RPGs

[Fanzine Focus XXVII] RQ Adventures Fanzine Issue 1

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As popular in the Old School Renaissance as the format is, not all fanzines are devoted to Dungeons & Dragons-style roleplaying games—and in the nineties, many fanzines appeared dedicated to roleplaying games other than Dungeons & Dragons.

The world of Glorantha has had any number of fanzines dedicated to it over its forty year or so history, most notably, Wyrm’s Footnotes and Tales of the Reaching Moon. Published by John Castellucci, RQ Adventures Fanzine ran for six issues between 1993 and 1998, each issue containing scenarios written around a particular theme or location. Published in 1993, the inaugural issue of RQ Adventures Fanzine contains just the one scenario, ‘Escape from Duckland’, which the author and publisher had previously released as a standalone title. The scenario is set in 1621 ST in the kingdom of Sartar and sees a band of adventurers tasked with locating a small band of outlaw Ducks which has been struck down with the Red-Feather plague, a disease which fortunately only seems to affect Ducks and seems to be directly related to the intensity of the Red Moon in the sky. The only healer known to be capable of curing this disease resides by the mouth of the Marzeel River where it flows into the Mirrorsea Bay, many days travel away in the Holy Country. The adventurers must make their way to Apple Lane where they can find a guide, the famed Quackjohn, and then travel south and west into the Delecti Marsh to locate the stricken ducks, and from there escort them south to the border between Sartar and Esrolia. They will need to take some care, as not only are the Ducks outlaws and have a price on their heads (or beaks), but the infamous proclamation issued by General Fazzur Wideread, blaming the Ducks for the 1613 ST rebellion led by Kallyr Starbrow and placing a bounty of one year’s Imperial taxes for every Duck head/bill turned over to the provincial Lunar government is still in effect.

The scenario proper begins in Apple Lane. After they have dealt with a would-be Lunar tax collector and his bully boys on the make, the adventurers can sneak their guide out of the village and west to Runegate, but to avoid Dragonewt entanglements they are diverted south along Starfire Ridge and then over into Greydog territory. There are a couple of nasty encounters along the way—a band of Broo and horde of the undead which comes swarming up out of Upland Marsh. After both locating and placating the refugee ducks, the adventurers can begin their long journey south. There are some more nasty encounters along the way, a band of mercenary Tusk Riders which has decided to go Duck hunting—and have some horrid plans for any they catch, and there is one last attack by a threat encountered earlier. Not all of the encounters are quite so confrontational, an old man on Starfire Ridge proves to be good company and potentially helpful in speeding their journey, and there are dinosaurs to be found along the way, who might prove to be nuisances, or they might actually be helpful.

Consisting of ten encounters, ‘Escape from Duckland’ is a linear scenario, but then it is designed to be a journey. In terms of framing, being set in 1621 ST and thus written around elements of the Lunar occupation, it would be challenging for the Game Master to set the scenario elsewhere—or else when. That said, it could be adjusted to a few years earlier, but only few as they have to be after the Lunar proclamation on Ducks. This does not mean that the scenario could not be run today despite its strict time period. Since it takes place following the destruction of Gringle’s Pawn Shop in Apple Lane, it could be run as a flashback for Player Characters being run in the current timeline of RuneQuest: Roleplaying in Glorantha, especially if they have played through the events of Apple Lane at the very start of their careers. If so, then the old man they encounter on the Starfire Ridge early in the scenario could easily be the shaman they would have run into at the beginning of ‘The Broken Tower’ from the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure. Alternatively, it could be run as part of The Company of the Dragon campaign which takes place during this period.

Mechanically, ‘Escape from Duckland’ is written for use with Avalon Hill’s RuneQuest III—as would all six issues of RQ Adventures Fanzine would be. The differences between those rules and the previous and subsequent rules for RuneQuest are relatively minor, such that ‘Escape from Duckland’ can be run with relatively few changes. In terms of support it is suggested that the Game Master be familiar with Apple Lane, Snakepipe Hollow, King of Sartar, and Gods of Glorantha. Were ‘Escape from Duckland’ be run today, The RuneQuest Gamemaster Screen Pack would be useful for information about Apple Lane, and the RuneQuest: Glorantha Bestiary and The Red Book of Magic will be useful for details on the various creatures and magics encountered as part of the scenario, but otherwise it is easy to set up and run. An experienced Game Master would have no problem running the scenario.

‘Escape from Duckland’ is supported with a total of eight pre-generated adventurers. Ranging from a young and headstrong Orlanthi and a cold, hard Tarsh Exile to a peaceful centaur from Beast Valley to a bachelor of the Newtling race, they run the gamut of the standard Gloranthan types to the slightly odd, even weird. The scenario suggests the type of player each is suitable for and each is given a full page, including stats and nicely done background briefing. It also includes a copy of the Lunar proclamation on Ducks, some reasonable maps, and an enjoyable write-up of both Hueymakt Deathdrake, Druulz God of Death & War and the Indroduck Greydog subcult. Plus there are full stats for all of the creatures and monsters encountered in the scenario.

Physically, RQ Adventures Fanzine Issue 1 is scrappily presented. It is very far from unreadable, but it does need another edit and the art is rough. The maps are decent though. Another issue is the tone, that taken with the Ducks, which involves more than a few puns. Of course, ‘Escape from Duckland’ is very much a case of ‘Your Glorantha May Vary’ and another Game Master will have a different approach. The scenario includes a lot of flavour and detail about the various locations it visits over the course of its journey and each of the NPCs is decently done as well.

RQ Adventures Fanzine Issue 1 is rough around the edges, but ‘Escape from Duckland’ is decently serviceable and playable, taking the Player Characters on a challenging and nicely described tour of southern Sartar. For a modern campaign and a scenario of its vintage, ‘Escape from Duckland’ is a far more flexible scenario than at first seems.

Review: Castles & Crusades Codex Nordica

The Other Side -

Castles & Crusades Codex NordicaThe Castles & Crusades Codecies series are great books to add some flavor and history to your game.  While overtly for the Castles & Crusades game they can be used by nearly any game.  The Codex Nordica is another I was looking forward to getting and it did not disappoint.  Norse myths are among my favorites, right behind the Greek and Celtic myths. 

Castles & Crusades Codex Nordica

For this book, I am reviewing the PDF and hardcover edition of this book.

The book is 146 pages with color covers and black & white interiors.  The art is up to the high standards you should expect from Troll Lords with plenty of evocative art from Peter Bradley.   Like the other books in this series, this one was written by Brian Young, who has the educational background to tackle these books.

Norse myths are some of my favorites and rarely have they been more in vogue.  Young makes it clear that this book is a game guide to myths, legends, and history of the Swedish, Danes, Norse, and the other peoples of Scandinavia and not a full recounting of history, myths, and/or legends.

Chapter 1: History & Cosmology

This chapter gives us both the real-world historical background of the lands and the people of the area.  This also covers the basic myths. It will not replace a history text or a book on Norse Mythology, but it is a great overview for a gamebook. This book is likely better researched than most game accessories you will find. 

Chapter 2: The Nine Worlds

This takes the material from the previous chapter and some more to build on a game world of the Nine Worlds of Norse myths and how they could work in Castles & Crusades.  Each world is covered, in as much detail as can be provided, which also includes what random creatures can be found.  My favorite bits are the two maps that include the Viking colonies and migrations across Europe. 

Chapter 3: Magical Beings & Monsters

I would be tempted to say that this chapter is worth the price of the book alone, but while this is true there is a lot of great stuff in this book. But seriously this chapter is a lot of fun. There are nearly 40 creatures of varying degrees of familiarity to D&D/C&C players. Some are new enough to be quite fun.   Since the format is for Castles & Crusades they can be easily converted to AD&D, D&D5, or any OSR game of your choice. 

Chapter 4: Wizardry & Enchantments

This chapter is the most "Norse" of all of the ones in the book if I may be so forward.  It covers magic in its Nordic version or Seiðr.   Since war is the realm of men, magic belongs to women. There are two new character classes, the Seiðkona, an Intelligence-based sorceress or more accurately, a "Magic-user" and the Völva or Vǫlva, a Charisma-based prophetess who is quite similar to the notions of a "Witch." 

The Seiðkona uses Intelligence as her primary ability and casts the same spells and magic as the Wizard does.  If she had used Charisma, I would naturally compare her to the Sorcerer of D&D3/5.   Though given her role, Intelligence (or maybe even Wisdom) is the proper choice here.  This is a class that is very much part of the mythology of the world she is in. She has access to the Wizard's spell list in C&C. 

There is also the Völva, which is the clerical counterpart to the Seiðkona.  This class also serves the role of a priestess and uses a distaff.  Her gift is divination and prophecy.  So by means of a rough comparison, she is more similar to the Oracle class in Pathfinder.  She uses the Cleric's spell list until 5th level and then can split between Divine and Arcane magic. 

Also, this chapter covers the runic magic system from this world.  The runes are used along with the traditional magic powers (aka Spells). 

OdinChapter 5: The Gods and Giants

This chapter covers the gods of the Nordic lands as well their primary adversaries the Giants.  Here are names that will be familiar to nearly everyone who has ever played D&D or even watched a "Thor" movie or A&E's/AAmazon's "Vikings."  There are similarities with the names found in the Deities & Demigods, but enough differences that readers should be sure to attend to the details.  

Here the tale is more on the side of myth and legend rather than history.  We learn of the Æsir and the Vanir; the gods and goddesses of the Nordic people.   Also covered here in more detail than other gamebooks are the Giants and "other evil beings" spelling out the role Giants have in this mythology.  They are more akin to the Titans of Greek or even the demons of other myths.   You will not find stat blocks here though.  Gods are not "epic-level monsters" to be fought; least of all by the likes of player characters. 

Chapter 6: Warriors & Battlecraft

Magic and gods are great, but the world is made of warriors.  This chapter covers the various warrior types and additions to the basic fighter of Castles & Crusades.  The "upgraded" fighter includes basic warriors, elite warriors, and shield maidens.  New classes include the Berserker, who is a Charisma-based fighter, and the Giant Killers (more traditionally Strength-based).

There are some details on fighting styles and weapons unique to this area as well.

Chapter 7: Castle Keeper Info

This chapter details running a Castles & Crusades game in the Nordic lands during the time of these myths and stories; aka the Viking Age. Here you can learn about society, laws, and the people that make it work.  Of course, sea voyages are covered and various types of boats were used.

There is a section on poets and Kennings.  It makes me wish they had included more for Bards here other than a brief mention that Skalds are Bards. But I guess this works.  Names and their importance is covered with examples. 

Most importantly there is a section on the Eddas (Prose and Poetic) and how they can be adapted to a game. 

Sons of ĺvaldiChapter 8: The Precious Works

"The dwarves of lore made mighty spells," Tolkien told us in The Hobbit, but the dwarves he was thinking about likely were the Sons of ĺvaldi rather than the Children of Durin.   Here we learn of the great magical artifacts of the Nordic myths including Gundnir, Skidbladnir, Draupnir, and Mjölnir.

Save for monsters and classes, the vast majority of this book is fairly neutral in terms of game rules.  What does that mean? It means that you could easily use this book with AD&D, D&D 3 or 5, or an OSR game of choice.  Of course, it works the best with Castles & Crusades, but the book is such a good resource I would hate to see it missed by people that do not play C&C.

Brian Young has a unique combination of Ph.D. level research and game design and writing credit to bring a series like this to life and make you want to play exclusively in the world he describes.  Many have tried over the years, but I feel he has achieved the rare success of balancing the needs of mythological research and game design. 

I highly recommend this book for anyone that wants to add a little bit of Norse myth to their games. And really who wouldn't?  

Module G1 – Steading of the Hill Giant Chief

D&D Chronologically -

US, UK, Australian prints

I’m so excited to get to the first official module. The adventure modules are what I enjoy reading the most.

What’s New
  • Its’ the first D&D module designed, produced and distributed by TSR – woohoo! (Lost Tsojcanth wasn’t distributed by TSR, Vampire Queen et al were written by others. Temple of the Frog was a scenario contained in a rulebook, not a standalone module).
  • It’s the first AD&D product besides the Monster Manual (and the Players Handbook released just a touch later)
  • This is the last product to use the Lizard logo (as far as I can tell). That’s on the first printing and the Australian print.
  • Instigation of the module letter/number scheme
  • Concept of a series of modules is introduced – “First of 3 modules” (basically as a consequence of the 3 part structure of how it was used at the Origins tournament)
  • Instigation of the cover wrap around cover with map inside and separate module booklet
  • Note – map style is not new – that style was introduced in the Geomorph products
Art
  • Pretty cool cover and art throughout by DCSIII with the exception of a kitchen scene by Tramp
  • I really like how the back cover is a high perspective shot of the Steading which matches the map
  • Oddly, on the Australian edition, the back cover has no product info and is just the same picture of bugbears from the 3rd panel of the cover of D1. (Note, first US printing only lists the G modules, not the D modules.)
General
  • What’s great about this module is that it’s actually coherent! The environment and layout makes logical sense. The “wandering monsters” are not just random monsters but various of the giants and other creatures moving from location to location. There’s also a hint at a guiding force behind the banding together of giants, to be revealed in later modules.
  • Uhhhh, the chief hill giant, described as a sly, backstabbing, despicable creature, has the name Nosnra, which is suspiciously close to Arneson backwards…
  • In being logically coherent, it means most of the rooms are empty of inhabitants because they’re almost all in the main hall – which makes for one enormous battle if the party takes that on – 29 giants, 8 ogres and a bear!
  • It’s pretty darn short at 8 pages but it still crams a lot in – this is definitely still the era where the DM was meant to come up with a lot of stuff
  • On to G2 next!
Image Information

From left to right in all pictures, US 3rd print, UK print, Australian print.

Date Information – July 1978

The dating of this one is fairly clear. The 3 G modules were used for the tournament which ran at Origins ’78 and put on sale immediately after the end of the tournament. So July it is. You can read a bit about it on DriveThruRPG. More info at The Acaeum.

Further timeline information:

  • Ads in June and July Dragon mags for Origins (July) saying D&D tourney modules (and Gamma World) will be available at the booth and Players Handbook available at GenCon (August)
  • G’s were played at Origins in July
  • G’s have Lizard logo (1st print)
  • Gamma World has Lizard logo (1st print)
  • Judges Guild Journal Issue 10/S June/July lists the G’s and Gamma World for sale
  • Players Handbook available in August with Wizard logo (1st print)
  • Ad in August dragon mag saying PH is available
  • D’s were played at Gencon in August
  • D’s have Wizard logo
  • second print of PH has date of September and Wizard logo
  • the ad in the Oct Dragon for the G’s says they’re available and 3 more (the D’s) to be made available at GenCon (plainly should have been in an earlier issue – but then it’s always hard to figure out the lead times of the Dragon mags)

Castles & Crusades Codex Week

The Other Side -

I have been reading a lot of history over the last couple of years.  Mostly for my own enjoyment and education and partly to provide better Witch Tradition books and One Man's God posts.  So it has been with great enjoyment that I have been reading Brian Young's Codex series for Castles & Crusades.

Castles & Crusades Codex

While they are overtly Castles & Crusades books I have found they are usable and have useful information for just about every game; especially original D&D/AD&D games and the OSR clones they are based on (of which C&C is one of the biggest). 

