RPGs

#AtoZChallenge2024: E is for Expert

The Other Side -

 There are a lot of "E"s I could have gone with today. Epic. Encounter. Heck, even Eclipse and how it relates to D&D. But there is really only one "E" I want to talk about, and that is the Expert Set.

The Expert Set is the follow up the Basic Set I covered on Tuesday. Just like there is more than one Basic there is more than one Expert.

Expert Sets

So, a bit of background.

The Expert Rules for D&D follow the Basic Rules. So these books are compatible with the Basic-era of D&D, the so-called "B/X" rules (Basic/Expert) and the "BECMI" rules. They are not, and I would later discover, part of the same line as Advanced Dungeon & Dragons.

The first Expert set was out in January of 1981. This is the one I started with.  Edited by David "Zeb" Cook with Steven Marsh it is sometimes called the Cook/Marsh Expert or B/X Expert.  I have a lengthy review of it here: D&D Expert Set.

The second Expert set was edited by Frank Mentzer, so it is sometimes called the Mentzer Expert or most often the BECMI Expert. BECMI was for the entire series of Mentzer edited/authored Basic line of Basic, Expert, Companion, Master, and Immortal rules.  I reviewed this Exper set here: BECMI: Expert Set review.

I discussed these differences for my B post, B is for Basic Set Dungeons & Dragons.

The two sets are largely compatible with each other with just minor changes that I detailed in the BECMI Expert review. 

The focus here is higher level characters, levels 4 to 14, and moving out of the dungeon into "Wilderness" and, therefore, more dangerous adventures. This is the end of the B/X line but that actually is a feature, not a bug. The adventures from levels 1 to 14 represent some of the most exciting adventures you and your character can do. It was true then and still true today. Many of the official Dungeons & Dragons adventures end at level 15 (even though the limit now is 20), and the post-popular "D&D" adventure out now, Baldur's Gate 3 video game, has a limit of level 12.  While the BECMI moves on to level 36 (C & M) and beyond (I), I still think this is the sweet spot for most gamers.

"That's Not REAL D&D!"

I got my start with Holmes Basic then quickly moved on to Moldvay Basic and it's companion Cook/Marsh Expert. And I was very, very happy with that for the longest time. While it is not a perfect overlap, I always equate this edition with my gaming in Jr. High.  My then regular DM, Jon Cook, and I would play a lot of this. He also had the B/X books but he also had Advanced D&D (published in 1977) and we played a mix-mash of them both (something I later on discovered was very typical). Sure I wondered why things were different between the games. Clerics had slightly different spell progression and everyone was a bit tougher in AD&D, but I was content. I was happy. Until one night.

This would have been near the end of Jr. High, I know because the Mentzer Expert had not been released yet. I think I must have been about 12 or so. Anyway, Jon and I got invited to a "real" D&D session with some highschool kids. Now let me step back a second here and set the stage. At this time D&D was popular enough that we had a lot of local groups playing completely independent games. I can remember sitting in the lunch room in my Jr. High and listening to friends talk about their D&D games, I was in awe and wonder (of course, I later learned that many of them were just stealing from things like Dune like I was Dark Shadows!).  So we got to go to this game and we were told just bring out PHBs (Player's Handbooks), I didn't have one, I had an Expert book.

Well. I got told in no uncertain terms that what I was I playing was NOT REAL D&D. I was like, "what are you talking about?" Gygax's name was on the insider cover. It was published by TSR. I had very nearly the same rules you did. 

My friends, I had entered into my first battle of "The Edition Wars," and I did not come out unscathed. "Edition Warring" in D&D is the misguided (and stupid, yeah I said it) notion that one edition is better than the other. There were only two editions (maybe four) editions of D&D out at this point and I am already getting shit for it? The effect it had on me was enough that I can still remember it over 44 years later, AND it kept me from playing the BECMI version of D&D for nearly half that time. 

Which is, of course, stupid. It also was not the last time I'd make a bad choice based on editions, but at least the next time was all my own doing. I'll detail that on Sunday.

Today, if I am going to go back and play some "Classic D&D" chances are real good I mean the B/X versions of Basic and Expert.  

It is also my favorite to write and publish for with four of my books designed specifically for the B/X rules in mind, via the Old School Essentials clone game.

Much like what I said for the Basic Set any future "Basic" or Introductory set of D&D needs to do what these sets did. Introduce me to the game, give me some options, an adventure to play, and if possible, some dice! I still have my original Basic and Expert sets of dice.

Tomorrow I talk about a topic that has dominated my posting all year long, The Forgotten Realms.


 Celebrating 50 years of D&D.


