survival and building and relying upon the your reputation, of creating a home or refuge in the face of an unknown future as the universe winds down…

A Player Character in Death in Space has four abilities—Body, Dexterity, Savvy, and Tech. He has an Origin, and details such as a Background, Trait, Drive, Looks, Past Allegiance, and Hit Points and Defence Rating. He also has some starting gear and starting bonus as well as a personal trinket. Each ability is determined by rolling a four-sided die and then subtracting the result of another four-sided die roll from the first. This gives a value between +3 and -3, which is used as the modifier for Player Character actions and dice rolls. The six Origins include four humans—Punk, SolPod, Velocity Cursed, and Void. The Punk is a rebellious non-conformist; the SolPod spends years in hibernation; Velocity Cursed, who have begun to lose their connection with reality and shift and flicker and glitch; and Void are berobed and mask-wearing nihility shamans who visions at the edge of the universe. The other two are artificial, the Carbon being short-lived exo-womb grown androids who prefer to live in an EVA suit, and the Chrome is an ancient A.I. turned cyborg. Each Origin has two benefits. To create a character, a player rolls the dice for his character’s abilities, chooses or rolls for an Origin, picks one of its benefits, and then rolls for Background, Trait, Drive, Looks, and Past Allegiance as well as starting gear and bonus plus the personal trinket. He also determines Hit Points and Defence Rating. He also has some starting gear, and possibly a starting bonus if the Player Character’s abilities are all negative, as well as a personal trinket.

Jameson
Body +2 Dexterity +1 Savvy+0 Tech +2
Origin: Punk
Benefit: Green Thumb
Background: Moon Outlaw
Trait: Cynical
Drive: To never show weakness
Looks: Trucker Cap with Patch
Past Allegiance: The Winning Side
Hit Points: 3
Defence Rating: 13
Holos: 16
Equipment: Nomad Starting Kit

Once the players have their characters, they jointly create a Hub, their home and base of operations which can be a small outpost on a moon, a module attached to a larger space station, or a small spacecraft. Each has a power source and a set of core functions, the latter consisting of a command centre, crew quarters, life support, and a mess. This Hub has a Background and a Quirk, both of which are rolled for. During play, the Player Characters can add further modules, but need to maintain both power and oxygen supplies, and this is a major drive within the game.

XR-3A-29 Hab Bloc
Defense Rating: 11
Max. Condition: 5
Fuel Capacity: 4
Power Source: Standard Industrial Generator (OP 3)
Background: Site of a Holy Pilgrimage. Pilgrims still show up.
Quirk: Interior is painted in luminous colours, charged by UV light.

Mechanically, Death in Space is simple. If a player wants his character to act, he rolls a twenty-sided die and applies the appropriate ability to the result. If the total is twelve or more, the character succeeds. If the situation is combat, the target number is the target’s Defence Rating. If the Player Character is at an Advantage or Disadvantage, his player rolls two twenty-sided dice and applies the higher or lower result respectively.

However, a failed roll grants a Player Character gains a Void Point, to a maximum of four. These can be expended to gain Advantage on an ability check or attack roll, or to activate a Cosmic Mutation. A Cosmic Mutation can be a ‘Code Generator’ which converts part of the brain into a computer that can write programs—encoded with the character’s DNA—and then be transferred by skin contact or ‘Feedback Loop’, which enables them to leap back in time ten seconds at the cost of an important memory. (A Cosmic Mutation can be gained at character creation, though this is unlikely, and instead is usually gained through advancement and then randomly.)

Further, if a Void Point is spent to gain Advantage on roll and that roll is still failed, there is the possibility of the Player Character gaining Void Corruption. This can include suffering daymares and nightmares about a suffocating darkness, a part of the body being surrounded by cloud of darkness, seeing through someone else’s eyes when you sleep, and so on… They are in the main weird or odd and personalise the strangeness of the Big Crunch.