Castles & Crusades CodexI have been meaning to do a review of them forever, or at least since 2016.  With the release of the Codex Egyptium and the second printing of the Codex Celtarum, I thought what better time than now.

You can read my reviews of the first printing of the Codex Celtarum and the Codex Classicum.  Having already spent some time with them all I can say that Brian Young brings his Ph.D. level skills to the task of uncovering these myths, legends, and history and brings them to your game table.  That's not hyperbole by the way.  Dr. Brian Young does have a Ph.D. and he is working on a second one if I recall right.

On tap for this week are:

I am also going to give these a bit of One Man's God.  Or more to point I'll at least look at them through the same lens of my One Man's God posts.

Should be a fun romp through the history of our world.

Mythos on the Miskatonic

Reviews from R'lyeh -

New Tales of the Miskatonic Valley was published in 2008 by Miskatonic River Press. Under the aegis of the late Keith Herber, this anthology would breathe new life into the revered Miskatonic Valley setting for Call of Cthulhu and new life into Call of Cthulhu itself at a time when the venerable roleplaying game’s publisher was not able to fully support it. Both this anthology, and its sequel, More Adventures in Arkham Country, would provide a platform for a new generation of new authors for Call of Cthulhu, many of whose previous works had appeared in Chaosium, Inc.’s long-running series of Miskatonic University Library Association monographs. In terms of content and look, New Tales of the Miskatonic Valley was inspired by the original series of supplements dedicated to Lovecraft Country that Chaosium had published in the nineties, but it had its own look that was fresh and clean, and overall, it felt like the hobby had a publisher for Call of Cthulhu who actually liked Call of Cthulhu once again. Sadly, Miskatonic River Press closed in 2013, its fifth and last book released being Tales of the Sleepless City. All five of its Call of Cthulhu supplements would go on to become collectible.

Fortunately, New Tales of the Miskatonic Valley, Second Edition, was published in 2020, this time by Stygian Fox. The British publisher has updated the anthology to Call of Cthulhu, Seventh Edition and upgraded it to be full colour, with new maps, handouts, and illustrations, and in hardback format. The new edition has also increased the scenario count from the original’s six to seven, with the inclusion of an all-new scenario from Seth Skorkowsky. This is a collection which will take a Keeper and her players up the Miskatonic Valley, from Arkham to Dunwich and back again via Foxfield to dream-spoiled Kingsport and sea-sodden Innsmouth—the latter the new addition—and so provide both with delicious slices of dark and dangerous horror.

New Tales of the Miskatonic Valley, Second Edition opens with a poignant forward from Tom Lynch, the head of Miskatonic River Press, before presenting his ‘The Reeling Midnight’. This is the first of two Arkham-set scenarios in the collection, a piece of louche detective legwork which emphasises interaction and investigation rather than academia. The Wilcoxes are worried that their son, Eugene, is hanging around with the wrong crowd and attending scandalous parties hosted by Hungarian nobility émigrés. They fear the daughter is a gold digger and hire the investigators to look into both their son’s activities and hers. The scenario opens up with a big set piece at one of the parties—the first problem being to get an invitation—which gives the players and their Investigators lots of attendees to interact with, and the Keeper a fun cast to portray. The investigation is nicely detailed and the scenario has a nasty sting in the tale, but ‘The Reeling Midnight’ is primarily a criminal investigation which the Mythos seems to slide into rather than necessarily be the driving force. It possesses a pleasing physicality and would work as an introduction to the Mythos along the Miskatonic Valley.

The second Arkham-set scenario is ‘Wasted Youth’ by Christopher Smith Adair. Again, this possesses both a physicality and a nasty, if not nastier, sting in the tale than ‘The Reeling Midnight’. The physicality here differs though, for it involves a ragged, often grueling chase across the countryside forcing the players to roll checks for skills that their Investigators are unlikely to possess given the typical intellectual, technical, or pugilistic bent of most. This forms the climax of the scenario which begins with Arkham being beset by a rash of dangerous juvenile delinquency, including acts of murderous violence and vandalism. The investigation is made all the more challenging by the fact that it involves children as both victims and protagonists, this also its sting in the tale, as it means directly confronting them. Children being involved may mean it is difficult to get the Investigators involved, but once they are, this is an effectively horrid affair.

Oscar Rios’ ‘Spirit of Industry’ takes the Investigators to Dunwich on a ghost hunt in the company of a journalist (who appeared in the earlier ‘The Reeling Midnight’) in search of a scoop—an old sawmill is reputed to be haunted and there is a reward for proof of the existence of ghosts. This is not necessarily a Mythos scenario in the classic sense, being more like the Stephen King story, ‘The Mangler’, in that the sawmill is possessed and malignly so. However, this is set against the pervading sense of bucolic unease which suffuses through Dunwich, whether from the town’s all too knowing inhabitants or the all too unknowing ones. The scenario is likely to involve two brutal, and potentially, bloody climaxes, but even offers the possibility of a happy ending.

A happy ending is unlikely in ‘Proof of Life’ by Keith Herber. This is set in the small town of Foxfield—introduced here in the pages of New Tales of the Miskatonic Valley—where a disagreement between local farmers and the town supervisor over whether or not to log nearby forests has escalated into blows and a death threat! Investigation reveals that the town supervisor is hiding something and even acting oddly, but the Investigators will need to navigate their way between the town’s factions and interview many of the townsfolk to get this far. This is a type of story which has been told before, that of a Mythos entity or race protecting its long-held presence in an area which annoying ape descendants are now encroaching upon. Fortunately, the scenario never quite tips into cliché, but the motivations of the Mythos threat feel underwhelming given the length to which they go to protect their interests and the monstrous effect this has on the town supervisor and his family.

Oscar Rios’ second contribution to the anthology is ‘Malice Everlasting’, which is the first of two scenarios set in Kingsport, City of Dreams. Like the earlier, this is a tale of possession and possession of a teenage antagonist, but it comes with a classic Lovecraftian ‘revenge from beyond the grave’ plot. There is nothing childish about this villain as he unleashes his revenge upon the descendants of those who hunted him down and executed him in the seventeenth century by striking them suddenly blind. As the Investigators get closer to making this connection, they come to the attention of the antagonist, who begins to hinder their progress to varying degrees—as both eager ally and vengeful villain. The weakest point of the scenario is when that connection is made, and it could have been better handled. Otherwise, this is an excellent combination of investigation and desperate action which climaxes with bang—a summoning of Y’golonac. Unlike ‘Wasted Youth’ where the Investigators are likely to have proof of the antagonists’ actions (or at least witnesses), here they do not, and ultimately, they will be faced by a dilemma which if they get wrong will land them in prison—or worse.

The second scenario set in Kingsport is ‘The Night War’ by Kevin A. Ross, which takes full advantage of the port’s reputation as the city of dreams. Inspired by the works of William Hope Hodgson, the Investigators begin experiencing seemingly realistic nightmares in which they fight in the trenches of the Western Front, night after night, men and women, quickly followed by the rest of Kingsport. The action switches back and forth over the course of several days and nights, the Investigators spending their nights surviving and hunting for clues in this unreal landscape haunted by monsters unknown on the battlefield, and their days following up on those clues in the hope that what they find out will help both them and the people of Kingsport back in the nightmare. A darker and grander depiction of a Dreamlands than that typically seen in Call of Cthulhu, its subject matter and its staging, imposing and perhaps heavy-going rather than delicate, may be off-putting for some players. Seen though as a desperate mission to save a man’s mind in somewhere the Investigators either never thought they would return to or even thought they would have experienced, and the scenario is an interesting take on what a Dreamlands scenario could be like.

New Tales of the Miskatonic Valley ended with ‘The Night War’, but New Tales of the Miskatonic Valley, Second Edition has one more scenario. This is ‘A Mother’s Love’ by Seth Skorkowsky, which brings crime to Innsmouth. The Frog Gang, led by Tobias ‘Frog’ Sisk, has robbed a local bank and hightailed it into his hometown of Innsmouth, with the local police and Federal agents on their tail. The officers of the town’s police department are prepared to help—to an extent—but their main motivation is avoiding bringing further attention to Innsmouth and its secrets. Not the first time that crime has come to Innsmouth—it did that in ‘The Innsmouth Connection’ from Before the Fall, but to much lesser effect. ‘A Mother’s Love’ is a short, slightly strange investigation that will quickly lead to a blazing shootout between the Innsmouth Police Department, the Federal Agents, and the survivors of the Frog Gang. Of course, if the Federal Agents learn too much, it could turn into a shootout and clawfest between them and the Innsmouth Police Department (as well as others). Unlike the other scenarios in the anthology, ‘A Mother’s Love’ is best suited as a one-shot, perhaps as a prequel to Escape from Innsmouth, as it works best with one Investigator being a member of the Bureau of Investigation and so is more difficult to work into a campaign. ‘A Mother’s Love’ is punchier than most scenarios set in Lovecraft Country, but it has a nice sense of tension to it though, whether that is between the Federal Agents and the Innsmouth Police Department, or between what the players are likely to know and their Investigators otherwise.

Physically, New Tales of the Miskatonic Valley, Second Edition is hit and miss, though more hit than miss. Behind the bland cover, the layout is clean and tidy. It needs a slight edit in places and the illustrations vary in quality, some of them bland and muddy, some of them decent, plus the internal cartography is more serviceable then characterful. Unfortunately, the colour artwork in this second edition does not have the charm of the pen and ink illustrations of the original. However, the regional cartography is decent, the handouts are excellent—especially the newspaper articles which are hidden in full page handouts, and town vistas of Arkham, Dunwich, Foxfield, Kingsport, and Innsmouth that preface their respective sections, are handsome indeed. Included in the new hardback is a set of six pre-generated Investigators (including one from my hometown) which again, are decently done and all on a new, alternate version of the Investigator sheet for Call of Cthulhu, Seventh Edition.

New Tales of the Miskatonic Valley was the best supplement published for Call of Cthulhu in 2008. In fact, it was the best release for the roleplaying game since 2007’s Secrets of Kenya and 2006’s Tatters of the King. It gave a platform for new voices and new ideas for Lovecraftian investigative roleplaying and proved that the then new rash of third-party publishers could produce content that was mature and sophisticated. Not every scenario in New Tales of the Miskatonic Valley could be regarded as perfect in 2008, or indeed perfect with the publication of the second edition in 2020, but it was an audacious debut. New Tales of the Miskatonic Valley, Second Edition returns that audacity to print, bringing back support for Lovecraft Country just as it did in 2008.

Contrition Through Conflict

Reviews from R'lyeh -

Since 2018, the Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s annual ZineQuest event, of which The Drain was published following a successful Kickstarter campaign as part of ZineQuest 3. Written and published by Ian Yusem, this ashamedly steals the signature feature of Goodman Games’ highly popular Dungeon Crawl Classics Role Playing Game and adapts it to the far future of the MOTHERSHIP Sci-Fi Horror Roleplaying Game. This feature is the concept of the Character Funnel in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. The result is a bloody, brutal scenario which can used as one-shot or as the means to create a set of ready-to-play Player Characters complete with shared backgrounds, histories, and relationships.
The Drain: A Funnel Adventure for use with MOTHERSHIP Sci-Fi Horror RPG sends the Player Characters into the hellish battlefield aboard the Within Wheels, a colony ship broadcasting the heresy of the 3rd Testament across the universe in order to retrieve a legendary religious relic—and this is not the grim and perilous future of Warhammer 40,000 and the Player Characters are not even soldiers or necessarily trained to fight. Instead they are prisoners, serving time for crimes they definitely did commit, their sentences being executed by corporate jailors, PrayCo. As the ship they are aboard, dodges its way through the ring of scavenging and salvage vessels, warships, and the wrecks of civilians which have already tried to get through, the Player Characters are given a choice—fight their way down through the four decks of the Within Wheels to its Command Centre and there recover whatever is broadcasting the 3rd Testament and return it to PrayCo. In return, the Player Characters will have their sentences commuted.
The digital version of The Drain comes with a set of pre-generated Player Characters, but the scenario includes quick and dirty rules for creating prisoner Player Characters. Being Level Zero, they have no Class, low stats, an absolute minimum of Hits, minimal responses to Stress Checks, and no skills. What a Player Character will have is a conviction for a crime, a single possession, and a piece of materiel which may or may not help him survive the assault. As with a Character Funnel for the Dungeon Crawl Classics Role Playing Game, the latter is generated randomly, and if the crime is Android related, the Player Character is an Android. In addition, each prisoner is made to wear a PrayCo tinsel halo battle uniform and a Command Collar. The latter will explode if the Player Characters get too far away from each other! The players are expected to create three or four five of these characters.
Name: Bracket (Android)Crime: Domestic InsufficiencyClass: None Level: 0AttributesStrength: 20 Speed: 25 Intellect: 30 Combat: 25SavesSanity: 25 Fear: 50 Body: 25 Armour: 25Hit Points: 25
SkillsTrained (+10%): Theology
Loadout: Tinsel halo, flyswatter, flare gun 
NotesFear saves made in the presence of Androids have disadvantages.
The flight through the ring of scavenger and warships can be handled using Wrath of God, but either way, The Drain begins with the Prison Soldiers at the top of the Within Wheels, in a series of trenches, opposing forces of the farmer-martyrs occupying the other trenches. Thus the scenario begins in a scene out of the Great War, right down to poison gas rolling across the battlefield. But from here it can only get worse. There are signs of battle everywhere, including a church full of refugees hoping for an armistice, a military dropship still tethered to the colony ship, but trying to get away, signs of the overengineered environmental collapse that forced the colonists to turn to their strange faith, an amusement park adjusted to be full of fire and brimstone warning, and more… 
Along the way there are encounters to be had with other Prison Soldiers, who may be as bad as or even worse than the Player Characters, Corporate Operators with plans of their own, Pilgrim Irregulars determined to protect the 3rd Testament, and worse. The Warden is also provided with a standard set of random events and features tables, as well as tables for every location, and a pair of general tables searching the area or looting the body, discovering equipment caches. The latter will be very useful given the minimal amount equipment the Prison Soldiers are given at the start of their mission. Of course, they have to survive long to find these caches… Either way, the tables will drive a lot of the game play in The Drain, as will the interaction between the multiple Player Characters.
Physically, The Drain is decently presented and organised. It needs a slight edit in places, but every location is given a good half page at least, and the set-up is nicely explained. The artwork suits the raggedy feel of the hell aboard the Within Wheels.
If the Player Characters deliver on their mission, then PrayCo delivers on its promise and that makes for a refreshing change—inserting an inevitable betrayal would have been boring. There is potential for a sequel though, with Meat Grinder, which together with The Drain and Wrath of God forms The Inferno Trilogy. If there is an issue with The Drain, it is perhaps that the description of its McGuffin feels underwritten, so the Warden may want to develop that.

The Drain serves up exactly what a Character Funnel should—a brutal, bloody experience in which survival is an achievement in itself. It combines war-as-hell with the dark horror of heresy and creates Player Characters with memorable back stories for Mothership Sci-Fi Horror RPG in the process. 

—oOo—
An Unboxing in the Nook video of The Drain can be found here.