Tabulating the Tricolour

Reviews from R'lyeh -

The very latest entry in the Ticket to Ride franchise is Ticket to Ride: Paris. Like those other Ticket to Ride games, it is another card-drawing, route-claiming board game based around transport links and like those other Ticket to Ride games, it uses the same mechanics. Thus the players will draw Transportation cards and then use them to claim Routes and by claiming Routes, link the two locations marked on Destination Tickets, the aim being to gain as many points as possible by claiming Routes and completing Destination Tickets, whilst avoiding losing by failing to complete Destination Tickets. Yet rather than being another big box game like the original Ticket to Ride, Ticket to Ride: Europe, or Ticket to Ride: Nordic Countries, it takes its cue from Ticket to Ride: New York, Ticket to Ride: London, Ticket to Ride: Amsterdam, Ticket to Ride: San Francisco, and Ticket to Ride: Berlin. Part of the ‘City’ series for Ticket to Ride, it is thus a smaller game designed for fewer players with a shorter playing time, a game based around a city rather than a country or a continent. The entries in the series are also notably different in terms of theme and period.
Published by Days of Wonder and designed for play by two to four players, aged eight and up, Ticket to Ride: Paris is easy to learn, can be played out of the box in five minutes, and played through in less than twenty minutes. As with the other entries in the Ticket to Ride ‘City’ series, Ticket to Ride: Paris sees the players race across the city attempting to connect its various tourist hotspots. All of entries in the ‘City’ series are both set in their respective period times and have a theme representative of their city. Thus, Ticket to Ride: New York had the players racing across Manhattan in the nineteen fifties via taxis; Ticket to Ride: London had the players racing across London in the nineteen sixties aboard the classic double-decker buses; Ticket to Ride: Amsterdam took the series back to the seventeenth century and had the players fulfilling Contracts by delivering goods across the Dutch port by horse and cart and claiming Merchandise Bonus if they take the right route; Ticket to Ride: San Francisco continued the lack of trains in the series by having the players travel around ‘The City by the Bay’ aboard its icon form of transportation—the cable car and in Ticket to Ride: Berlin, the series goes across the ‘Grey City’, either by the trams that crisscross the city or the underground which encircles it—or both! And all in the nineteen sixties. Ticket to Ride: Paris takes the players back to the ‘City of Lights’ during the Roaring Twenties, along the Avenue des Champs-Élysées after a visit to Le Louvre to the Arc de Triomphe de l’Étoile and the Tour Eiffel—and they can find the Tricolour, they will be able to celebrate Fête nationale française, or Bastille Day.
Inside the small box can be found a small rectangular board which depicts the centre of Paris, from Père Lachaise Cemetery in the east to the Arc de Triomphe de l’Étoile and the Tour Eiffel in the west, and from Montmartre in the north to Montparnasse in the south.In between are numerous routes, none of them, notably, longer than three sections long. This means that a player will score no more than four points per route claimed. The scoring track, from zero to forty-nine, runs around the edge of the board and overall, the board has an art deco feel to it. Besides the board map, the box contains sixty Buses, fifteen in each colour—red, blue, white, and green, forty-six Transportation cards, twenty Destination Ticket cards, four Scoring Markers, and the rules leaflet. The Bus pieces are nicely sculpted and come in the standard colours for Ticket to Ride, but are illustrated with a different form of transport for each colour. So black is illustrated with a motor car, white with a river cruise boat (presumably along the Seine), yellow with a tram, purple with a delivery van, orange with a Métro carriage, and the wild card with a bus. This really makes the cards stand out and easier to view for anyone who suffers from colour blindness and the range of transport options give the game a greener feel. Similarly, the Destination Tickets are bright, colourful, and easy to read. Most score either four, five, or six points upon completion and the most that any one card will score is eight points. As expected, the rules leaflet is clearly written, easy to understand, and the opening pages show how to set up the game. It can be read through in mere minutes and play started all but immediately.
Play in Ticket to Ride: Paris is the same as standard Ticket to Ride. Each player starts the game with some Destination Tickets and some Transportation cards. On his turn, a player can take one of three actions. Either draw two Transportation cards; draw two Destination Tickets and either keep one or two, but must keep one; or claim a route between two connected Locations. To claim a route, a player must expend a number of cards equal to its length, either matching the colour of the route or a mix of matching colour cards and the multi-coloured cards, which essentially act as wild cards. Unlike many Ticket to Ride variants, the map for Ticket to Ride: Paris has no black routes and more importantly, it has no grey routes, which means that Transportation cards in the correct colour or wildcards, or a combination of the two, have to be played to claim any route.
The other difference between Ticket to Ride: Paris and other Ticket to Ride variants is that it introduces a new means of scoring points, a distinctly French means of scoring points. When a player claims a red, white, or blue Route, he can keep one of the Transportation cards that he played, except if the card played was a multi-coloured wild card or he already has a Transportation card of that colour. The Transportation card kept is placed in front of the player, face up. At the end of a player’s turn, if he has one red, one white, and one blue Transportation card in front of him, he has created the Tricolour and can celebrate Bastille Day. This scores him four points. All three cards are discarded and the player can start claiming red, white, or blue routes on subsequent turns.
However, the number of red, white, and blue routes are not equal. There are eleven white, twelve blue, and thirteen red. Both the red and the blue routes are one space in length, whilst the white routes are two spaces long. So, the former are going to be easier to claim than the latter, and white Transportation cards are a more important resource than the other colours because there are fewer routes of their colour. That said, Ticket to Ride: Paris cannot simply be won by creating the Tricolour again and again. Essentially, celebrating Bastille Day and scoring points in this way is a bonus.

Physically, Ticket to Ride: Paris is very nicely produced. Everything is produced to the high standard you would expect for a Ticket to Ride game.

As with other entries in the ‘City’ series for Ticket to Ride series, Ticket to Ride: Paris offers all of the play of Ticket to Ride in a smaller, faster playing version, that is easy to learn and easy to transport. This is one of the easiest entries in the ‘City’ series to learn and play, with the Tricolour scoring mechanic similarly being one of the easiest to learn and play. Plus it does not require any other components, such as extra tokens or multiple types of playing pieces. Of course, along with the world famous locations on the map board, the Tricolour scoring mechanic are what enforce the Parisian and the French theme of Ticket to Ride: Paris. Overall, Ticket to Ride: Paris has a Gallic simplicity that makes it a decent introduction to the ‘City’ series for Ticket to Ride and Ticket to Ride in general.

#AtoZChallenge2024: D is for Dice

The Other Side -

Dragon Dice$3.97 in the 80s. A LOT more now.One topic spans the years and editions of Dungeons & Dragons and many other Role-Playing Games.

DICE!

One of the features of D&D has been the use of and inclusion of "polyhedral" dice. Each is used for various things in the games, which can sometimes lead to confusion with new players, but a lot of fun for experienced players.

The dice are used for various random numbers.  A typical set includes the following:

  • d4 Four-sided dice
  • d6 Six-sided dice (the most common)
  • d8 Eight-sided dice
  • d10 Ten-sided dice (for percentile roles)
  • d12 Twelve-sided dice
  • d20 Twenty-sided dice (the most popular)

These dice got their start as various Platonic Solids and were originally from a teacher supply store to teach math. I have in turn used them to teach my own kids math and used them in my stats classes to teach probability.

The old Basic sets all used to come with dice, except for the Holmes set. There was such a demand for dice then that TSR had to ship many set with "chits" instead of dice.

Chits in Holmes Basic

Like many gamers I have a lot of dice. Even though they are all just variations of the same 6 dice, I have different sets I like to use for different games and different themes.

Ravenloft Dice
This is the set I use when playing Ravenloft of any other Horror themed D&D-like game. Made up of black and red dice with some Castles & Crusades dice.
D&D Dice
These are my main D&D dice right now.
Ghosts of Albion
My Ghosts of Albion Dice.
Drow Dice
I got a bunch of Drow Dice at Gen Con and have used at Gen Con when running the GDQ series.
Old Dice
Some of my oldest dice. Used these throughout high school.
Witch Dice
Various witch-themed dice.