One aspect missing from the rules in Death in Space is anything covering fear or sanity. This is because it is not a blue-collar Science Fiction horror roleplaying game. It is a blue-collar Science Fiction survival roleplaying game, its focus is so much on this that you barely notice the absence of any sanity or fear rules. Then when you do notice, it feels refreshing, to not have to roll for either, to leave that entirely in the hands of the players and their roleplaying as needed.

The technical aspects of Death in Space being a Science Fiction roleplaying game are kept relatively simple in keeping with the lightness of the mechanics. They highlight how everything is wearing out and that repairs are often a necessity. They also highlight how important it is to maintain or obtain supplies of both oxygen and power. Similarly, the rules for combat are kept short and brutal, even those for spacecraft combat.

In terms of a setting, Death in Space begins with a number of principles—that nothing is new, communication is limited, that the scars of the war remain and have not been forgotten, travel takes time and little is known about places or stations at the edge of or beyond the Tenebris System, and whilst it is possible to live beyond the normal human lifespan, typically through cryo-sleep, the result is often a life of loneliness and loss. The actual given setting is the Tenebris System, the focal point of the Gem War, home to seekers, scoundrels, and miners, as well as various cults, all doing their best (or perhaps their worst) to survive. Several planets and moons across the system are described, but the starting point is the Iron Ring, a dilapidated structure consisting of thousands of old space stations and spacecraft shackled together and surrounding the yellow moon, Inauro. The ramshackle structure is divided into numerous irregularly sized sectors, connected to each other, but not always easily accessible, some inhabited, some not. Life is harsh, the inhabitants typically needing to ally themselves with or join one faction or another to get by, often relying upon their word and their reputation as the ultimate currency.

The Iron Ring is the setting for the starting scenario, ‘Welcome to the Ring’. The Player Characters have arrived with their Hub, towed into place and attached at a convenient docking port at Aurum 80 in the Aurum sector. They are low on supplies, and they owe a debt for the docking fees. How they pay this off is up to them, but perhaps they can involve themselves in the growing feud between two gangs which between control the subsector’s main resources. Both the set-up and the areas of Aurum 80 are described in some detail, but there is no one solution to the situation given. How their characters become involved in the situation and how they resolve it is entirely open and up to the players. What is notable about this is that perhaps the most obvious solution—the application of violence—is not immediately available. Player Characters in Death in Space rarely enter play armed, and whilst it is certainly possible for them to obtain weapons, initially it will be down to their wits and their persuasiveness to make any progress. This is indicative of the roleplaying game’s genre, the blue-collar Science Fiction of space as a working environment.

Beyond ‘Welcome to the Ring’, Death in Space provides the Game Master with table after table of ideas and inspiration. These include tables for Iron Ring locations, but deep space nightmares, obstacles, and space encounters, as well lists of modules and spacecraft and more. The Game Master is free to refer to these, but also encouraged to accept player suggestions too. Notable amongst these table are the only mention of aliens in Death in Space. These are a mixture of tools and threats and oddities that add to the unknown of the end of the universe. Their inclusion here also moves them away from being the focus of the game, and they could even be ignored all together if the Game Master wants to keep her Tenebris System wholly humanocentric.

Physically, Death in Space is black, a lot of black. Or rather, rather it is primarily white text or line art on black, with the occasional spot of colour as contrast. It is stark and elegant, befitting the vast loneliness of space and the Tenebris System. At first glance, it does look like the layout of Mörk Borg, but it is far more subtle and less in your face upon further examination, and therefore, may be easier to read. At least visually, the only connection between the two might be the coloured cross motif used on the chapter pages. The artwork is excellent, and the book is well written and engaging.

Death in Space is a roleplaying game about survival in the face of nihilism and an uncaring universe. It is a roleplaying game about hope and co-operation in the face of nihilism and an uncaring universe. Where in Mörk Borg, the Player Characters can be darkly and often humorously adversarial, this is not the case in Death in Space. The Player Characters have come together and need to work together to survive what is a starkly brutal and often unknown future, a future which can see them radically altered, and ultimately, this is what sets Death in Space apart from other blue collar Science Fiction roleplaying games.

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