Magazine Madness 10: Parallel Worlds #01

Reviews from R'lyeh -

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickstarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

The inaugural issue of Parallel Worlds magazine was published in September 2019. It contains no gaming content as such, but rather discusses and aspects of not just the hobby, but different hobbies—board games, roleplaying games, computer games, and more. Unlike later issues, for example, Parallel Worlds #21 and Parallel Worlds #22, this first issue is very much about games, and that is not necessarily a bad thing if something interesting is said about them. Unfortunately, that is not always the case in Parallel Worlds #01, but the issue contains some interesting articles and they do possess a degree of brevity which makes the issue as a whole a quick read. Of course, Parallel Worlds #01 is readily available in print, but all of the issues of Parallel Worlds, published by Parallel Publishing can also be purchased in digital format, because it is very much not back in the day of classic White Dwarf, but here and now. 
Parallel Worlds #01 opens with an interview with Isaac Childres, the designer of Gloomhaven, one of biggest—quite literally—boardgames published in the last few years. It is quite a lengthy piece and nicely captures the designer’s enthusiasm for creating and playing games. What is interesting in the piece is the discussion of the influences upon the design, which include Dungeons & Dragons, Fourth Edition, and it includes a range of illustrations which should intrigue the reader to take a closer look at Gloomhaven. The other board game-focused piece in the issue is ‘Tiny Epic Mechs’, part of the magazine’s ‘Tabletop Games’ series of articles. Christopher Jarvis’ article is actually a review of the arena-set game of ’mech combat published by Gamelyn Games as part of its Tiny Epic series, which packages big games in small boxes and thus delivers greater game play than their size readily suggests. In comparison to the other games in the line, and there are plenty of them, Tiny Epic Mechs, is short and punchy in its game play and does not necessarily lend itself to telling an epic story. Nevertheless, the review is informative and again, should point the reader in the direction of the line.
Unfortunately, these decent articles are followed by a pair of frustratingly bad and unhelpful articles, both by Connor Eddles. In ‘Box Full of Knives: Why Dungeons & Dragons needs to step away from its wargaming roots’ he complains that Dungeons & Dragons, Fifth Edition is a ‘box full of knives’, that its mechanics are too focused on delivered the means to kill things and take their loot and not enough on providing the tools to provide stories. There is some validity to the argument, but the author completely ignores how far Dungeons & Dragons, Fifth Edition has come in supporting both roleplaying and storytelling in its rules in comparison to the Dungeons & Dragons of 1974 and even the Dungeons & Dragons of the year 2000. Likewise, he complains that Dungeons & Dragons, Fifth Edition has too many rules and not enough tools, and again, he ignores how far the game has come. Admittedly, in either case, it is not as far as other roleplaying games, but the shift is there. Further, he ignores the then reality of the situation with regard to Dungeons & Dragons, Fifth Edition and Wizards of the Coast, that in 2019, there was no real possibility of the world’s premier roleplaying game necessarily going in the direction he wants. Despite stating that a proper critique of the system that is Dungeons & Dragons, Fifth Edition requires the reader to go back and look at where it all began, he completely fails to do so. Similarly, whilst stating that, “This article may look like yet another hit-piece on the 5th Edition of D&D (often referred to as ‘5e’) but accusation would only be half correct.”, never fully addresses the other half that is not a ‘hit-piece’, never really offers concrete or helpful solutions, and ultimately the piece reads like a wishful whinge that Dungeons & Dragons was different.
‘Call of Cthulhu – Intermediate Frustration: The Call of Cthulhu Starter Set’ is not so much a review of the Call of Cthulhu Starter Set, as a review of Connor Eddles’ experience of running it and his impression of it. The review is profoundly uninformative and unhelpful. It does not tell the reader what is in the starter set and it does not give any context to what is in the starter set and it ignores who the starter set is for, instead complaining that its cover is reminiscent of Scooby Doo, that one of the pre-generated Investigators has a silly name, and that adventures are written in what is to him a heavy style that he does not use. Of these three issues, he has a point about the silly name—Nevada Jones—for the pre-generated Investigator, but of the other two, they are dubious points upon which to base a whole review, and whilst the author is entitled to his opinion, the result, as in his previous article, is unbalanced and uninteresting.

The coverage of Lovecraft continues with ‘H.P. Lovecraft, 100 Years On’ by Ben Potts, but not before Allen Stroud fills up two pages with a ‘Mini of the Month’ which looks at a thirty-year old miniature of an elf from Grenadier. Despite needing an edit, Ben Potts’ article is balanced and interesting, serving as decent introduction to the author, his works and his failings, and gives both context to his writings and his influence. Especially if the reader knows nothing about H.P. Lovecraft.
Allen Stroud’s ‘UK Games Expo 2019’ takes the reader on a guided tour of the United Kingdom’s biggest gaming convention. It captures the scale of the event, highlighting the number of attendees, the breadth of stalls and exhibitors present, and the array of events staged across the weekend. Supported by numerous photographs, the article brings the event to life and really makes the reader want to attend. This of course, was pre-pandemic, and so they would have been unable to until UK Games Expo came back in a much-reduced capacity in 2021. Hopefully, it will return in 2022 and be as good as this article describes it was in 2019.
‘Call of Demons’ by Allen Stroud both continues the issue’s Lovecraftian theme and presages the issue’s coverage of video games. It brings the horror of the Mythos to a virtual world in a short and enjoyable piece of would-be military action. The first of the articles on video games is both the longest in the issue and the longest. Tom Grundy’s ‘Promising the Stars: The three biggest space games of the 2010s’ examines the promise and expectations of the three big, spacefaring computer games of the tweenies. These are Elite Dangerous, No Man’s Sky, and Star Citizen, and all three are explored in some depth and detail, looking at their high points and their low, and seeing whether they have delivered. The truth is that none of them quite have, and they remain in various states of playability, from the complete No Man’s Sky to the yet to be fulfilled Star Citizen. The author makes the case for each one and again makes the reader want to investigate more. Perhaps the article could have suggested the ways in which to do so, but otherwise, this is an enjoyable article.
The second article about video games in Parallel Worlds #01 is by Thomas Turnbull-Ross. ‘Two Knights & their Hollow Souls’ is a comparison of two games, Dark Souls and Hollow Knight, drawing together the similarities of their worlds, their lead characters, and their game play. It is not quite as interesting as the previous article, but nevertheless, a good read. Rounding out the issue is Allen Stroud’s ‘Review: Blood of an Exile’, a decent review of the first book in the fantasy trilogy by Brian Naslund.
Physically, Parallel Worlds #01 is printed in full colour, on very sturdy paper, which gives it a high-quality feel. It does suffer from a lot of white space and one or two of the articles do feel stretched out.
Apart from the misinformative misfires from Connor Eddles, Parallel Worlds #01 is a solid, first issue. It sets out what its aims are, that of the exploration of the parallel worlds of our imagination, and then takes the reader there in a range of mostly informative and interesting articles.

[Friday Faction] Game Wizards

Reviews from R'lyeh -

Jon Peterson begins his latest book, Game Wizards: The Epic Battle for Dungeons & Dragons at exactly the point where his previous book, The Elusive Shift: How Role-Playing Games Forged Their Identity, left off—that history repeats itself. The Elusive Shift explored the debate as to what a roleplaying game is and what roleplaying is, and not only how that debate was settled, but also how it has been repeated by successive generations of gamers since the first decade or so that we have had roleplaying as a hobby. In Game Wizards, Peterson examines the creation of Dungeons & Dragons and the first decade or so of how it became the foundation of the business that was TSR and how the feud between the game’s co-creators, E. Gary Gygax and Dave Arneson, would ultimately lead to their ousting from TSR, and following a debt crisis, the company’s takeover by Lorraine Williams. This was not a dissimilar pattern that Charles S. Roberts had followed in his founding of the board wargaming company, Avalon Hill, and its subsequent sale to a creditor a decade before the founding of TSR. Neither Roberts, and certainly not Gygax and Arneson set out to make a great deal of money, but in the case of Gygax and TSR, as much as they were unprepared for it, they did. Dungeons & Dragons would become a cultural phenomenon and long after the death of its co-creators, in the hands of Wizards of the Coast, become a highly profitable intellectual property. Of course, the story of how Gygax and Arneson created Dungeons & Dragons has been told many times, but in that telling the story has become mythologised and what really happened coloured by the personalities and the feuds between them. Peterson goes back to the source documents—letters, agreements, share evaluations, and even court depositions—to get a first-hand, as it happened account and thus cast Legend Lore on the first decade of TSR.

Also published by The MIT Press, Game Wizards is not a book about the evolution of Dungeons & Dragons—the author’s Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games is a better book for that—it is where this book starts. Before that, it recounts how Gary Gygax and Don Kaye form Tactical Studies Rules to self-publish games, with Brian Blume providing capital and becoming an equal partner with the death of Kaye, and then Gygax develops Arneson’s concepts with his own and creates Dungeons & Dragons. The key document and really the starting point for the book, out of which would stem the feud between Gygax and Arneson over who created what and how much was owed to whom, is the copyright and royalties agreement they signed in early 1974. Like Gygax and Arneson, and eventually their lawyers, Game Wizards returns to this document as well as the issue of who owns what shares in TSR again and again in its pages.

Once TSR is founded, Peterson rolls through its history year-by-year, from 1974 until 1985, charting its rise and fortunes. At the end of each year he lists various indicators, such as revenue, number of employees, stock evaluation, and Gen Con versus origin attendance figures—the later being a particular bone of contention with Gygax. Listed here also are the sales rankings as presented by Howard Barasch of SPI in comparison with both SPI and Avalon Hill, tracking how the company went from ‘Other’ to first place, and then looked back. There are small moments of humour here as well, such as ‘Players Eliminated: Heritage’, referring to the miniatures and games company that was an early rival for TSR. These chapters also track the relationship between Arneson and Gygax as it goes from friendly to standoffish into outright adversarial with Gygax having TSR’s lawyers altering how Arneson can be referred to on projects from other publishers and Arneson even accepting the H.G. Wells Award for ‘All Time Best Role Playing Rules’ at the Origins convention in 1978 when it was clearly meant for Dungeons & Dragons and its publisher, TSR, Inc. Once the feud become litigious—and it does very quickly, Game Wizards brings in numerous court documents and begins to chart the effect of the litigation of both the case between Arneson and TSR (Gygax), and all too often, other employees at TSR. The year-by-year telling of the history, together with the figures at the end of each year, gives the story a game like feel, and that, together with the back and forth between Gygax and Arneson reads like a very personal game of Diplomacy, almost played out across the whole of the hobby, culminating in the infamous ‘The Ambush at Sherdian Springs’ in 1985.

Peterson makes the point that the infamous disappearance of James Dallas Egbert III and its widespread publicity—often at the hands of the private investigator, William Dear, would give Dungeons & Dragons and thus both TSR and Gygax press coverage like never before. It would fuel increased interest in the game and lead to a massive boost in sales. The ensuring Moral Panic surrounding the controversy of supposed Satanism in Dungeons & Dragons would do the same. The resulting sales would lead to the rapid expansion of TSR, not just in terms of turnover, but also growth, staff and corporate acquisition, and ambition. The company might have weathered the increase in the number of staff from less than thirty to several hundred, the purchase of Greenfield Needlewomen, and Gygax’s excursion to Hollywood on their, but all together? It is clear in Game Wizards that TSR was ill-equipped to manage that number of people, and the nepotism which run rampant did not help. Of course, in its early days, members of both the Blume and the Gygax families were employed out of necessity, but in the early eighties, the Blumes employed their in-laws too, often to disastrous effect and with no comeback. Purchases like that of Greenfield Needlewomen, would amount to nothing, and although the fondly remembered Dungeons Dragons Cartoon would result from Gygax’s time in Hollywood, little else did. Meanwhile, the raising of wrecks from Lake Geneva and the sponsorship of the US Winter Olympics team simply wasted money. Together though, it meant that TSR and its management, led by Gygax and the Blues were ill prepared to when the downturn in the economy in the early eighties hit…

Throughout, there are fascinating asides and missed opportunities. For example, the combination of TSR deciding to step out of the miniatures field and the proposed purchase of Games Workshop—the early distributor of Dungeons & Dragons in the United Kingdom before the establishment of TSR UK—by TSR, never coming to pass, would mean that the British company would be free to pursue its own path. If it had happened, the history of the British hobby would have been very different, there would probably have been no Warhammer or Warhammer Fantasy Roleplay, and probably a much more polarised hobby in the United Kingdom as a result. There are indications too of just how small roleplaying companies were during this period, certainly in comparison to TSR, which is often something that we forget, enclosed as we were back then (and still are to an extent) in the closed bubble of the hobby.

Ultimately, what we have in Game Wizards is a clash of personalities unwilling to concede to each other. Gygax wants to protect what he has built and provide for his family, but cannot balance his desire to simply write and create against the desire to maintain control of a business that he co-founded but was ill-suited to run. His brilliance lay in proselytising Dungeons & Dragons and bringing people together just as he did in the early days of TSR—he was a facilitator, not necessarily a businessman. Arneson wants to be recognised and paid his dues, and though ultimately he would be, in Game Wizards he is often shown as his own worst enemy. A font of creative ideas who did not respond well to either editing or criticism, and who comes across as petulant and a poor team player. Whereas Gygax’s posturing and protectionism, which would often drive much of both the hobby and the industry to side with the insecure Arneson, feels petty and vindictive. Similarly his feuds with other creatives and even with the Origins convention over which was bigger—Origins or Gen Con, possess a pettiness which has been lost in the retelling of his legend. If both Arneson and Gygax are far from perfect, they are not the villains of the piece. The Blumes—Kevin and Brian—fill that role, especially with the extent of the nepotism that saw them employ their extended family and grant them often ridiculous privileges. The reputation of the Blume brothers has long suffered in the telling of the history of TSR, and despite their seeding the company with start-up capital back in 1974, Game Wizards does them no favours.

Surprisingly, the biggest villain of all in the history of TSR, is revealed in Game Wizards to be anything but that! The reputation of Lorraine Williams, admittedly never a gamer, has perhaps been poorer than that of the Blume Brothers. Here she steps in at the last minute as the saviour of TSR from bankruptcy, working with the Blumes to oust Gygax lest he remain in control and unfortunately inflict more damage upon the company.

Throughout, Peterson draws from numerous documents and sources, including fanzines, convention programmes, news articles, and court documents and financial reports. This often gives the telling an impersonal feel, which histories with more personal recollections would obviously lack, but he counters this numerous quotations from letters between Gygax and Arneson, and then Gygax and Arneson with others. This gives Game Wizards its personal touch and immediacy whilst at the same avoiding the issues that might arise through recollection and adherence to any orthodoxy or mythology attached to its subject matter.

Game Wizards ends in 1985, covering just the first twelve years of TSR’s history. It would have another twelve before being bought out by Wizards of the Coast in 1997. These years—and those after—are only treated briefly in Game Wizards and even though the author’s aim is tell the story of the relationship between Arneson and Gygax and the first twelve years of TSR, the book feels incomplete because of it. Fortunately, Slaying the Dragon: A Secret History of Dungeons & Dragons by Ben Riggs will cover this period. Like the earlier The Elusive Shift, it would have been nice to have included some thumbnail bibliographies of the men and women whose story is told in Game Wizards. Without them, this is very much a book for those already knowledgeable about the leading figures of the hobby in its early days and what they did.