Halloween dice
Halloween-themed dice!
Old Dice
More old dice to add to my collections.
Holmes dice
Some "Holmes-themed" dice, including some Gary Con ones.
Here are two of my newest sets.
Replica dice
These are replicas of the old "Basic era" dice that shipped with the Cook/Marsh Expert set, and the Mentzer Basic and Expert sets. Yes, I had to use a crayon for these!
More Witch Dice
I got this set at Gary Con, so they are only about two weeks old. I got them at The Bewitched Parlor at Gary Con. The dice bag is from my wife from this past Christmas.  Since I loved themed dice for my characters, the old-school blue set will be for when I play Sinéad, and the purple set will be for Taryn.

Dice have even become a secondary market catering to Gamers. And there are some really nice ones out there.

Places like Dice Witchery, ZucatiCorp with their Holmage DiceThreshold Diceworks, and so, so many more.

Tomorrow, I take a step back to talk Expert Sets to round out my week of some Classic D&D themes. 

 Celebrating 50 years of D&D.


#AtoZChallenge2024: C is for Critical Role

The Other Side -

 One of the biggest cultural phenomenons to come out of modern D&D has been the success of Critical Role. It was successful because of D&D 5th Edition and, in turn, made D&D 5th Edition more successful.

What is Critical Role

Critical Role CastThe voice actor players.

It is a streamed "actual play" Dungeons & Dragons 5e (for the most part, more on that) game. Each session is about 4+ hours long (resulting in over 2,000 hours of content) and features a group of voice actors: (top L-R, picture above) Sam Riegel, Taliesin Jaffe, Marisha Ray, Dungeon Master Matt Mercer, and (bottom, L-R) Liam O'Brien, Laura Bailey, Ashley Johnson, and Travis Willingham.

They began just as a group of friends (Travis and Laura were either already married or dating, Matt and Marisha were dating) playing a D&D 4th Edition and then a Pathfinder game.  When D&D 5e came out, they moved over to that. You can even see some rule confusion in the early episodes.

Vox MachinaThe characters. Can you match who is who?

They soon became wildly popular. How popular? Well there is an Amazon series based on their first campaign ("Vox Machina"), there are several books about and by the Critical Role team, their Gen Con shows are sold out months in advance, and they also sold out Wembley Arena back in October of 2023. A live event to watch a bunch of friends play D&D, and they sold out a space that had previously seen sold-out shows of the likes of Led Zeppelin, Genesis, David Bowie, Queen, The Who, The Grateful Dead, and more.

While they were not the first online Actual Play D&D streamers, they are the biggest, and they made this into not just their own genre of entertainment, but they have been making an absolute ton of money. 

There are three campaigns featuring different groups of characters. Campaign 1 featured the above characters in Vox Machina. Campaign 2 was their big breakthrough campaign featuring the Mighty Nein. This also introduced Laura Bailey's character, Jester Lavorre, the tiefling that inspired a thousand cosplays

There have also been four published books for the D&D 5e game.

Critical Role books

The cultural phenomena that is Critical Role has not been without some critics. There are those that complain that they are not really gamers. Or that they are not really playing. Or that the "Mercer Effect" has ruined what people expect from D&D.

To those critics, I say, "Do you remember exactly when it was when you let fun die in your life?"

Look. The hobby space that D&D occupies now is not the same as it was in the 1980s. This is a good thing. 

People can watch Critical Role and enjoy it without rolling any dice of their own. They can watch the show and then think, "Hey, this looks fun. I want to try this." They can cosplay Jester, Keyleth, or FCG. They can enjoy the Amazon Prime series.

For me, it is all great fun. I started watching the old streams (still on Campaign 1!), and I enjoy them. They have also given me ideas for my own games. Between Campaign 1 and "Stranger Things," there is a whole new generation of D&D fans out there. Yeah, so sometimes I get 20-year-olds excited to tell me all about Vecna (the BBG in both), but hey, they are excited.

The Future

Critical Role has been a huge money maker...for Critical Role. It should not surprise anyone that the Powers That Be at Hasbro (the current owners of Wizards of the Coast and D&D) wanted in on some of that action. So last year in January, Hasbro/WotC wanted to put out some new guidelines on what various creators can do with D&D material, essentially walking back on 23+ years of access and goodwill.  Well, people naturally were angry.  It was enough that I even stopped using the very permissible Open Gaming License to produce my own works and spent most of 2023 working on solutions. Others did the same. One of those solutions for the Critical Role team was to build their own RPG that they controlled and had all the rights to. It is a very good idea.

They began with an actual play series and a new game called Candella Obscura. It is a quasi-Victorian, horror-themed fantasy game, so you know I am interested! I have not played it yet, but we have the hardcover and it looks fun.  You can try it out for free with their QuickStart Guide

Daggerheart and Candella Obscura

Their newest game is called Daggerheart. It is still being playtested, and I discussed it a while back. Will people leave D&D 5 for it? Well, there is some indication that D&D 5 sales dipped in 2023. Was that because of Wizards of the Coast's series of PR blunders or because D&D 5R (One D&D) is due out at the end of this year, and sales ALWAYS dip after these announcements? Hard to say, but it's likely a combination of both. But in any case I wish Daggerheart and the Critical Role team nothing but the best and hope they are wildly successful.

Even if you don't like Critical Role. The Stream, the Amazon show, their D&D 5e content, or new games, you have to like the attention they have brought to this hobby. Even if only 1/10th of the people drawn into this stick around for other games, that is more than we had before.

Tomorrow, I'll talk about a topic that is very near and dear to the hearts of many gamers. Dice!

 Celebrating 50 years of D&D.
Check out the April A to Z Challenge


This is also my first entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival

#AtoZChallenge2024: B is for Basic Set Dungeons & Dragons

The Other Side -

Dungeons & Dragons Basic Book

Yesterday I talked about the Advanced Dungeons & Dragons game.  Today I want to take a step back and talk about the Basic D&D game.  Though there are several sets that can make the claim of being the "Basic Set."

Regardless of how many or for which edition they all share some things in common.  The Basic set is usually a simpler or stripped-down version of the D&D game designed to introduce new players. They typically come in a boxed set and very often have the very first set of dice a player will own.

My own history with D&D begins with the Basic game. 

Moldvay D&D Basic

Christmas 1981 will forever go down in my memory as the one where everything changed.  I was in Junior High and had been playing D&D for about two years, off and on.  I had read the Monster Manual and I had a copy, badly xeroxed, of the Holmes Basic set.
Christmas though was the turning point. I got two box sets that year; the Ballantine Books boxed set of Lord of the Rings and the "magenta" Basic Set.
Inside was finally my own book, not a copy of someone else's book. I had my own dice (finally!) and a complete adventure.
I devoured that book. Cover to cover. Every page was read and read over and over.

A lot of people talk about "the Red Box." My Red Box was magenta and had Erol Otis on the cover.  For me this was the start of what became "my" D&D. Not someone else's game, but my own.

In 1981, I felt fairly proficient in D&D. But with Holmes D&D, I always felt like something was missing. I only learned later about the "Little Brown Books" and how "Basic" actually came about.

The Moldvay Basic set had almost everything I ever needed for a game.  Plenty of classes and races.  More monsters than I expected (it had dragons!!) and what then felt like tons of spells.  I made dozens of characters, some that saw actual game play, but I didn't care, for me it was the joy of endless possibilities. And that was just in the first couple of dozen pages.

Everything I know about exploring a dungeon, checking for traps, carrying holy water and a 10' pole began here.  I learned that ghouls can cause paralysis (unless you were an elf!) and that zombies always attacked last in the round.  I learned that Thouls was a magical cross-breed between a hobgoblin troll and a ghoul. No, I still have no idea how they are made. I got to meet Morgan Ironwolf herself.
There was a sample adventure in the book, but I never really looked over. I don't think anyone did. It was called the Haunted Keep by the way. Though I very recently was reading that someone put it under the Keep in the famous adventure, Keep on the Borderlands.

This magenta-colored box with strange art on the cover also had other prizes. There inside was my first set of real D&D dice.  No more raiding board games for six-siders, though I learned those dice were properly called "d6s," and my new ones were "polyhedral."  I had a set of blue dice with a white crayon to color them in.  They are not great dice, even then, I knew.  But they were mine, and that is all that mattered.

I want to pause here a second and come back to that art.  Let's look at the cover again.  A woman casting a spell, a man with a spear. Fighting some sort of water dragon (that didn't even appear in the rules!). But look how awesome it is. Do you need to know anything else? No. They are fighting a dragon! That box is why so many gamers fell in love with the art of Erol Otis.  Inside are some equally important names; Jeff Dee, James Roslof, David LaForce, and Bill Willingham.  They gave this D&D a look that was different than AD&D.  I love that art in AD&D, but in this book, that art was just so...timeless. It was D&D.

In that box was also the adventure The Keep on Borderlands. I don't think I need to go into detail there. We have all been to the keep. We have all taken that ride out along the road that would take us to the Caves of Chaos. Nevermind that all these creatures, who should by all rights be attacking each other, never really did anything to me. They were there, and they were "Chaotic," and we were "Lawful." That was all we needed to know back then.

Dungeons & Dragons Basic Set What treasures in such a small box!
The Moldvay Basic set was more than just an introductory set to D&D. It was an introduction to a hobby, a lifestyle. The rules were simply written and organized. They were not simple rules, and re-reading them today, I marvel that we all conquered this stuff at age 10-11. It may have only covered the first three levels of character growth, but they were a quality three.

I bought the Expert Set for my birthday in 1982. For the longest time, that was all I needed. Eventually, I moved on to AD&D. I discovered those Little Brown Books and even picked up my own real copy of Holmes Basic. I love those games, and I love playing them still, but they never quite had the same magic as that first time I opened up that box and saw what treasures were inside. I did not have to imagine how my characters felt when they discovered some long-lost treasure. I knew.

Today, I still go back to Tom Moldvay's classic Basic book. It is my yardstick for measuring any OSR game. Almost everything I need is right there, just waiting for me.

Basic D&D is a very popular topic for me on the old A to Z Blogging Challenge. Here are some other "Basic" posts I have done in past years.

Other Basic Sets

It would be very remiss of me not to mention that there were other Basic sets as well.

Three Basic Sets
Three Basic Sets, Books and Dice

Holmes Basic, also called the "Blue Book," was my start. Sort of. The rules I used back when I began were a hodge-podge of Holmes Basic and AD&D, particularly the Monster Manual. This was fine, really, since, at the time, 1979, these game lines were a lot closer to each other. I have talked about this in my "1979 Campaign" posts.

Edited by Dr. John Eric Holmes, this book took the original D&D books and re-edited them to a single cohesive whole, though limited to 3rd level, as a means to get people introduced to the D&D game.  The Original Rules (see "O" day!) were an eclectic collection of rules that grew out of Gary Gygax's and Dave Arneson's playstyles. Debate continues on who did what, and I am not going to provide anything close to a definitive answer, but the game sold well but had a steep learning curve to others who were not part of that inner circle or came from War Games. The Holmes Edition attempted to fix that.

Mentzer Basic, or the BECMI (Basic, Expert, Companion, Master, Immortals) rules, was published after the Moldvay Basic, Cook/Marsh Expert sets. The rules between the B/X and BECMI rules are largely superficial (I will discuss this more), and the BECMI rules go past level 14 into the Companion rules (more on that tomorrow).

There is evidence that the Mentzer Basic set, also known as the "Red Box," was one of the best-selling editions of D&D ever, even outselling the flagship line of AD&D at times. It was also sold in more countries and more languages than any other version of D&D. If you recall Sunday's post, the D&D Basic line was in play for 22 years, covering the same time period as AD&D 1st and 2nd Edition rules. And it is still widely popular today. 

UK, American, and Spanish Mentzer BasicsBasic books from England, the USA, and Spain

Is Basic D&D the Game for You?

Basic D&D (all three varieties) are all remarkably easy to pick up and play. Character creation is fast, and the play is super flexible.  It is also one of the main systems I still love to write about and publish for.

Basic D&D has great online support regarding books from DriveThruRPG and other "Old School Renaissance" creators. But it is an older game. One of the oldest in fact. So, some things made perfectly good sense back then that would cause people to scratch their heads at the various design choices (Descending Armor Class? Level limits?), but that doesn't detract from the fun. Finding a Basic game or even people to play it with will be harder.

Any future version of D&D (or any RPG) needs to use Basic D&D as its model for introduction to the game.

Tomorrow, I will talk about a newer topic, Critical Role.

 Celebrating 50 years of D&D.

Check out the April A to Z Blogging Challenge

Larina Nix for Advanced Dungeons & Dragons (Dragon #114 version)

The Other Side -

 I meant to do this one earlier, but I got busy writing something else. Honestly, I am a little surprised I haven't done this before now.

Larina Dragon #114 homage Dragon #114 October 1986"Larina" by Djinn and "Spirit of the Night" by David Martin

Larina Nix

I first rolled Larina up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October. 

I read it all over and wondered how I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it is October 31st.