Game Wizards: The Epic Battle for Dungeons & Dragons is a fascinating read and anyone with an interest in the history of roleplaying should read it. The reader will come away with the impression that the original and premier roleplaying game still today, was created by two imperfect men, and whether because of their foibles, or in spite of them, their influence is still felt today. With Game Wizards: The Epic Battle for Dungeons & Dragons, Jon Peterson has slain the mythology and the orthodoxy by going back to source to give us a clearer, almost Shakepearian history of E. Gary Gygax, Dave Arneson, and TSR, Inc. than we were aware of.

Crowdfund Your Weekend!

The Other Side -

Today's weekly KickstartCrowdfund Your Weekend looks at projects beyond Kickstarter. 

Mistletoe Massacre - Horror Comedy Slasher Film

Mistletoe Massacre

https://www.indiegogo.com/projects/mistletoe-massacre-horror-comedy-slasher-film#/

I love Indie horror movies and this one looks like a lot of fun.  They are crowdfunding, which is also fun.  I have participated in crowdfunded projects like this before and it is cool to see your name on the screen under "thanks!"

Seriously though, check this out and give what you can.  I know a lot of you love horror films as much as I do. So help them out, get a fun new horror flick and some memorabilia too!  The signed poster looks nice. 

Bundle for Ukraine

Bundle for Ukraine

https://itch.io/b/1316/bundle-for-ukraine

Another RPG Bundle from Itch.io.  This time they are raising $4M+ for aid to Ukraine.

For $10 you get $992 pdfs/games from 733 creators.  That's a hell of a deal.


Both of these are very worthy so check them out!

Friday Filler: Captain Sonar

Reviews from R'lyeh -

Some games have table presence. They simply look good out and set up—even before anyone sits down to play. For example, the Spiele des Jahres award winning Colt Express is a fun game to play, but with its slot-together Wild West train, great artwork, and individualised Meeples, it really looks great on the table. Similarly, Captain Sonar looks good when set up and ready to play, but its actual table presence is incredibly simple and is really down to a pair of large dividing screens and the number of players. Published by Editions du Matagot, Captain Sonar is a cat-and-mouse game of co-operative hidden movement and deduction played in real time by two teams. Each team is control of a state-of-the-art submarine-and as the Captain, the Chief Mate, the Radio Operator, and the Engineer, you work together to manoeuvre your boat, keep it from breaking down, determine where the enemy is, and then blow it out of the water by launching torpedoes and dropping depth charges. It can be an incredibly tense experience, quickly switching from barked orders to whispered responses and back again, and if a team wants to defeat their rival submarine, they must co-operate, listen to each other, and listen to their rivals to locate exactly where they are.

Captain Sonar is designed for two to eight players, aged fourteen and up, and can be played in less than an hour. The components consist of two sets role sheets, two transparent sheets, eight erasable marker pens, and two screens. The role sheets are divided between the game’s four roles, with the First Mate and Engineer receiving the same role sheet each game, and the Captain and Radio Operator using a different one depending which scenario is being played. There are five scenarios in the game. In addition, each role sheet is double-sided, the side used depending on the game’s mode. One mode is for real time play, the other is for turn-by-turn play. The two screens are large, four-panel affairs and are illustrated with a scene on the bridge aboard a submarine. They are intentionally difficult to see over and their artwork really gives the impression of being aboard a submarine. Their combination of artwork and size is one factor giving Captain Sonar its presence at the table. The other is the number of players and the number of chairs they need and a reasonably sized table. Captain Sonar can be played with just two players, each controlling their respective submarines, or played with teams of two, three, or four players. With one, two, or three players on either side, some of the game’s roles have to be combined, and with fewer players, the game played turn-by-turn rather than in real time. However many the number of players, Captain Sonar has a presence at the table—and that only increases the more players there are.

The four roles in Captain Sonar are Captain, Chief Mate, Radio Operator, and Engineer. The Captain begins each turn by announcing out loud the direction in which the submarine is going to move—north, east, south, or west—one space and plots that on the Captain’s sheet. He cannot announce another move until both the First Mate and the Engineer have given him a verbal ‘Okay’. The Radio Operator’s sheet is identical to that of the Captain—on both teams—and it is his job to listen into the directions given by the opposing Captain on the other side of the screen and map them on a transparent sheet which is placed over his role sheet. By successfully marking down the directions and adjusting this overlay so that it ignores obstacles such as islands and mines, the Radio Operator may be able to deduce where the enemy submarine is.The First Mate’s task is to monitor the submarine’s equipment—Mine, Drone, Silence, Torpedo, Sonar, and Scenario specific item—and alert the Captain when it is ready to activate or launch. Each piece of equipment has a gauge and when the Captain announces the submarine’s movement, the First Mate fills in one space on one of the gauges. When one is full, he announces it as ready. Again, this done out loud. At any time, the Captain can launch a Torpedo or drop a Mine, and then later detonate a Mine. If a Mine or Torpedo detonates adjacent to the enemy submarine, it inflicts a point of damage, two on a direct hit. He can also activate the Silence and send his submarine up to four spaces away in any direction in a straight line. This also erases the track which the Captain has been tracing on his sheet, which is important the submarine cannot cross its track. The First Mate can launch the Drone and ask the enemy Captain if his submarine is in particular sector, and he has to answer truthfully; he can activate Sonar, which will force the enemy Captain to provide him with two pieces of information about his submarine’s position (either row, column, or sector), though one of them is false; and the Scenario varies according to the map being played.

Lastly, the Engineer is in charge of keeping track of the breakdowns which occur as the Captain orders the submarine in different directions. His sheet consists of the submarine’s systems indicated by various symbols—‘Mine + Torpedo’, ‘Drone + Sonar’, and ‘Silence + Scenario’, plus ‘Radiation’—divided across four boxes corresponding to the cardinal directions in which the submarine can travel. When the Captain declares a move, the Engineer must mark off one of the symbols in the corresponding box. If any ‘Mine + Torpedo’, ‘Drone + Sonar’, or ‘Silence + Scenario’ is crossed out, then none of the corresponding systems work. If all of the symbols in a box are crossed out, the submarine suffers a point of damage, and likewise, if all of the ‘Radiation’ symbols are crossed out, the submarine suffers a point of damage. It is part of the Engineer’s role to communicate this damage back to the First Mate and Captain, since it limits the direction in which the submarine can move and what systems can be used.

Fortunately, a submarine can be repaired. When all of the symbols in a box or the ‘Radiation’ symbols are crossed out, repairs can be carried out, the damage is erased and the submarine can use all of the systems and movement directions again. The submarine still suffers a point of damage in either case. Alternatively, the Captain can command that the submarine will surface. This erases all damage, but to do that, the Captain, the Chief Mate, the Radio Operator, and the Engineer has to take in turn to draw around one of the four sections of the submarine marked on the Engineer’s role sheet, making sure to remain in the white border. Once done, the enemy Engineer must verify it has been done correctly, and if so, the damage is erased, the submarine can dive, and begin hunting for the enemy and start a new track. If not, everyone has to do it again until it is…

In the meantime, what is the enemy submarine doing? Since Captain Sonar is played in real time, the enemy submarine is steaming towards the very sector where your submarine is on the surface effecting repairs. So no hurry then… Or rather try not to panic, because that enemy submarine could be really, really close and have a mine or torpedo ready! This is when Captain Sonar gets really tense.

Play continues like this until one submarine has suffered four damage—whether from Mines, Torpedoes, or that inflicted on its various systems, and is destroyed. In which case, the other submarine and its crew (and thus the players) are the winners.

Captain Sonar can be played in two mode—turn-by-turn or real time. Both are fun, and turn-by-turn can be used as means of teaching the game if necessary, but the game comes alive when played in real time. For that, you need a minimum of five players, but really—really—Captain Sonar comes alive with the full crew complement of eight players. Not only that, it comes alive and you can really imagine yourself in a submarine, having turned the light down low and have some submarine noises playing in the background, not knowing where the enemy is, but hunting them, and knowing they are in exactly the same situation.

This though, is only the standard game, played on the basic map. Captain Sonar includes five maps of increasing complexity. Most open up the space between the islands, because having more islands restricts movement and makes it easier to track the enemy submarine, but the more advanced maps have the submarine hunt play out under the ice pack with only limited holes through which either submarine can surface, effectively restricting where a submarine can conduct repairs or lace the map with a network of mines ready to detonate.

Physically, Captain Sonar is comprised of relatively few components. All though are of good quality. The screens are sturdy, the maps and role sheets easy to use, and the rules are easy to read and come with plenty of examples to help understand the game. If there is a downside to Captain Sonar, it is that whilst both enjoyable and playable with fewer players, it really delivers its best playing experience at eight, the maximum number of players. For which of course a sizeable playing area is required.

Captain Sonar is on one level, a party game—especially given the number of players it is designed for, but that hides the sophistication of play behind its simple concept and rules. This does not mean that you could not take this game and introduce it at that level and then pull everyone into its taut little game play and the nervousness of the situations it sets up. It could also be described as a game of team Battleships and on one level it is, but it is much, much more than that. First, it is a clever development of that base idea, of hunting for enemy vessels (or vessel), but having them constantly moving and then turning it into an experience that can be shared. Second, it is a game of co-operation and in particular of communication, as the players need to listen to each other and work together in order to use their submarine effectively and find and destroy their enemy. Third, it is an amazing means of playing out and telling an incredibly tense story, just like the submarine films. Captain Sonar is a great game and a great playing experience, and short of joining the navy together, this is the closest you and your friends are going to go on a submarine hunt.

Guest Blog: Using The Witch and Eldritch Witchery as a NIGHT SHIFT Resource

The Other Side -

I am over on the Elf Lair Games blog today to talk about how you can use my OSR books The Witch and Eldritch Witchery to expand on your NIGHT SHIFT games. 

The Elf-Lair Coven

With this, you can add new spells, new Arcane Powers, and Traditions like The Aquarian Order, The Cult of the Magna Matter, The Hermetic Lodges, and the Masters of the Invisible College. 

https://elflairgames.blogspot.com/2022/03/guest-blog-using-witch-and-eldritch.html

Authentic Music from Another Planet: The Howard Menger Story

We Are the Mutants -

Stephen Canner / March 8, 2022

From the opening years of the 1950s, various terrestrials came forward claiming to be in contact with the occupants of flying saucers. Their stories were often quite similar. The discs usually came from our own solar system: Venus, Jupiter, or Saturn. Communication was sometimes accomplished via telepathy, sometimes verbally. Perhaps most importantly, the aliens were portrayed as “perfect” specimens of Homo sapiens, although this ideal was almost always a suspiciously Northern European one. Dressed in crisply tailored ski wear, they preached pacifism, universal love, and a cosmic version of the perennial philosophy. A fundamental disagreement over economic theory coupled with the recent discovery of atomic weapons may have driven humanity to the brink of self-destruction, but there was no reason to fear. The “space brothers”—along with a few space sisters—had arrived in their saucers to show us the true path.

Early contactees such as George Van Tassel, Daniel Fry, and George Adamski appeared before microphones, in television studios, and in front of movie cameras, with claims that seemed more like something from the pages of a pulp magazine than from any consensus reality. Even by the standards of the era their tales were simplistic, like the plots of bad B-movies, not believable anecdotes of actual experience. Despite this, credulous souls flocked to these men, eagerly tape recording their public speeches and jotting down the details of their claims. If there was an A-list star among the contactees, it was Adamski. Born in what is now Poland in 1891, Adamski immigrated to the United States with his family when he was about two years old. As a young adult, he became interested in theosophy, an early gateway philosophy to things esoteric. By the early 1930s he had relocated to Laguna Beach, California, where he founded the Royal Order of Tibet. A Los Angeles Times report of the period referred to Adamski as “Professor”—a title he would use for the rest of his life, despite his lack of any academic degrees—and added that his father was Polish, his mother Egyptian, and that he had spent his childhood “in the ancient monasteries in Tibet and learned the laws of the lamas.” He was already, long before he was associated with flying saucers, spinning a fictional web of mystery around himself. In interviews, Adamski went out of his way to make it clear that his organization was not anti-Christian. He told the paper that “The Order of Tibet acknowledges God and Christ. We hold to the basic thought of Hinduism, Buddhism, Christianity, to which are added the ancient law of Tibet.” This is a basic philosophical position that the space brothers of two decades later would certainly recognize.

By the end of World War II, Adamski and his wife were living on the southwestern slopes of Palomar Mountain, northeast of San Diego, where he opened a café. By 1950 he was lecturing on flying saucers, appearing on local television, and showing his soon-to-be-famous photographs. His fame exploded when Flying Saucers Have Landed—a book that bore his name as co-author, although actually mostly written by Anglo-Irish aristocrat Desmond Leslie—was published in 1953. A large part of the volume’s appeal was undoubtedly its inclusion of photographs of flying discs that Adamski had allegedly taken. These images, although proven to be fakes shortly after they were published, provided the original model for what we still think of as the “classic” flying saucer. Two years later, Adamski continued his unlikely tale in a ghostwritten follow-up, Inside the Space Ships (1955). By the late 1950s, Adamski was as close to a superstar as it was possible to be in the tiny world of ufology. He and Leslie had together created the basic template that would inform the dominant UFO narrative for many years to come. Following this model, a number of other contactees emerged making claims very similar to Adamski’s. It was in this environment that Howard Menger first appeared on the scene.

Howard Menger was born in Brooklyn in 1922. When he was eight years old his family relocated to the small town of High Bridge in rural northern New Jersey. These facts are relatively reliable and stable. The rest of Menger’s story, however, is a web of claims and counterclaims that subtly changed in detail from week to week and month to month, even when he himself told it. With that in mind, what follows should not be viewed as the story of Howard Menger, but simply one possibility among many. As recounted in his 1959 book From Outer Space to You, Menger and his younger brother had begun to see unidentified objects in the sky as early as the summer of 1931. After one particularly dramatic close encounter experience in which the brothers witnessed a landed saucer that quickly shot off into the sky, Howard began to wander the woods alone, drawn by an “impulse” to do so. It was on one of these impulsive rambles in 1932, at the age of ten, that he met “the most exquisite woman” he had ever seen sitting on a rock. Wearing what appeared to be a ski outfit, she addressed him by name and told him that her people had been watching him for a very long time. She explained that he had a special purpose on Earth, one that he was still too young to understand, but that in time would become clear. “We are contacting our own,” she told him mysteriously. She began to teach him things that she admitted were still beyond his grasp, then added that over time his mind would play them back “like a phonograph,” with the meaning becoming clearer after each replay. After much talk of “frequency,” “vibration,” “evolvement,” and “universal laws,” she stood to depart. As he began to cry from the emotion of the powerful experience, she comforted him by suggesting that they might meet again, although not until many years in the future.

“Throughout my life the things I had learned in the forest were to lead to conflict with the traditional ideas of the world,” he later wrote. For the rest of his childhood he became something of an outsider, with teachers and classmates finding him odd. After graduating from high school in 1941, he went to work at Picatinny Arsenal in northern New Jersey, where he met a co-worker named Rose Mary Pusinelli. Howard enlisted in the Army in November 1942, and soon afterwards he and Rose were married. While in the Army he saw discs in the sky outside El Paso and encountered more beautiful space people—all of them male—in Mexico, California, Hawaii, and on Okinawa. It was on Okinawa that he again began having “impulses” that drove him to do unwise things, like wander off alone into territory infested with enemy troops who had dug in. After an encounter with three Japanese soldiers who he managed to incapacitate, but not kill, he returned to camp, where he met another space brother. They began to discuss the space people’s pacifist philosophy and the futility of war. Here Menger learned of “universal law,” according to which, in the words of the space brother: “The soul lives on eternally, learning by its mistakes, always progressing. The good that is done is accredited to that soul. The mistakes are forgotten.” He then explained that the aliens effectively controlled advanced technology through the will of the “Infinite Creator;” humans were still too irresponsible to use it for creative, not destructive, purposes. The Venusian also assured him that the war would end soon, with the Japanese “blasted into submission by a power which will shock the world.” Once this prophecy came true, Menger was discharged and returned home fully indoctrinated in the basics of the space brothers’ proto-New Age philosophy.

He settled in the town of Washington, New Jersey, just up the road from his hometown of High Bridge. There he opened a sign painting business, and he and Rose soon had three children. On the surface, their life seemed one of small-town normalcy, but Menger was not destined to lead a normal life. In June 1946 he again met the beautiful alien woman he had first encountered as a child. After a bit of mild flirtation, she told him more about cosmic philosophy and what his mission on Earth was to entail: “You will form groups and teach people,” she said. “Some of these whom you will teach will themselves become teachers and assist you in your mission.” Menger’s own account of the next few years, as told in his book, reads like a very bad and somewhat tedious science fiction espionage novel. Using prearranged meeting sites called Field Locations #1 and #2, he claims that he was telepathically summoned into the woods to meet robust, healthy Venusians filled with interplanetary vim and vigor. It was during this period, after moving his home and business back to High Bridge in 1955, that Menger was allowed to photograph the Venusian spacecraft. The pictures always came out fuzzy, however. At first, he thought this might indicate a problem with the camera. But the aliens told him that the difficulty in photographing the saucers was due to the radiation field around them. Eventually, he began taking photographs using a Polaroid, which produced reasonably clear pictures. As a bonus, there were no inconvenient negatives for doubters of his story to analyze.

In the autumn of 1956, Menger seemed to pop up out of nowhere as a full-blown media personality. Few accounts of his career consider how this occurred, but evidence suggests that the photos he had taken were the key. In late October of that year, contactee George Van Tassel was scheduled to give a talk at a New York hotel. Van Tassel was already famous in UFO circles due to his role as host of the annual Giant Rock Spacecraft Convention held at his private airport in the Southern California desert. He had also published a book in 1952 called I Rode in a Flying Saucer! Menger heard that Van Tassel was going to be in the city—the aliens told him—and traveled there to meet him. Van Tassel was impressed enough with the fantastic story, and especially the photographs, that he invited Howard and Rose to appear on Long John Nebel’s radio show with him on October 30. This was quickly followed by a television appearance on The Steve Allen Show on Thursday, November 1. Long John Nebel, an overnight talk show host on local station WOR, hadn’t been on the air long at this point, but he would soon become a fixture of late-night New York radio. His show would also become a primary big market media outlet for the saucer crowd, with Nebel himself becoming well-known in those circles. The appearance on Steve Allen’s show, a very popular mainstream program, was an even bigger coup. Newspapers jumped on the story and, when United Press picked it up, it went national. Immediately after his return to California, Van Tassel published a long piece on Menger’s photographs in the November 1956 issue of his Proceedings of the College of Universal Wisdom. In the tiny world of saucer fanatics, at least, Howard Menger had arrived. 

The Mengers were soon bombarded with telephone calls, letters, and visits from both the credulous and the skeptical. Independent witnesses also began to come forward, such as Mrs. Joseph Tharp, who said she was taken into a field by the Mengers where she witnessed three saucers, including one from which a man emerged. Howard and Rose were now a hot local news item, with reporters interviewing waitresses and auto mechanics for their opinions on the couple’s unlikely tale. In general, the tone of these articles was both playful and skeptical. The furor prompted Leonard Randolph of The Pocono Record in Stroudsburg, Pennsylvania—only about 35 miles from High Bridge—to begin an in-depth, seven-part series on the subject of UFOs that ran throughout the middle of November. Although the Mengers’ appearance as local celebrities was the catalyst for the series, it also provided a solid overview of the various angles of the phenomenon. The articles approached the subject with a healthy skepticism that still allowed for the possibility that there were things science did not yet understand. Randolph seems to have been very familiar with the subject. In the sixth installment, through a point-by-point comparison, he carefully analyzed the similarities between George Adamski’s claims and Menger’s. He concluded that for all intents and purposes they were identical, right down to the philosophy of the aliens. He went so far as to point out that both sets of aliens were fond of ski trousers and turtleneck sweaters. A media-savvy observer at the time may also have noticed that in both sartorial taste and philosophy these visitors sounded very much like Michael Rennie’s portrayal of the alien Klaatu in the 1951 film The Day the Earth Stood Still.

Curiously, on November 14, on the same page as the first article in Randolph’s series on UFOs, the paper ran a report that in late October four men had sighted an object with a “long cigar-shaped body roughly resembling a Liberator bomber in general shape” over Tobyhanna, Pennsylvania. The object was completely silent and seemed to be moving at about 150 to 200 mph. Instead of wings, it had “two appendages, one on each side, which were not projected away from the body.” A number of other witnesses also claimed to have seen the same thing. The date of the sighting roughly coincides with Menger’s first meeting with Van Tassel. It seems, if nothing else, that a certain synchronicity may have been at work here. 

Throughout the first half of 1957, Menger lectured, appeared on the radio, and was the subject of a reasonable amount of press coverage. In May, he and Rose traveled to California to speak at Van Tassel’s fourth annual Giant Rock Spacecraft Convention in Yucca Valley. Howard now found himself among the heavyweights in the field. Others scheduled to speak during the weekend were Donald Keyhoe, Daniel Fry, Orfeo Angelucci, George Adamski, Desmond Leslie, Edward Ruppelt, Frank Scully, and Truman Bethurum. This list is very close to a complete “Who’s Who” of the biggest names in 1950s saucerdom. The newspaper coverage the convention attracted intensified the spotlight on Menger. In June, The Morning Call in Allentown, Pennsylvania, ran a feature article on him. For the first time, the press explored the metaphysical aspects of his story. In the piece, reporter Russ Davis called Menger “a deeply religious man although inclined, he admits, ‘to be independent.’” Echoing George Adamski’s perennialism of the 1930s, Menger explained the aliens’ philosophy: “There is a definite plan to everything and everybody worships the same creator. They are not against any religion that seeks God and the truth. Jesus, Moses, and Buddha are regarded by them as great teachers among hundreds of great teachers whom they acknowledge.”

Menger was soon to have his faith tested. On June 13, his 12-year-old son died of a brain tumor. Less than three months later, his father died. This string of tragedies that began with the loss of his brother in an auto accident two years earlier had to have a huge impact on every aspect of Menger’s life. His ideas, plans, attitudes, and personal relationships would have all emerged from an underlying foundation of grief. To add to his stress, it appears that his father had disinherited him; Howard Senior divided his estate equally between a nephew and a niece. It would be easy to spin a story in which Howard’s father was disappointed in him for publicly espousing such wild claims and bringing unwanted attention to the family. But in light of future events, it’s also tempting to surmise that the disinheritance may have been because his father simply did not approve of how Howard was handling his own domestic affairs. By the end of the year the family farm had been sold, and Menger’s time in High Bridge was about to come to an end.

The first mention of Howard’s new wife in the media comes as something of a shock to anyone reading through the record chronologically. It is a bit like turning on the television in the fall of 1969 to find that Dick Sargent had replaced Dick York as Samantha’s husband on Bewitched, with no explanation whatsoever. The actor had changed; the role was the same. It is not certain exactly when Howard met recently widowed Connie Weber. In his book, Menger claims that he first met her at George Van Tassel’s lecture in New York in October of 1956. Elsewhere, Connie has implied that she was one of the “believers” who enthusiastically showed up at the Menger home in droves after the news of his experiences broke. Either way, Menger quickly decided that they were “a natural couple”—reincarnated Venusians, in fact, who had known each other in a previous life—and this was why they were “irresistibly drawn to each other.” He wrote that, “though both of us tried to fight off the predicted outcome, we were caught up in the overwhelming remembrance of a long ago promise to each other.” An obvious interpretation would be that this is euphemistic language used to indicate that the two had had an affair. Menger spends an entire chapter of his book defending the “naturalness” of their union, couched in the language of the “cosmic philosophy.” He does, however, clearly state that his first marriage had not been altogether happy since his return from the war, and that he and Rose had been at “different states of development.” And of course, even under the best of circumstances, the loss of a child often drives couples apart. According to the records of the Clark County Recorder’s Office in Las Vegas, Connie and Howard were married there on May 26, 1958. 

Like many in the saucer crowd of the era, Menger was quick to use modern audio technology. Just two weeks after his appearance on The Steve Allen Show, he was playing a tape recording of the account of his experiences to visitors at his home, one originally recorded for a radio broadcast. This undoubtedly saved him the tedium of repeating his story to each new group of the steady stream of visitors that appeared daily at his door. He was known to use a tape recorder as part of his presentation in his formal lectures as well. Menger was also the first major name in saucerdom to make use of another current technology: the microgroove record. Sometime during the first half of 1958, he released a phonograph album called Authentic Music from Another Planet. This was an ingenious new way to promote his message, but was also likely an attempt to further monetize his fame, which was taking a large amount of time away from his business but not bringing in a corresponding amount of income. 

In his book, Menger told a curious story about how the record came to be. One day while driving in the countryside, he realized he no longer had control over his car, which seemed to be driving itself. By now he was used to such bizarre occurrences, so he thought little of it. The car took him to a cabin some distance into the woods. As he approached the building, he could hear the strains of the “most inspiring, soul-tingling music” he had ever heard coming from within. Entering, he encountered a man with long brown hair, seated at a strange piano-like instrument. Around him, spread across the floor, were a number of other bizarre musical instruments. Soon two blonde men entered the room and greeted Howard by name. They told him that they were from Venus, and the pianist was from Saturn. When Menger complimented him on his playing, the Saturnian invited him to sit down and play a tune. Howard protested that he had no musical talent. The alien then told him, “From this time on you will be able to play a piano whenever you are moved to do so, and not only this tune, but any melody you wish.” At this point, the analytical reader might well ask how this superpower—for this is what it amounts to—would help Menger in his stated mission to spread cosmic philosophy among the inhabitants of the Earth. The aliens explained to him that anyone who heard this music “would get a feeling, or reach an awareness, which would act as a mental assist to release something from the subconscious. People hearing the theme would react in their conscious state with increased understanding and brotherly love toward one another.” This was quite the superpower, indeed.

Menger soon began to play this new space music on the (terrestrial) piano for friends. He claimed that the “congenial president of Slate Enterprises” in Newark was “so impressed with the music” that he suggested the company release an album. It is more likely that Howard arranged for a custom pressing with the label, but this explanation still leaves room for doubt. In any case, Menger had a copy of the album to play for guests on Sunday, July 13, 1958. The Slate label itself appeared in 1946 and primarily released singles of light rhythm and blues, first on 78 and later on 45. Very little else is known about the company except for what appears on the labels of its handful of releases. The problem with assuming that Authentic Music from Another Planet was a custom release is that Slate is not known to have done any other custom work of this sort. In fact, it is also the only known LP on the label. It is possible that, like many other outfits, Slate released its custom works using other label names. So far, however, no such examples have come to light. There is another purely speculative possibility. Perhaps the “congenial president” of the label was also a saucer fan and made an exception in working with Menger?

The cover of Authentic Music from Another Planet shows one of Menger’s fuzzy black and white Polaroids, tinted blue, with the caption: “Actual photograph of interplanetary spacecraft.” At first it seems nothing more than an abstracted landscape, but looking carefully the viewer can pick out a figure at the bottom of the composition who appears to be looking at an indistinct smear in the sky through binoculars. The image is vague enough that it actually works. Unlike many photos of the era, even today it can instill a twinge of doubt in the viewer—that moment of indecision that tells us we may be in the realm of the impossible. More of his saucer images appear on the back cover, as do photos of Howard and Connie. Although Connie’s real biography is provided—including the intriguing fact that in her youth she had worked as a model for a “famous Cuban sculptor” while living in Mexico City—she is identified as “Marla Baxter.” This was a pseudonym she was already using for her “fantastic” writing and the name Howard used to refer to her in his book.

The album opens with Howard’s narration. Here he gives a condensed version of the unlikely story of how this music came to him. He introduces the first track, “Marla,” as being about “the young lady pictured with me on the album cover.” He then adds that “she is the sister of the beautiful blonde Venusian who spoke to me many years ago.” This track and the next, “Theme from the Song from Saturn,” he says are “interpretations that are taken from the actual music that has come to me from another planet.” He then instructs the listener to “turn the record over and listen to ‘The Song from Saturn,’ as it is played by me while my fingers are guided by this strange force.” In other words, he appears to claim that side two is channeled. This was a strategy that many early contactees adopted, but not one that was common elsewhere in Menger’s narrative.

The truth is that Authentic Music from Another Planet is basically an exploitation album, a record that promises something beyond anything the listener has ever experienced, only to ultimately disappoint. After the consumer has spent his or her money, the album reveals itself to be nothing more than noodly, easy listening piano tracks with a bit of explanatory narration tacked on. Fittingly, this follows a model used by many low budget science fiction films at the time, where more effort was spent on promotion and hype than on the actual product. Had Menger made his compositions sound more avant-garde, especially by creative use of an early electronic instrument such as an ondes Martenot or a theremin, listeners might have believed the music originated “from elsewhere,” and his album would now be a heavily sought-after cult item, commanding hundreds if not thousands of dollars from collectors. In truth, it would have been a more interesting record had he simply banged randomly and atonally on the keyboard for two sides. Unfortunately, the record sounds like what it undoubtedly is, a recording of someone from New Jersey who has had a few piano lessons playing uninspired “light classics.”

Given the paucity of information on the album, it is not known how many copies were pressed. It shows up for sale often enough not to be considered truly rare, but is uncommon enough for a large print run to be unlikely. In 1974, during the middle of a huge revival of interest in UFOs, the album was reissued on the Gold-A label out of Maplewood, New Jersey, its title shortened to Music from Another Planet. It is unclear whether Menger was involved in this reissue or not. Sealed copies of the reissue were still being advertised for sale as late as 1982

One of the major events in the career of Howard and Connie Menger was their East Coast Interplanetary Space Convention—held on Connie’s 100-acre farm near Lebanon, New Jersey, where the couple was then living—on September 13 and 14, 1958. This followed an appearance by the couple on Jack Paar’s television program the previous week, and was covered heavily in the local media. Among the convention’s attendees were Long John Nebel, Ellery Lanier of Fantastic Science Fiction magazine, arch-skeptic Jules St. Germain, and Major Wayne Aho. These back-to-back media events were excellent opportunities for Menger to promote the new album. It seems, though, that the response to the disc ranged from lukewarm to actively hostile. One participant in the crowd was quoted as saying, “It sounds like an 8-year-old practicing music for a teacher and not very good at that.” There will always be believers, however. In the September 1959 issue of its newsletter, the Spacecraft Research Association, a UFO club in the Phoenix area, reported that its members had listened to the album at a recent meeting. They were evidently so impressed that at the next meeting they listened to it again, followed by a talk by one David Moore on “the composition of the music and its differences from music of earth.”