As the game progressed, she became less the magical powerhouse I envisioned and became more the group's sage, occult expert, and polyglot. So when it came time to level her up, I took the spells that gave her more social and mental power/aspects. If the choice was to take a power/spell/magic item that gave a blasty power OR say, learn a new language, then I always took the language.  This was also the origin of the "From the Journals of Larina Nix." 

I kept playing her over the years. In college, I kept notes on her and how she played, including her witch spells and powers vs. her magic-user/wizard ones.  I combined these notes with notes I had started back in 1983 on a witch class, and eventually, they became my first Witch class. Since she was so focal in those experiments, I also re-did her as one of my new witches and featured her in a bit of fiction when she was six years old and discovering that she was a witch.

But in the meantime, here is Larina circa 1987-88.

Larina by Gabe FuaLarina by Gabe FuaLarina Nix
10th level witch / 1st level Magic-user (Dual classed)

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 18 
Wisdom: 18
Charisma: 18
Comeliness: 21

Hit Points:  
Alignment: Lawful Neutral
AC: 2 (Bracers of Protection AC 2)
Saving Throws (base)Paralyze/Poison: 10Petrify/Polymorph: 13Rod, Staff, or Wand: 14Breath Weapon: 16Spells: 15
Languages: Common, Alignment, Drow, Undercommon, Elf, Infernal, Dragon

Powers
1st level: none
2nd level: none
3rd level: Brew poisons & narcotics
4th level: Brew truth drug
5th level: Brew love potion
6th level: Manufacture potions & scrolls
7th level: Candle magic9th Level: Use all-magical items10th Level: Aquire Familiar (cat, Cotton)

Spells 
First: (5+3+1) Charm Man I, Cure Wounds, Darkness, Give Wounds, Light, Magic Disk, Mending, Read Languages, Sleep (MU)
Second: (5+1) Bless, ESP, Identify, Locate Object, Seduction II, Speak with Animals Third: (4+1) Calm, Clairvoyance, Lightning bolt, Phantasmal force, Remove Curse Fourth: (3+1) Cure Serious Wounds, Infravision, Levitate, ShockFifth: (1) OracleHSO: (1) Prismatic Spray
Magic Items
Dagger +2, Staff of Enchantment, Broom of Flying, Crystal ball w/ ESP.


[Fanzine Focus XXXIV] The Travellers’ Digest #2

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 Dungeon Master 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 & Dragons, RuneQuest, 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, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Traveller’s Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Traveller’s Digest and thus when the campaign begins is 152-1111, the 152nd day of the 1111th year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure. For example, ‘Of Xboats and Friends’, the opening part of ‘The Grand Tour’ in The Travellers’ Digest #1 requires the supplement, The Undersea Environment, and adventure, The Drenslaar Quest, published by Gamelords, Ltd., are both useful for running underwater adventures—though they are really only useful if the Referee develops adventuring content beyond that presented in the issue. Alien Module 4: Zhodani may also be useful. Of course, that was in 1985, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Traveller’s Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created used the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.
The Travellers’ Digest #2 was also published in 1985 and moved the date on from 152-1111, the 152nd day of the 1111th year of the Imperium to 244-1111, the 244th day of the 1111th year of the Imperium. The opening ‘Editors’ Digest’ looks both backward to the first issue and forward to future issues, as well as commentating on the editors’ success at Origins in Baltimore that year. It highlights the success of the fanzine right from the off and how the editors’ thoughts on various aspects of Traveller align with those of its designer, Marc Miller.
The second part of ‘The Grand Tour’ in The Travellers’ Digest #2 is ‘Feature Adventure 2: Journey of the Sojourn Moon’. In addition to the standard books required by the campaign, the adventure needs the supplement The Desert Environment and the scenario, Duneraiders, both originally published by Gamelords, Ltd, since the adventure takes place on a desert world. The adventure breaks down the Universal Task Profile used throughout and again, presents the four pre-generated Player Characters. The adventure itself opens with some colour fiction which explains why the quartet decide to travel to the world of Wal-ta-ka. This is because Akidda Laagiir, the journalist who won the Traveller’s Digest Touring Award, is in search of a story. The terms of the award demand that he submit a regular story highlighting cultural diversity in the Imperium and on Wal-ta-ka, there is a culture which rejects technology. Could that be the basis of a story—let alone a scenario?
Wal-ta-ka is a tidally locked world in the Atsah Subsector of Deneb Sector. A seismic quake destroyed the original mining colony in 234 and the population thought to be wiped out. However, some managed to survive and their descendants evolved into their own nomadic sub-culture. Notably, the nomads reject all technology beyond Tech Level 2 and see its use as blasphemous. The scenario is initially driven by Akidda Laagiir, who wants to make contact with the ‘San-de Wal-ta-ka’, one of the hunter-gatherer tribes living on the bright side of the world. This is actually easily achieved as the tribe welcomes visitors so long as they leave all advanced technology behind. The tribe also sees the journalist’s interest in it and its culture as flattering. However, the Player Characters will make a terrible cultural faux pas. Either the ‘San-de Wal-ta-ka’ discover that they have brought an item of advanced technology with them (if they did) or a duel is provoked with ‘Aybee’ and discover that ‘AB-101’ is actually a pseudo-biological robot—and thus not human! This all needs to be done in order to set up the major part of the scenario and that is the Player Characters being forced to survive in the desert of Wal-ta-ka.
All members of the tribe are expected to make a ‘Sojourn’ into the desert at the age of fourteen. They are expected to survive alone in the desert for fourteen days and soo to are the Player Characters. This is essentially to atone for their cultural transgression of bringing technology into the tribe, but in the process, it can also make them members of the tribe. The scenario details what the Player Characters need to survive and what resources and dangers can be found out in the desert. This includes plant and animal descriptions, a list of possible environmental encounters, and there is both a map of the planet and the region where the Sojourn is to take place. There are notes too on how the NPCs were created using and diverging from Citizens of the Imperium, plus the tribe’s particular skills such as Guard/Hunting, Falconry, Riding, and Herding. In particular, there is a guide to roleplaying ‘Aybee’ because his role is important in the scenario as it probably triggers the major events of the story. Lastly, the notes for the Referee also talk about motivations for the other Player Characters to go on the Sojourn, such as Akidda Laagiir wanting a good story and Dur Telemon, the scout, wanting to prove that he can survive on this world.
‘Feature Adventure 2: Journey of the Sojourn Moon’ does feel forced as an adventure, and it does set up a situation where the Player Characters are expected to survive in a situation without recourse to their technological devices. Players instinctively hate this, being forced into a situation that is outside of their comfort zone and that of their characters. However, given the Player Characters of ‘The Grand Tour’, they actually have the motivation to do this. At the same time, the Game Master needs to make this adventure interesting and keep her players engaged. Lastly, it should be pointed out that the setting of ‘Feature Adventure 2: Journey of the Sojourn Moon’ and elements of its story, are inspired by Frank Herbert’s novel, Dune, and its desert world of Arrakis, as does The Desert Environment and Duneraiders, right down to there being a chemical substance which could have wider implications beyond the world of Wal-ta-ka. This is not Spice, of course, but the pollen of a cactus plant that induces hibernation and has potential medical uses. The Atsah Subsector of Deneb Sector is detailed and accompanied by its own Library Data, though this applies more to ‘The Grand Tour’ as a whole rather than the scenario.
One of the Player Characters in ‘The Grand Tour’ is Akidda Laagiir, a journalist. However, there is not the means to create a Journalist Player Character in Traveller, the version of the rules available at the time, though there is one now in the current edition of the rules. ‘Journalist Character Generation’ presents the new Career in the same format as that of Mercenary and High Guard, introducing the new skills of Persuade and Interview. Interview can stand in for the Interrogation skill, but is not as effective. An overview of journalism at various Tech Levels is given in ‘Recording Devices’, the last article in the issue, covering text, sound, and image recorders. It is a good complementary piece, which should provide the Journalist Player Character with everything he needs to carry out his job.

Penultimately, The Travellers’ Digest #2 returns to the major focus of The Travellers’ Digest #1 and that is robots. ‘Robot Design Revisited, Part 2’ continues the expansion on the ‘Ref’s Notes’ article, ‘Robots’ which appeared in The Best of the Journal of the Travellers’ Aid Society. It includes some examples a Tech Level 12 Cargo Robot and a Tech Level 14 Zhodani Warbot, introduces the Universal Robot Profile or URP, plus all of the codes necessary and their explanation, and presents both the Warbot and ‘AB-101’ as URP examples. The accompanying ‘Easy Task Resolution’ is written exclusively with the pseudo biological robot in mind and covers some of the tasks that his creator, Doctor Theodor Krenstein, will likely have to undertake in order to repair him. It is quite handy, especially given the encounters that ‘AB-101’ is likely to have in the scenario, ‘Feature Adventure 2: Journey of the Sojourn Moon’.
Physically, The Travellers’ Digest #2 is very obviously created using early layout software. However, that layout is surprisingly tidy and if some of the artwork is created using a computer too, it is not actually that bad.
The Travellers’ Digest #2 is already an improvement over The Travellers’ Digest #1. The inclusion of the Journalist as a Career is an excellent addition and together with ‘Robot Design Revisited, Part 1’ supports the scenario in the issue, ‘Feature Adventure 2: Journey of the Sojourn Moon’ in the short term, and ‘The Grand Tour’ campaign in the long term. The scenario itself does feel somewhat forced, but it plays to the motivations of the Player Characters and it is far more coherent and playable than ‘Of Xboats and Friends’ from The Travellers’ Digest #1. Overall, The Travellers’ Digest #2 is a solid second issue, a good follow up to The Travellers’ Digest #1, with some decent content.

#AtoZChallenge2024: A is for Advanced Dungeons & Dragons

The Other Side -

Welcome to the A to Z blogging challenge for 2024!  As I have been talking about all year, 2024 marks the 50th Anniversary of the first commercially successful (and in many ways the first in all respects) role-playing game. Dungeons and Dragons.

All month long, I hope to celebrate this with my A to Z of D&D.

Today, I start with the edition of D&D that most people who grew up in the 1980s think of when someone says Dungeons & Dragons.  That would be the 1st Edition of Advanced Dungeons & Dragons.  This is the edition that we see the kids playing in "E.T. the Extra-Terrestrial" and on "Stranger Things." This is the classic 1980s version of D&D. The one from the Satanic Panic.

The AD&D Holy Trinity

Advanced Dungeons & Dragons

This game was created in 1977 by Gary Gygax in response to the overwhelming popularity of the Original D&D game.  While the original game relied on some knowledge of wargames at the start, its popularity grew to people who had no experience with war games.  Also, many rule variations began to pop up in terms of both official publications and non-official ones. Gary felt that a gold standard of rules should be written.  There was also the idea that a new game, with a different name, could be used to keep royalties out of the hands of Dungeons & Dragon co-creator Dave Arneson, but more on that in a bit.

The Advanced Dungeons & Dragons game was not just evolutionary but revolutionary in it's own right as well.  Until now, most RPGs were printed as softcover books, many in digest format.  AD&D featured full 8.5x11 hardcover books with color covers and improved interior art.  The game was divided into three separate books. A Player's Handbook for everyone, a Monster Manual for all the creatures encountered and most importantly a Dungeon Master's Guide for everything the Dungeon Master (the Game Master or Referee) needed to run the game.  Soon, all other games sought to emulate this style.

While hard figures are not easy to come by, a lot of legwork and deep investigation by Ben Riggs, author of "Slaying the Dragon," points to AD&D having its best years between 1980 and 1984. Some of these sales are also likely from the D&D Basic Set, which I'll talk about tomorrow.

What made it Advanced?

Well. That's a tricky question. The official line was always this. Advanced Dungeons & Dragons was a "new game" that covered a variety of rules for all sorts of situations, but mostly for tournament-style play and "official" events. The notion came from the idea that Gary Gygax saw all sorts of things going on in D&D that was not what he considered part of the rules, so he collected all his notes and made this new game and one he hoped people would follow as opposed to his prior game, Dungeon & Dragons.

That was the story.

Since that time, there have been accusations that Advanced Dungeons & Dragons was created as a legal loophole to keep royalties of the game out of the hands of Dungeons & Dragons co-creator Dave Arneson. When Arneson left TSR, the company producing Dungeons & Dragons, he was owed quite a bit of royalties. The word is that TSR and Gygax didn't want to pay those (and wouldn't until a later lawsuit was brought in).  

Gygax denied this back in the day, of course, and soft-pedaled it later when all the dust had settled. However, there was a lot on the pages of Dragon Magazine at the time to try to make the point that D&D and AD&D were two completely separate games.  

Gary Gygax from the Sorcerer's Scroll

None of us paid much attention to that. In those early days, we mixed our Basic D&D and Advanced D&D rather freely. It was not until later in my game-playing that I became dogmatic about D&D and AD&D being distinct. 