Another of the attendees at Howard and Connie’s UFO convention that summer was Saucer News publisher and sometimes-prankster Gray Barker. According to Jim Moseley, it was here that Barker made the deal with Menger to publish an account of his experiences via his Saucerian Books imprint. The deal must have already been in the works, though, as Howard mentions the name of the book on the album, which certainly already existed at this point. Also, on the following Monday, the local paper reported that Menger was taking advance orders for the book. Connie (as Marla Baxter) had released a novel earlier in the year, My Saturnian Lover, which was mentioned on the liner notes of Menger’s LP and during the opening narration. There was no mystery as to who the author was, though, and the local press had fun pointing out that it “might be the story of [the Mengers’] astral love affair—but neither will admit it.” Howard’s book, called From Outer Space to You, was published in 1959. A case could be made that it was actually Connie’s second book, because it is extremely probable that it was largely, if not entirely, ghost written by her. On the back flap of the dust jacket was a large ad for Authentic Music from Another Planet, evidently being distributed by Barker, which also hints at the slight possibility of his involvement in the production of the record.

One aspect that sets Howard Menger’s story apart from other contactees of the era is the constant presence of the feminine. The first alien he encountered was not a virile space soldier, but a beautiful woman. While on the surface the story of a ten-year-old boy meeting a grown woman who teaches him things might seem to hint at maternal symbolism, there is a definite sexual undertone to Menger’s telling of the event. When he meets her again as a grown man, freshly returned from combat and probably in the best physical shape of his life, the sexual attraction is now obviously mutual. And although most of the aliens Menger reported meeting were men, there were a number of women among them, and they seemed to be quite independent. In one scene in his book, a group of space women tell Howard that they do not wear bras on their planet. This subtle, sexually-charged undercurrent could explain some of the appeal that audiences found in these tales.

It is also important to consider the real women in Menger’s life. Despite whatever differences they may have had, his first wife Rose was very supportive of him and his extraordinary claims. Besides helping explain the finer points of his tales to journalists, she even reported to have seen a saucer after getting a “strong impulse” to go outside, the same sort of impulse that drove many of Howard’s actions. Anyone who has ever met their soulmate will probably understand Howard’s idea that there exists such a thing as a “natural couple.” It’s not necessary to believe his complex story of interplanetary reincarnation in order to relate to the deeper truth of the claim. Some individuals just click so perfectly, sharing interests, attitudes, and a fundamental outlook, that it seems they were indeed made for each other. Whatever other chemistry existed between Howard and Connie, it is likely that both were avid readers of esoteric books when they met. Although never specific, references in their writings as well as statements made to the press often revealed knowledge of ideas from both eastern religion and the newly emerging New Age movement. Howard got most of the press, but there is no question that they were a team. In any case, even if they didn’t prove it, they tested the “natural couple” hypothesis pretty thoroughly. Their marriage lasted for 51 years, ending only with Howard’s death. 

Howard and Connie had a son in late April 1959. A week later, Howard was arrested on probation violations for “falling in arrears in support payments to his first wife and their two children, now living in Paterson.” He quickly paid the debt to avoid further incarceration, but was again arrested in mid-August on the same charge. He was taken to the Passaic County jail, but again paid his outstanding debt and was released. By the end of the month, Connie’s farm had been sold for the sum of $43,000. Whether or not the sale was necessitated by Howard’s financial troubles is an open question. Not long after this period of chaos in his personal life, on July 17, 1960, Howard appeared on Long John Nebel’s short-lived television show. Here he explicitly backed away from his original claims, announcing that he may have been “hoaxed or hypnotized” during the events described in his book, and was not at all certain that his experiences had been real. This reportedly did not go over well with Nebel.

Howard and Connie, circa 1950s

In 1963, there were rumors that Howard planned to host another convention similar to the one the Mengers held five years earlier. During this time, he was rumored to be developing a prototype saucer somewhere in the mountains of northeastern Pennsylvania. Throughout his life Menger tinkered with technology, and this appears to be one of the many projects that never got further than his workshop. Soon afterwards, Connie and Howard relocated to Florida, with a new baby daughter in tow. There, Howard continued his sign painting business, but seemingly could not resist the lure of the spotlight. In August 1965, he convinced the Civic Association of Sebastian, Florida, to hold an Aeronautical and Space Convention with himself serving as chair. The idea was approved, but in mid-September the association learned of Menger’s past. The convention plans were soon canceled. Immediately after this unwelcome publicity, Howard put his name on the ballot to run for Sebastian city council. During the campaign he further backed away from his original claims, telling the press that From Outer Space to You was a “fact/fiction” book. The winners of the election received 182 and 174 votes respectively. Howard came in dead last with an embarrassing 20 votes.

The couple soon relocated a bit farther down the coast to Vero Beach. Howard continued to appear occasionally on radio and television. Connie continued her writing, working as a reporter on general interest topics for a local newspaper. In the spring of 1967, a second edition of Menger’s book was published. That June, he was invited to be a speaker at Jim Moseley’s Congress of Scientific UFOlogists in New York City, held to mark the 20th anniversary of Kenneth Arnold’s first UFO sighting, the event that spawned the saucer craze. Here Howard delivered a rambling speech in which he mentioned his tinkering with saucer technology. In contrast to what he told Long John Nebel in 1960, he defended the original claims made in his book as fact. He then complained at great length and in great detail about the cancellation of his planned 1965 space convention. Other speakers on the roster were Nebel, Ivan T. Sanderson, Gray Barker, Ray Palmer, and contactee-come-lately Frank Stranges. These were big names, but this was to be Howard’s last great moment in the spotlight.

Howard and Connie lived out their remaining years together quietly in Vero Beach. They self-published a few books on esoteric subjects, including a 1991 follow-up to Howard’s first book called The High Bridge Incident, and from time to time would briefly resurface in the media. In 1992, they appeared together in Robert Stone’s documentary Farewell, Good Brothers. In the film, they seem very relaxed and at ease in each other’s company, a “natural couple.” Howard Menger died on February 25, 2009. Connie followed him on January 7, 2017. In a letter to Saucer Smear just after Howard’s death, ufologist Jerome Clark wrote:

Perhaps Adamski and Menger created fantasy worlds for their followers and at some point entered those worlds themselves. Human beings experience that elusive thing called ‘reality’ in sometimes peculiar, hard-to-define ways. Contactees, mediums, and other self-identified communicators between worlds may be able to create imagined alternative realities, which coexist with, possibly even overwhelm, consensus understanding and experience. I suspect that anything you could say, good, bad, or indifferent, about the motives of Adamski or Menger needs to be appended with an asterisk.

The claims made by contactees like George Adamski and Howard Menger seem so very absurd today that we can’t help but wonder about their motives. It is always possible that a story originated with an actual anomalous experience and grew from there. I do have a hypothesis about Howard, though. He seemed to truly believe the things that he said about brotherly love, the soul, and the nature of God. What if it were his goal all along to simply become a teacher of these New Age ideas? To accomplish this requires some form of authority. The traditional path is to attend a university and get an advanced degree in the subject you wish to teach. An alternative path would be to call yourself “Professor” and claim to be the son of an Egyptian mother who grew up in a lamasery in Tibet, as Adamski did in 1934. When this story became a bit rusty, Adamski simply updated it to one in which he was a “chosen” contactee of the occupants of those things in the sky so many people were reportedly seeing in those days. By adopting Adamski’s later model and publicizing it via the mass media, Menger imbued upon himself a certain authority and soon had a number of followers. He became in reality a teacher of the ideas the space people allegedly taught him. It doesn’t matter whether his claims were literally true or not. The ideas existed, and he was teaching them to mankind, just like the guy in his story.

Stephen Canner is an archivist, discographer, musician (The Victor Mourning, Swarme of Beese), and historian of artifacts that emerge from the margins of culture. He blogs at Mediated Signals.

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Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendiums, Part 4

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Monstrous Compendium Ravenloft AppendixBack at it today with more monsters from AD&D 2nd Edition.  I have to say that going through all of these has put me in the mood for an AD&D 2e game at some point. 

I have mentioned this many times before but for me AD&D 2nd Ed was synonymous with Ravenloft for me. For most of AD&D's heydays, I was at university, either as an undergrad, in grad school, or working on my first Ph.D. So both money and free reading times were limited. I focused my efforts on the campaign world that I enjoyed the most, though I did dabble a bit into Planescape.

While I bought the Monstrous Compendiums as I could, I made an effort to get the Ravenloft ones. 

MC10 Monstrous Compendium Ravenloft Appendix

PDF 64 pages, Color cover art, black & white interior art, $4.99

I don't remember when exactly I bought this product the first time, but I do remember I was living in my first apartment after the dorms.  I thought it was amazing and I could not wait to use some of these monsters.   This product also expands on many of the monsters that had been briefly mentioned in other products, namely the Ravenloft boxed set and some early adventures.

This compendium appendix covers 55 monsters "Bastellus" to "Zombie Lord" and includes the "demi-human" vampires.  Up to this point, I had argued that only humans could become vampires, but I guess the Demiplane of Dread is such that any race can become a vampire. 

vampires of all sorts

In addition to all the monsters, this book includes an "Encounters in Ravenloft" that is helpful for the different rules that monsters can follow here. 

MC15 Monstrous Compendium Ravenloft Appendix II: Children of the Night (2e)

PDF 64 pages, Color cover art, black & white interior art, $4.99. Covers just 20 monsters from "Brain, Living" to "Vampyre."

This second compendium draws from many of the adventures and books published for Ravenloft at this point.  It has similar monster types to the first one, but all of these monsters are unique NPCs. For example, the MC10 had the Ermordenung creature, this one has the specific entry for Nostalla Romaine. Some, like Desmond LaRouche, the Half-golem and Jacquelline Montarri, even get 4 pages of treatment each.  This is part and parcel of the nature of monsters in Ravenloft, each and everyone has the potential to become a unique encounter and a specifically planned one.  This is one of the reasons I really don't do "random monsters" anymore.  In Ravenloft, there never should be a random encounter.  Even "non-Ravenloft" creatures get a unique Ravenloft treatment like Althea (medusa) and Salizarr (a meazel).  

This might make the utility of this book a little less than the others, it is a book of NPCs really, not just monsters.  The advantages though are a way to show how nearly any monster can get the "Ravenlot" treatment and expand to something more than a collection of HP to be traded for XP.

Monstrous Compendium - Ravenloft Appendix III (2e)

PDF 128 pages, Color cover art, black & white interior art, $9.99

This is one of the first "bound" Monstrous Compendiums I ever bought.  By this time TSR had learned that the three-ring binder experiment was over.  So no attempt here is mad to keep up that pretense. 

This book is larger, 128 pages, and takes on the trade dress of later (middle era) Ravenloft products.  This one does feature a guide of what monsters from other Monstrous Compendiums are suitable for Ravenloft.  Additionally, the "Climate/Terrain" section lists which Domain they are found in or even when they are found on other worlds.

This book covers 120 monsters from "Akikage" to "Zombie, Wolf." Some are repeats, but all are updated. We get newer versions of Flesh Golems and Strahd Zombies, and yet another version of the Baobhan Sith.  Some more vampires (Drow and Drider) and a bunch of Liches.

Monstrous Compendium - Ravenloft Appendices I & II (2e)

PDF 128 pages, Color cover art, black & white interior art, $9.99

This product features the final Ravenloft trade dress and is one of the last Ravenloft products to be wholly TSR and not TST/Wizard of the Coast.  Again, like the Ravenloft Appendix III, this is a 128 page book that first appeared as a softcover.  The monsters are the same as Appendices I & II; even dividing them up into two sections of Part I Creatures of Dread and Part II: Children of the Night.

If your goal is to print out pages for your own Monstrous Compendiums, then the original MC10 and MC15 might be the better choice.  If you are collecting the PDFs to have all the monsters then this product is the better bet. 

I am a Ravenloft fan. So I have all four.


Ravenloft Monstrous Compendium IIRavenloft Monstrous Compendium IIIRavenloft Monstrous Compendium I & II

I also find quite a lot in these I can still use in my 5e games and in my OSR/Old-School games.

Miskatonic Monday #99: Carnival of Madness

Reviews from R'lyeh -

The carnival is everything that society is not—exciting and exhilarating, romantic and raucous, uncertain and unsettled, even freakish and fearful. It seems appropriate that the modern idea of the carnival—at least the travelling carnival—would be propelled out of the 1893 World’s Columbian Exposition with its rides, games of chance, freak shows, and burlesque, let alone the horrors it would hide. From Ray Bradbury’s Something Wicked this Way Comes to the television series Carnivàle, the carnival and its workers, the often-mistrusted Carnies, have always been something to fear, the apprehension of the unknown tipping over into abhorrence as this classic slice of Americana slipped into our consciousness, set up its booths and displays, switched on the bright lights and jaunty pipes, barked out its delights, promised gaiety and fun, before switching off the lights and slipping away in the morning, leaving behind just memories and the promise of a return the next year. Almost from the start, the carnival became a vehicle behind which the horrors of the Mythos could wend their way across America, their impact barely felt from one town to the next, including in Call of Cthulhu with David A. Hargrave’s scenario ‘Dark Carnival’ from Curse of the Chthonians: Four Odysseys Into Deadly Intrigue. However, that was all setting with neither narrative nor background; the setting populated by a gallery of grotesques devoted to an unexplained cult – the Society of the Great Dark – and sitting over what is essentially a dungeon. Fortunately, the newest scenario for Call of Cthulhu, Seventh Edition to offer a carnival of consternation is far more chilling and much more cunning. Welcome to Carnival Pandemonium.

Carnival of Madness: A Call of Cthulhu Scenario for the 1970s is from the same team behind Highway of Blood and The Pipeline. It is inspired by the low-budget horror, splatter, and exploitation films of the period, shown in a ‘grindhouse’ or ‘action house’ cinema, such as Duel, I Spit on Your Grave, Last House on the Left, Texas Chainsaw Massacre, The Hills Have Eyes, and the more recent Death Proof. Carnival of Madness is a one-session, one-shot which takes place on the Friday the day before Halloween in 1970 just off the Aylesbury Pike in western Massachusetts. The Player Characters—who may or not be investigators—are visiting a carnival which has set up there, whether for fun, looking for Alice, a little girl who has been abducted from Worcester State Hospital (she will come to play a significant role in the scenario whatever the Player Characters’ motivations), or to investigate a curious cluster of similar dreams in the area. This is as either a quartet of ‘Meddling Kids’ in the mode of Scooby Doo—though minus the Great Dane, a team of Mythos dream investigators, a pair of Massachusetts State Police detectives, or a team of Private Investigators. Of these, Carnival of Madness includes pre-generated Investigators for the Meddling Kids and the two Detectives.

Carnival of Madness opens with the Investigators on the road and directed onto the grounds of the Carnival Pandemonium to the sound of jaunty party pipes [https://youtu.be/pct1uEhAqBQ] and encouraged to play games such as Whack-A-Monkey, Ring Toss, Duck Pond, Wheel-O-Fortune, and more. They are pushed, even pulled towards various booths and other events, including a series of performances announced by a classic carnival barker, as well as a Fortune Teller and the Asylum, the carnival’s Funhouse and Freak Show. The Freak Show contains the most obvious and most immediate evidence of the presence of the Mythos at the carnival and despite being a cliché, is appropriate. Yet there are oddities amongst the Carnies too, some of which are obvious and perhaps easily passed off, but if the Investigators look close enough (or is that too close?) many have something disturbing about them... The Asylum is subtler in its horror, being based on the classic facility for the mentally disturbed which constantly seems to play with the Investigators’ sense of perspective and that runs throughout Carnival of Madness.