What were the Differences?

Drama and inside baseball aside, some key elements made Advanced D&D different? 

AD&D had classes (occupations) and races (species) as explicitly separate. Basic D&D had four human classes and three demi-human classes. AD&D expanded on all of these. More classes and more races. The levels went higher than Basic D&D did at the time (the BECMI sets would fix this later), and there was just more everything.

Additionally, there were a lot of rules to handle a lot of specific situations. Gary always imagined that D&D (via OD&D) would be the one people played however they wanted. AD&D was going to be for serious and tournament gameplay. He saw AD&D as having a solid set of rules and judgments like Chess. In practice, though, the average gamer didn't care about all that. We played AD&D much like D&D/OD&D. We ignored all the extra rules we didn't like (weapon speeds?) and kept the ones we liked (like the new monsters and expanded alignments).  So, all this noise about AD&D and D&D being separate and having different games was always a little lost on me. Of course, I learned that others did not see it the same way. I learned when I took my D&D Expert book to an AD&D game. 

Today, the differences again seem very minor to many. The same can be said about AD&D 1st Ed and 2nd Ed, which are still largely compatible. 

For me, AD&D 1st Ed was my game in high school, and I played a lot of it. Despite appearing over 35 years ago, AD&D 1st edition is still played and enjoyed today. If my recent Gary Con trip was any indication, the old games are still doing well. And thanks to Print on Demand you can buy brand new copies of the original AD&D game now for a fraction of the cost of the book in the aftermarket or even the originals.  

And additional books for more classes and spells and monsters.

I like having these in softcover for my game table, and that way, my originals no longer get abused.

Tune in tomorrow, and I will talk about Basic D&D.

 Celebrating 50 years of D&D.

Check out the April A to Z Blogging Challenge

[Fanzine Focus XXXIV] Ascoleth: The Last Great City

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 Dungeon Master 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 & Dragons, RuneQuest, 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, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone.

Ascoleth: The Last Great City was published in June, 2022. It is a collaborative project between Monkey Blood Design and Rabid Halfling Press, a systems-neutral weird science-fantasy fanzine that describes a city in the end times and as a toolkit provides the Game Master with numerous tables of prompts and ideas that she can use to bring it to life. It is part one of ‘The Finisterre Trilogy’, although sadly, the other two parts have yet to appear. The setting for the fanzine is a sliver of land in the eschaton, the last days, called Finisterre. On it stands an entity that is both alive and a city, a final refuge in the very uncertain times. It is so large that districts within are almost cities unto themselves, each with their own distinctive architecture and often purpose. Nominally ruled by The Lord-Executor Ampiranx III, it is the Consortium which actually runs the city, though in many cases the various districts are autonomous, some with ties to the Consortium, some with not. Finisterre itself could be a complex machine found in the dusty basement of a wizard’s tower or the ever-expanding dreamworld of a sleeping child-god, as seen from within. Only three of Ascoleth’s districts are  detailed, and like all districts in the city, they shift, rotate, and move, but there are the means included as well to create others, as the Game Master is likely to want to create more.

The three major districts are the Magitek Praecinctum, the Necrosian Borough, and the Pariah Conurbation. Each is given entries for something ‘Dominating the Skyline’, a ‘Site of Interest’, a ‘House of Worship’, and the ‘Faction in Control’, plus quick lists of its demographics ongoing problems. This is followed by a table of the district’s neighbourhoods. For example, the Necrosian Borough accommodates the city’s undead citizens, but not very well since there is of course more undead than can be supported by the district’s amenities. Living visitors are advised to wear corpse paint lest their flagrant flaunting of their living status cause offence, so there are professional corpse painters at the entrance to provide this service as well as blood banks since blood is legal tender in the Necrosian Borough. Dominating the skyline is ‘The Triangle of Tragic Truths’, a huge, inverted pyramid of bloodstone atop which is an enormous disc that turns to face the sun and so block the district and its inhabitants from direct sunlight. The ‘Hall of the Eternal Smile’ is the ‘Site of Interest’ where the undead go to meet and discuss their undeathly issues, plus attend KrptoCon, an event dedicated to magical technology related to death and undeath. The ‘House of Worship’ is ‘Rigorous Mortis’, an old, decrepit prison where the undead use the execution platform and torture chamber to ritually torture and execute each other as acts of devotion. The ‘Faction in Control’ is ‘The Gatekeepers of Yore’, a fanatical group of monarchists under Archking Akoscion XIX, a partially mummified halfling vampire, currently in a guerilla war with The Sanguinista Urban Liberation Front. Of course, the district is home to all manner of undead, plus necromancers and anyone with an interest in the dead and undead. Its ongoing problems include massive class divides, overcrowding, and the vampire insurrectionists.

The neighbourhoods of the Necrosian Borough include the Royal Quarter where too many undead royals live, leading to murderous feuds in an effort to reduce numbers and so increase space, but this is hampered by the fact that the undead are very difficult to kill. Then there is the Black Light District which should be left to the reader’s imagination!

Beyond this treatment of the three neighbourhoods, over half of Ascoleth: The Last Great City is dedicated to creation tables for the city. Tables include ‘Who Do You Bump Into?’, ‘You Took A Wrong Turn And…’, ‘Whose Face Is On That Wanted Poster?’, and more. Lastly, the ‘District Generator Tables’ enable the Game Master to create districts of her own. For example, the ‘Adventurer Generator’ might create a hook such as the Player Characters being hired to eradicate a former saint, now corrupted, from a pearlescent tower or infiltrating an illusion of the underworld inhabiting a very scary Halfling, not actually undead, but wearing corpse paint. Of course, the Game Master will need to develop these further.

Physically, Ascoleth: The Last Great City is very well laid out and engagingly written. With its splashes of red, the artwork varies from the bizarre to the grim, but it fits the strange tone of the setting.

Systemless, Ascoleth: The Last Great City would work as well with Old School Essentials, Into the Odd, Troika!, or even Numenera. The Game Master will need to provide stats and details as necessary, but the pages of Ascoleth: The Last Great City are rife with ideas and prompts that are entertainingly inventive and will form the basis of some great.