Carnival of Madness is also a timed event and as the Investigators spend more time on the carnival grounds, reality seems to slip in and out around them, and they seem to slip in and out of reality. In actuality, they are descending deeper and deeper into Pandemonium, a space which distorts the world around them. What is pulling them is a vector, an Unreality, an infection which is making them more susceptible to the effects of the Pandemonium. At first there are only minor differences—colours not as bright, flavours blander, and sounds flatter, whilst those around the Investigators who are already one of the Infected, will seem to act strangely and see madness in everyone but themselves, but further and further in, the world will wear out, the people will disappear and reappear, the sun will take on a golden corona, chaos reigns as thoughts and emotions run rampant and have a physical presence, until the point where they are no longer at the carnival, or even on Earth. In and out of this slips Alice, sometimes taking an Investigator by the hand, sometimes stepping out of sight… The Investigators’ descent into Pandemonium is measured by Sanity loss and requires some extra tracking upon the part of the Keeper, the effects of any occurrence of any Bout of Insanity being marked by a drop further on that descent and a roll on the provided Unreality Tables.

For the players and their Investigators, Carnival of Madness comes with some excellent handouts, including tickets, photographs and images, posters, and maps, one of which delightfully hints at the Mythos entity at the heart of the scenario. The standout handout is the leaflet for the Carnival Pandemonium itself, which definitely needs to be printed out and handed to the players as it adds so much verisimilitude to the scenario. Six Investigator sheets—though only the front of the sheets—are given for the four Meddling Kids and the two Detectives.

For the Keeper there is the complete background to the scenario and the antagonists’ plans which come to fruition at the climax of the scenario, an explanation for Pandemonium is and how it works, a complete description of all the booths and events at the carnival—including all of the games, so the Investigators can get involved, stats for the major NPCs, descriptions of three Mythos artifacts, spells, and tomes, and a new Mythos creature. There is also advice and a warning or two—all of which are needed. Carnival of Madness is upfront about the fact that it involves body horror, graphic violence, drug use, adult language, gaslighting, and mental health issues—the gaslighting in particular. Across the course of the evening on which the scenario takes place, the Keeper is constantly presenting the players and their Investigators with seemingly false narratives and manipulating and misleading their perceptions. The scenario advises that the Keeper should be upfront with her players as well.

Carnival of Madness is a busy scenario, perhaps too busy to run in a single session and the Keeper will need to maintain a tight rein on the pace of the scenario as it builds to the climax. There is the suggestion that it could be run in two or three sessions, though that may lessen some of the scenario’s impact, for this is a scenario which is designed to build and build in intensity and some of that may be lost between sessions. The scenario is flexible enough that it could easily be set at any time from the Purple Decade of Cthulhu by Gaslight to nineteen eighties without any real changes.

Physically, Carnival of Madness is a fantastic looking book. The artwork is good, the writing decent, and the handouts excellent. Perhaps an index or a cheat sheet of tables to cover the rules additions would have been useful, but the book is relatively short.

Carnival of Madness is a scenario whose fantastic atmosphere and creepiness and weirdness grows and grows in intensity as the Investigators descend into Pandemonium and madness. It not only brings the raucous and rowdy nature of a carnival to life with all of the games and performances and booths, but infuses them with an unmellow yellow that will play and play again with the Investigators’ perceptions like a carousel of consternation.

Jonstown Jottings #57: The Cups of Clearwine

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the 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 Cups of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha presents the dozen or so households, twenty-seven fully written up inhabitants and more, plus maps and plot hooks of ‘Elisanda’s Grove’ (or ‘Sandy Corner’), a district in the corner of the tribal city of the Colymar for use with RuneQuest: Roleplaying in Glorantha.

It also includes the spell, Command Goose.

It is a follow-up to the earlier The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha which described another corner of Clearwine.

It is a sixty-three page, full colour, soft cover book.
The layout is clean and tidy, and the portrait thumbnails are nicely done.

Where is it set?
The Cups of Clearwine is specifically set to the right of Oldgate in the tribal city of the Colymar. With some adjustment it could be moved to another Sartarite city.
Who do you play?No specific character types are required when encountering the inhabitants of The Dregs of Clearwine. Engizi and Heler worshippers will enjoy the included scenario.

What do you need?
The Cups of Clearwine requires RuneQuest: Roleplaying in Glorantha as well as The RuneQuest Gamemaster Screen Pack for wider information about the city of Clearwine. The RuneQuest: Glorantha Bestiary will be useful for details on the Telmori and Trolls and The Red Book of Magic for certain spells, whilst The Smoking Ruin & Other Stories details NPCs who may be important to the inhabitants of Clearwine. To get the very fullest out of The Cups of Clearwine, both Cults of Glorantha and the Sartar Boxed Set will be useful.
What do you get?
The typical supplement for RuneQuest: Roleplaying in Glorantha focuses naturally on adventurers and the great and the good and the bad, that is, Player Characters and NPCs who possess the agency and freedom to go anywhere or do anything. The Cups of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha is radically different, focusing on the lives and loves of those further down the social ladder, but unlike the earlier  supplement, The Dregs of Clearwine, not all that far down the social ladder, most of them being middle class. The inhabitants of the area make a good living and certainly enough to get by. The supplement details the eleven households and establishments of the neighbourhood and their inhabitants, as well as various family members and employees who live and work there. The majority of these are fully statted up and nicely illustrated, and all include detailed descriptions of their hopes and relationships with others in their household and the wider community.
For example, Oraninna Goodwine and her husband Rastadath, she a respected vintner and Initiate of Minlister, he a retired warrior, own two properties in the neighbourhood. One is a draughty, but impressive stone tower, the other, a larger, more homely home. However, the effects of the Great Winter forced them to let their house to tenant farmers with a large family, headed by Jenyr the Weaver, something that Oraninna is jealous of, her children having died or been killed as a result of the Lunar occupation of Sartar. Further, whilst renting out the house has restored their fortunes, Oraninna and Rastadath want to move back in, but cannot. However, Jenyr’s son, Fararan, is fascinated with Rastadath’s war stories, as are several of the boys in the neighbourhood, much to their parents’ dismay, who want them to follow in their safer footsteps. Rastadath drinks with Findaral, an old comrade, at the wine shop, complaining about both the changes locally, especially those his niece has made to his wife’s pottery shop, now turning it into ‘The Hot Food Shop’, and any newcomers to the area, despite the fact that outsiders come to both ‘The Hot Food Shop’ and the wine shop, let alone the others visiting the neighbourhood’s other craftsmen and women. One of these is the argumentative Tifira Wolf-Friend, a Telmori who has become friends with Indromast, the introverted perfume maker, who is the subject of gossip as to who he should marry and there are occasional attempts to match-make for him. He sells to the Earth Temple and the Temple of Uleria in Apple Lane, as well as private citizens, including Brudelia Norinel, an Ersolian courtesan, who resides here, far away from her family politics and who buys from all of the sellers in the neighbourhood, if she can. She has no dislike for anyone nearby, but Rastadath’s conservatism is at odds with her progressive views, and she pities Oraninna Goodwine for the loss of her family. Threads like this weave in and out of the nearly thirty or so fully written up NPCs, and to a certain extent the others as well, creating a web of relationships that in play, the Player Characters can follow and unpick.
The eleven households include a perfume maker, landlords and tenants, a wine shop, a food shop, an entertainer, a courtesan, jewellers, glassmakers, and a foreign farmer. These all cluster around a courtyard at the centre of which is a well and a tree that Sartar himself changed from an old oak into a new sapling to prevent the tree from dying when new walls were built. The neighbourhood is busy as the wine shop and the food shop both attract outside custom, as do the perfume maker, jewellers, and glassmakers, all three of whom have regular patrons across the city of Clearwine. The courtyard throngs with geese—who also act as guard animals, and pigs, and at least one alynx whom the geese hate and will chase! Apart from the wine shop and food shop, the courtyard is quiet at night, and when closed, the area is patrolled by a recently hired Trollkin, though not everyone in the neighbourhood is happy with his situation.
Every household is accompanied by a big box of plot hooks—and that in addition to a selection of general plot hooks, a side elevation of the house, and the maps of the neighbourhood includes a rooftop map as well as a footprint map showing the floorplans of the mostly one-room households. Throughout, sections of boxed texts cover supplementary information, ranging from detailing the neighbourhood committee and spindles and spinning to how the disposal of  night soil is handled and the nature of courtesans in Glorantha. Rounding out The Cups of Clearwine is ‘The Cursed House’, an investigation into an abandoned house in the centre of the neighourhood which seems to be making people ill, which blossoms into a delightful exploration of the magical realism of Glorantha.
At the heart of The Cups of Clearwine is a very nicely constructed web of relationships and sense of community that the supplement’s many plot hooks dig their barbs into. There is material here that could fuel session after session of roleplaying as the Player Characters come to involve themselves into the doings of the neighbourhood, and unlike in The Dregs of Clearwine, it is likely to be easier to pull the Player Chaarcters into the doings of the locals presented in The Cups of Clearwine. This is because the Player Characters are likely to be on an equal footing in terms of social standing, at least for the most part.
The set-up of The Cups of Clearwine however, suggests another possibility. That is to run it as a mini-campaign location with the Player Characters are inhabitants of the neighbourhood, either having grown up there or moved there very recently as a result of recent events. This would lead to a campaign of small lives, but strong emotions, essentially a soap opera amongst the middle classes of Clearwine a la the BBC television series, EastEnders or the ITV series, Coronation Street. It is a pity that the supplement does not include ready-to-play sample Player Characters or guidelines to create such characters, but perhaps that is scope for some such supplementary support. The other alternative is to have the players take the roles of the NPCs themselves, though it would depend if the players want to take the roles of NPCs rather than characters of their own creation.
However the Game Master decides to use The Cups of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha, it is full of detail, flavour, and rife with roleplaying and adventure possibilities.
Is it worth your time?YesThe Cups of Clearwine presents a rich slice of almost soap opera life that will involve your Player Characters in the big stories of small lives, whether they are simply visiting or even residents themselves.NoThe Cups of Clearwine presents a busy suburban corner of Clearwine and your campaign may not even be set there, let alone want to pay a visit.MaybeThe Cups of Clearwine presents an array of NPCs, relationships, and plot hooks which the Game Master can adapt to other locations if she does not want to use them as written.

[Fanzine Focus XXVII] The Dead Are Coming

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, whilst the fanzine format is typically used to support other roleplaying games, it has also been used as a vehicle for complete, if small roleplaying games of their own.
The Dead Are Coming: a zombie apocalypse survival rpg is a minimalist roleplaying game built on the architecture of Into the Odd. It was published by Gallant Knight Games in 2020, following a successful Kickstarter campaign as part of the Old Skull Zine RPG Trilogy—the others being Running Out of Time and Screams Amongst The Stars—for ZineQuest #2. As the title suggests, it is a post apocalyptic roleplaying game in which the dead have arisen and the survivors are forced into a struggle to survive, look after their friends and family and keep them safe, and perhaps build a refuge from which they can gain some measure of protection. Arrayed against them are not just small bands of the living dead, but potentially hordes—and not necessarily of the ordinary members of the shambling corpse cortège. They include the Sluggish, the Runner, the Hulk, the Spitter, the Toxic, and more... The Dead Are Coming includes thirty-six character backgrounds, simple player-facing mechanics, a deadly combat system which emphasises some potentially deadly nasty outcomes, simple rules for handling communities and their actions, ten zombie types, and a set of tables around which the Game Master can build a scenario or campaign. Throughout the world of The Dead Are Coming is presented as a dangerous one, a world where choices have consequences, and a world where death is just around the corner... Typically shuffling towards you on two legs.
A Survivor in The Dead Are Coming is defined by three attributes—Strength, Dexterity, and Willpower, his Hit Points, his Resources, and his Background. Resources consist of Food, Water, Bullets, and Fuel, whilst a Background can be anything from a Highschool Student or Foodtruck Chef to Clown or Soccer Star. To create a Survivor, a player rolls two six-sided dice and adds three for each attribute, and can swap two, and rolls one six-sided die for both Hit Points and Resources, the latter determining how many the Survivor has for all four types of Resource. Cross-referencing the results for Hit Points and Resources determines the Survivor’s Background, which gives him one or two useful items. Name, physical details, and personality traits can be rolled on separate tables. The process is quick and easy and takes a few minutes.
Name: Ryan MurdockStrength 9Dexterity 10Willpower 11Hit Points 4Background: ZookeeperResources: 2 (Food 1 Water 1 Bullets 0 Fuel 0)Equipment: Torch, photograph of partner, monkey, tranquiliser darts, dart gunDescription: Goatee, Fanatical
Resources and a Survivor’s Inventory are an important aspect of the game. Food and Water are required daily, Fuel is consumed per four hours of travel, and Bullets are expended only when a one is rolled on a damage die. For ease of play, there is no difference between Fuel types or Bullet types, the emphasis being on survival and play rather than unnecessary details. A Survivor’s Inventory is not just important because of what he is carrying, but how he is carrying it is. It is listed in order of packing and accessibility on the Survivor’s character sheet and if he needs to pull something out of a bag or backpack fast, his player needs to roll higher than the number it is stored on. Of course, this only comes into play when dramatically appropriate, but when it does, it adds to the tension. In addition, every items has a limited durability, after which a Survivor will need to repair, recharge, or refill it that item to use it again—if the item has not been destroyed.
Mechanically, The Dead Are Coming uses Saves. These are rolls of a twenty-sided die against the appropriate attribute. Depending upon how well prepared a Survivor is, what equipment he has, or whether he an appropriate Background, his player will roll with Advantage, that is roll two twenty-sided dice and use the lowest result. Conversely, if the Survivor is ill-prepared, outmatched, or hindered, his player will roll with Disadvantage.
Combat in The Dead Are Coming is deadly. Initiative is handled narratively, the Game Master determining who acts depending upon the situation. Any attack always hits, so instead of rolling to hit, the player or Game Master just rolls damage. All weapons ‘explode’ and allow an extra die to be rolled and added to the total if the maximum number on a die is rolled. It is also possible to attack with an advantage or a disadvantage. The former increases the damage inflicted, whilst the later reduces it. Defence, whether unnatural for a Zombie or cover for a Survivor, and any armour worn by a Survivor will reduce the amount of damage done, but after that, it is first deducted from their Hit Points and their Strength. Once a Survivor suffers damage to his Strength, this is Critical Damage and his player must make saves against his Strength and if failed, he becomes Incapacitated. If a Survivor’s Strength is reduced to zero, he is dead, and similarly, if his Dexterity is reduced to zero, he is paralyzed.
In between Strength and Hit Points, there is the Scars table. This is rolled on if a Survivor’s Hit Points is reduced to exactly zero without any Strength damage. The amount of damage suffered determines the result. For example, a two means that the Survivor falters and shakes his head, is forced to reroll his Hit Points, and can Save against one of his attributes, which if failed, will increase its value by one. This and other options are the only way to increase a Survivor’s attributes or Hit Points. The entries on the Scar table are all interesting and can lead to some fun roleplaying outcomes, but because attacks are more likely to inflict damage that will result in Critical Damage, the likelihood of these results coming into play is uncommon.
The Dead Are Coming is a horror roleplaying game and it includes rules for the effect of encountering the cadaver cavalcade. Seeing someone devoured by zombies results in the loss of Willpower and when that is reduced to zero, a Survivor suffers a Stressful Event. This can be anything from the Survivor holding it together and having Advantage for all saves for a short while, to suffering a heart attack and either dying or passing out. Willpower is regained by resting and spending time with a personal item.
The Dead Are Coming is not just about fighting the undead threat, but also dealing with other Survivors, gaining Followers, and eventually forming a Band and perhaps even a Community. Guidance is given for how many Resource Units it might take to gain a favours or trade deals, and simple rules acquiring Followers and how to use them when they coalesce into a Band of twenty people and then a Community of a hundred or more, composed of five Bands. Mechanically, they are treated like a large Survivor, and in battles, they can become broken when they suffer Critical Damage. As part of a Community, a Band can be assigned activities such as scouting ahead, recruiting other Survivors, searching for Resources, and reinforcing the walls of the Community’s home.
For the Game Master there are rules for handling travel, the weather, and encounters, the latter supported with some NPC stats—which are not your average Survivors, for example, Death Cultists and Opportunities pricks—and tables for their gear. Another set of tables, the ‘Apocalypse Toolkit’, provides landmarks, structures, findings, and hazards to be found in the countryside, small towns, and cities. Another pair of tables gives simple adventure hooks and ideas on what to do in the zombie apocalypse. Then there are the zombies. Unlike Survivors, they do not suffer Critical Damage when they suffer Strength damage, but all damage against them explodes when the highest result on any dice is rolled. However, if a Survivor suffers Critical damage against, his player make Saves against Strength, first to avoid being Infected, and when Infected, three more for it to be permanent. The zombies are nasty, and include the expected Sluggish and Runner type zombies, as well as the Zombie Mass, the Exploding Zombie, the Z Dog, and the Z Elephant! Plus there is a table of mutations to spice them up a bit…
The Dead Are Coming includes advice for both the player and the Game Master. For the player, this is ask questions and plan and work with others, build alliances, especially to avoid both risk and dice rolls, the latter because dice rolls because they have consequences. He should also play to survive and play hard—dirty if necessary—but enjoy his Survivor’s death. After all, Survivors are replaceable. For the Game Master, the world of The Dead Are Coming should be presented as dangerous and make that danger obvious to her players, present choices, show the consequences of those choices, and have her players roll Saves as a result of their making choices. 
Physically, The Dead Are Coming is well presented, its discordant and sometimes urgent layout stressing the unnatural of its post apocalypse. The writing is succinct and to the point, and the artwork decent.
As mechanically simple and straightforward as The Dead Are Coming is, it will require some set-up upon the part of the Game Master, but that will typically amount to no more than the details of an environment where the Survivors will come together, whether that is one of the Game Master’s devising or one based on a real-world location. Either way, since the game is set in the real world just a few moments into the future, it is a world that is easy to imagine and a world that will be easy to contribute by both players and the Game Master working together. Plus, there is the familiarity of the zombie genre and the roleplaying does come with a good of tables for added inspiration. 

The Dead Are Coming combines simple rules with a familiar set-up and genre in which the Survivors need to learn from their Scars to withstand the dangerous nature of the world they now find themselves in. However, that world is brutal and nasty, a post apocalypse in which sometimes the best option is to run—whether that is from the zombies or other Survivors—and that should be a lesson learned fast...

Mapping Your Wilderness

Reviews from R'lyeh -

Given the origins of the roleplaying hobby—in wargaming and in the drawing of dungeons that the first player characters, and a great many since, explored and plundered—it should be no surprise just how important maps are to the hobby. They serve as a means to show a tactical situation when using miniatures or tokens and to track the progress of the player characters through the dungeon—by both the players and the Dungeon Master. And since the publication of Dungeon Geomorphs, Set One: Basic Dungeon by TSR, Inc. in 1976, the hobby has found different ways in which to provide us with maps. Games Workshop published several Dungeon Floor Sets in the 1980s, culminating in Dungeon Planner Set 1: Caverns of the Dead and Dungeon Planner Set 2: Nightmare in BlackmarshDwarven Forge has supplied dungeon enthusiasts with highly detailed, three-dimensional modular terrain since 1996; and any number of publishers have sold maps as PDFs via Drivethrurpg.comLoke Battle Mats does something a little different with its maps. It publishes them as books.

Loke BattleMats book comes as a spiral-bound book. Every page is a map and every page actually light card with a plastic covering. The fact that it is spiral-bound means that the book lies completely flat and because there is a map on every page, every map can be used on its own or combined with the map on the opposite page to work as one big, double-page spread map. The fact that the book is spiral bound means that it can be folded back on itself and thus just one map used with ease or the book unfolded to reveal the other half of the map as necessary. The fact that every page has a plastic covering means that every page can be drawn on using a write-on/wipe-off pen. It is a brilliantly simple concept which has already garnered the publisher the UK Games Expo 2019 People’s Choice Awards for Best Accessory for the Big Book of Battlemats and both the UK Games Expo 2019 Best Accessory and UK Games Expo 2019 People’s Choice Awards Best Accessory for Giant Book of Battle Mats.
The Wilderness Books of Battle Mats is a ‘Set of 2 Battle Map Books for RPG’. As a set, it comes as two volume set of map books in a slipcase—open ended at either side for easy access. Each of the two volumes is a twelve-inch squire square, spiral bound book, with each containing sixty maps, all marked with a square grid. These start with a pair of maps depicting in turn plain grasslands, tundra, and desert—the nearest that the two volumes get to blank, unfeatured maps, but quickly leap into depicting particular locations. There are rivers, waterfalls, and pools; stretches of worked forest with nothing but stumps left; the ruins of a tower and its nearby outbuildings; desert and rocky desert ravines; narrow ravines crossed over by both a log and a bridge, with a stream running the length of the ravine; rich jungle undergrowth; the shores of both arctic temperate territory; and much, much more. And this is more or less the same in each of the two books. This does not mean that the maps are exactly the same in each book. Rather they are thematically similar and this leads into what is perhaps the greatest feature of The Wilderness Books of Battle Mats.
Each two-page spread of the two volumes of The Wilderness Books of Battle Mats consists of two linked maps—physically and thematically. The Game Master can use either of the maps on the two-page spread on their own or together, as a twelve by twenty-four-inch rectangular map. That though is with the one volume. With two volumes together, the Game Master can combine any single map from one volume with any single map from the other, and if that is not flexible enough, any two-page spread from one volume can be placed next to a two-page spread from the other, in the process, creating a twenty-four by twenty-four-inch square map. What is means is that the Game Master can connect the river to the pool via the waterfall, have the ruined tower guarding the shore of a lake or the sea, and so on. Thus this gives The Wilderness Books of Battle Mats a fantastic versatility which the Game Master can take advantage of again and again in choosing a combination of map pages from the two volumes to create location after location, and then use them to build encounter after encounter.
The individual maps are excellent, being bright, vibrant, detailed, and clear. They are easy to use and easy to modify. A Game Master can easily adjust them with a write-on/wipe-off pen to add features of her own. This is especially important if the Game Master wants to use a map which has previously featured in one of her adventures. She can also add stickers if she wants new features or even actual physical terrain features.
Where perhaps The Wilderness Books of Battle Mats improves on the The Dungeon Books of Battle Mats is that there are fewer limitations on how and when the contents of the two volumes can or should be used. This is primarily because their locations—unlike those of The Dungeon Books of Battle Mats—are not as specific in terms of their role. Unlike the dungeon maps, they are obviously more open and there are fewer elements of their design that the Game Master has to consider when bringing them to the table. This also means that the maps can be used again and again without familiarity becoming too much of an issue. Of course, creating an encounter at a moment’s notice is not necessarily easy, and to really get the best out of The Wilderness Books of Battle Mats, the Game Master should definitely prepare some with the maps in mind that she wants to use, but it is easier with this two-volume set.
Physically, The Wilderness Books of Battle Mats is very nicely produced. The maps are clear, easy to use, fully painted, and vibrant with colour. One issue may well be with binding and the user might want to be a little careful folding the pages back and forth lest the pages crease or break around the spiral comb of the binding. Although there is some writing involved in The Wilderness Books of Battle Mats, it is not really what a Game Master is looking for with this two-volume set. Nevertheless, that writing very much needs the attention of an editor—just as it was with The Dungeon Books of Battle Mats.
There is no denying the usefulness of maps when it comes to the tabletop gaming hobby. They help players and Game Masters alike visualise an area, they help track movement and position, and so on. If a gaming group does not regularly use miniatures in their fantasy games, The Wilderness Books of Battle Mats might not be useful, but it will still help them visualise an area, and it may even encourage them to use them. If they already use miniatures, whether fantasy roleplaying or wargaming, then the maps in The Wilderness Books of Battle Mats will be undeniably useful. And there are so many fantasy roleplaying games which The Wilderness Books of Battle Mats will work with, almost too many to list here…
The Wilderness Books of Battle Mats is full of attractive, ready-to-use maps that the Game Master can bring to the table for the fantasy roleplaying game of her choice. Both practical and pretty, The Wilderness Books of Battle Mats is an undeniably useful accessory for fantasy gaming in general. 

The Dragon #16 Vol 3.2

D&D Chronologically -

What’s new?
  • it’s 36 pages instead of 32 – to accommodate the size of the L Sprague deCamp Green Magician story
Editorial
  • why do so many people take themselves and their hobby so seriously – have fun and a laugh!
Articles
  • a rebuttal to the letter about Cthulhu in Dragon #14 – too much detail for me to care less
  • Adventures of Monty Haul 3 – I find these tedious and just skim them
  • Sorcerer’s Scroll (always my most enjoyable part of the magazine) – Gygax talks about the same theme as the editorial – that D&D is a game which is meant to be fun and that one of the most frequent ways other people try to ‘improve’ it is to try and make it more realistic – which generally just makes it more tedious, not fun. An example he gives is of the Vancian system D&D uses vs making it more complex by having spell points. He also has a go at fanzine type publications, which to my mind always makes him come off as having a chip on his shoulder when he should really just ignore them. I guess some of the personal attacks just got to him.
  • Ward writes about game balance – basically the advice is: don’t make things too easy or too hard for your players
Variants
  • near eastern mythos – ie Sumerian, Babylonian, Canaanite
  • an extensive (5 pages) new class – the ninja
  • some variant to allow clerics and magic-users the use of swords but with big downsides (or something – I didn’t take the time to fully grok the mechanics)

Warden Encounters

Reviews from R'lyeh -

Warden Adventures is a book of scenarios designed for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.

Warden Adventures presents eight adventures for Metamorphosis Alpha, all written by the designer of the roleplaying game, James M. Ward. Each is accorded a two-page spread and each comes with an explanation of its story, its situation, and essentially what is its development. This is typically accompanied by a map and whatever stats are necessary. They are designed to be placed anywhere on the Starship Warden—though some are connected to Epsilon City and thus to the Epsilon City boxed set—and whilst some can played in a single session or encounter, some may well take longer than that to explore or deal with the issue or threat at hand.

‘Adventure Two: Security At Its Best’ actually presents the Player Characters with a problem and so something that they can obviously act against. Explorers have long known about the swarms of exploding flying bots to found at the crossroads in one of the built areas on the level of Starship Warden, and these bots have become a threat to anyone nearby. Numerous attempts have been made to destroy the swarms, but the bots always keep coming back. Where do they come from and what is it that they protecting? This is primarily a big combat encounter combined with exploration once the swarms have been dealt with, so the Player Characters will definitely need to come armed for more than bear.

‘Adventure Three: Sanpetra Rift’ describes a nasty creature which makes hit and run attacks out of the darkness and can track its quarry for miles. The Player Characters may never actually encounter it (enabling the Game Master to save it for later), but when they come across a seemingly abandoned raft curiosity is likely to get the better of them. There is plenty to be found here, all of it interesting, but not all of it safe. There is fun here though, for the Game Master who has an interesting NPC to roleplay, an engineer recently unfrozen from cryo-sleep, and not happy to be in his current situation. There are plenty of details here which the Game Master can develop further depending upon what her Player Characters decided to do.

‘Adventure Four: Willow Tree’ describes the Metamorphosis Alpha version of the deadly willow tree which has formed a symbiotic relationship with a bear mutant which inhabits the adjacent swamp. Metal can be seen the lake, so that may mean artefacts—and of course, the Player Characters always want and need more artefacts. However, they will find themselves assailed from above by the tree and from below as the swamp seems to rise up and attack them! This is a messy encounter that has a mucky, fetid feel.

‘Adventure Five: The Ultimate Boss’ confronts the Player Characters with a ‘holy knight’ who prevents them from entering into Epsilon City. Scketre stands tall, sometimes flanked by a pair of stalwart spearmen, in front of a portal—hung with Wolfoid pelts—through which can be smelled fresh food dispensers and beyond that seen a park of strange trees. He will challenge anyone who attempts to pass through the portal, but will be distracted by the nearby Wolfoid packs who send their warriors out to face him in a rite of passage. However, Scketre can be engaged in conversation and reasoned with, so clever Player Characters may be able to take advantage of him, which will take good roleplaying upon the part of the Game Master.

‘Adventure Six: Encounter Among The Trees’ is the third of three scenarios involving trees in Warden Adventures. Perhaps the Player Characters are attracted by the strange piles under the canopies of the five Mutated Australian Baobab Trees, but when they go to investigate, they are attacked. It does not amount to much more than that and so is the least interesting of the eight scenarios in the anthology.

The Player Characters encounter another big android-type in ‘Adventure Seven: Clowny The Android Clown’, this as the title suggests, a clown android! Standing at an entrance to Epsilon City, he only wants to make everyone he meets happy and is particularly militant about it. Wolfoids are another matter, since they seem to lack a sense of humour, but if the Player Characters are prepared to take a joke and have a laugh, then they will be rewarded. Of course, there is the loot that Clowny has taken from the unreceptive Wolfoids to grabbed if Clowny can be dealt with. He is a tough old clown, even ready to turn ‘killer clown’, and even if the Player Characters do defeat him, there are problems with the loot they find.

The last entry in the anthology is ‘Adventure Eight: Erector Pit’. This details a bacterial research lab, which of course, was drastically affected when the Starship Warden passed through the radiation cloud which caused the ship-wide breakdown. Trapped within its walls is a nasty, intelligent virus which is looking to escape. This is nicely described and quickly turns into a locked room filled with blind panic.

Physically, Warden Adventures is cleanly presented. The maps are clear and simple, the illustrations decently done, and lastly, it includes some sample character sheets for Human, Mutant, and Robot type characters. As a collection, Warden Adventures does feel as if involves one too many trees, but the anthology includes a good mix of horror and combat encounters as well as some roleplaying. The adventures are all easy to use and place (especially if the Game Master has access to Epsilon City boxed set) and would even work for other post-apocalypse set roleplaying games like Mutant Crawl Classics.

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