[Fanzine Focus XXXIV] The Beholder Issue 2

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 Dungeon Master 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 & Dragons, RuneQuest, 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 new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.
The Beholder Issue 2 was published in May 1979—the same month as Margaret Thatcher was first elected Prime Minister. Its contents follow the same pattern as set by The Beholder Issue 1—a new Class, some new monsters, spells, and magical items, along with a competition dungeon. There are other articles and not all of them for Dungeons & Dragons. The new Class is ‘The Loner’, which mixes the abilities of the Thief, the Ranger, and the Monk, so inspired by Advanced Dungeons & Dragons, First Edition. The aim is to create a Player Character who has a broad range of skills and abilities and is thus capable without being a specialist, suited for play with small groups or solo play. Members of the Class will not join groups numbering more than five and cannot be Lawful in Alignment. He does not wear armour or use a shield, but his natural Armour Class improves as he gains Levels. For the most part, the Class’ abilities make sense, such as combining the Hide in Shadows and Move Silently skills of the Thief Class into Stalk, Track from the Ranger, Resist Cold, and so on, but there are aspects which make less sense. For example, Infravision, Wilful Healing, and eventually, Fly. Overall, the Class does not feel particularly coherent.
The only article not about Dungeons & Dragons is ‘Traveller’, for the roleplaying game of the same name. The article opens with a compliant that the Science Fiction roleplaying game is not as complete as Advanced Dungeons & Dragons, First Edition. However, it does offer an interesting use for the Computer skill, which it points is not useful until the Player Characters obtain a spaceship. This the ‘Programmable SMG’. When attached to its tripod, a program on a cassette can be inserted to provide one of four firing modes—continuous, fire at any movement, fire at any humanoid, or fire at anyone in a police uniform! The last cassette is highly illegal. It highlights the state of technology, what was thought technology could be in 1979, and the state of technology in Traveller was then, it is very clunky. Other additions include different types of grenade, such as High Explosive, Smoke, and Vapourisation, the latter being the equivalent of the disintegration. Lastly, the article notes that lasers are either very powerful or very weak, depending on the armour worn by the target. Reflec armour makes it impossible for the target to be hot, but anything else almost guarantees it. Instead, the author points out that lasers do not work in the rain, so either change the weather or if indoors, turn on the sprinkler system!
‘Monster Summoning’ describes six monsters. They include the ‘Catilae’, like a centaur, but replace the horse body with that of a centaur; the ‘Albatross’, which if killed inflicts a nasty, nasty curse; the ‘Vampirebat’, which is exactly what you think it is; and the ‘Ohm’, a terahedron—or three-sided pyramid—shaped creature with an eye and a tentacle in each face. Given the name, it should be no surprise that electricity runs through the Ohm, making it glow, and of course, hitting it with a metal weapon inflicts damage on the attacker. It feels reminiscent of the Modrons, in shape at least, which would later appear in the Planescape setting. Other monsters include the ‘Juvah’, a river or swamp dwelling creature like an Umber Hulk, but covered in a liquid that deludes its victims into thinking that they have not taken any damage; the ‘Snapdragon’ is the plant, but with dragons; head; and the ‘Mofe’, a humanoid of foam whose attacks deplete the victim’s Intelligence. None of the monsters are very interesting or sophisticated, but they are typical of the sort that might be found in a fanzine, being more  designed to test and surprise the players and their characters than anything else.
‘Thoughts on Combat’ offers suggestions to make combat in Dungeons & Dragons more interesting and sophisticated. These include bringing in player skill by getting each player to write down what their characters are going to do and sticking to it, adding critical hits and fumbles, and altering the bonus to Armour Class from Dexterity for heavier armour types. It does not go into details, merely giving suggestions. The ‘New Spells’ has four spells. These are Fuse, Block Transformation, Water Walking, and Locator, which are all self-explanatory bar Fuse, which enables a delay effect to be added to an object.
The Competition Scenario in The Beholder Issue 2 is ‘Petrarch’s Tower and the Vaults of Experimentation.’ At ten pages long, it is the longest piece in the issue. This is written for Third Level Player Characters of which eight pre-generated ones are provided, including one named ‘Westphalia’! The setting for the scenario is the Tower of Petrarch and the caves below it. The tower stands on a ledge over the Pass of Petrarch, inaccessible except by flight or through the tunnels below. The Wizard Petrarch discovered the entry into the ‘Three Thousand Steps of the Abyss’ that now lead into the Vaults of Experimentation five centuries ago, but it has been several centuries since he was last seen and the nearby authorities fear what might be found in them. Consequently, they have hired mercenaries—the Player Characters—to clear the tower and confirm that Petrarch is actually dead. The adventure is divided between the tower and the caves/tunnels below, there being more of the latter than the former. The dungeon contains some interesting rooms, like the room that Ogres have turned in a bowling alley using paralysed victims as the bowling pins, but this is very much a funhouse style dungeon with little in the way of a connected theme. The scenario ends with notes on adapting it to a Dungeon Master’s campaign and a competition points table which lists all of the points for achieving various objectives. Unfortunately, the adventure overall is too random and lacking in theme to be really interesting.
Lastly, The Beholder Issue 2 ends with ‘Magic Jar’. This describes some seventeen magical items. Much like those in the first issue of the fanzine, there are some fun entries here. For example, a Dispel Scroll has a specific spell written backwards on it. When read out it negates the nearest incident of that spell, whether that is a Player Character or an NPC elsewhere! The Automatic Sword functions like a permanent Dancing Sword, and will serve anyone who places five gems in the slots in the hilt. However, replace the gems with ones of a greater value and it will change master, so it is very mercenary! Spell Potions bottle spells and when the seal is broken, the spell infused into the potion is unleashed.

Physically, The Beholder, Issue 2 is a bit scruffy in places, but readable. The layout is tight and that does make it difficult to read in places. The illustrations and the cartography is not actually that bad. Of course, every issue of the fanzine was published when personal publishing was still analogue and the possibilities of the personal computer and personal desktop publishing were yet to come. In the case of The Beholder that would never be taken advantage of.

The Beholder has a high reputation for content that is of good quality and playable. The Beholder, Issue 2 does not yet match that reputation, let alone alone meet its own high standards in this second issue. The monsters still fail to excite and again, the given scenario is playable, but without any real purpose except to see if one playing group is better than another. That said, the design of it is better than the Competition Scenario in The Beholder, Issue 1 and this sort of dungeon dates from a time in player lives when play was enough rather than necessarily requiring a good reason. Overall, The Beholder, Issue 2 still feels like a typical fanzine of the period, not quite yet developing into the highly regarded fanzine to come.

#AtoZChallenge2024: Sunday Special, Introduction to Dungeons & Dragons Editions

The Other Side -

 I am going to use Sundays of this Challenge to talk about the various Editions of the Dungeons & Dragons (D&D) game that have been published over the last 50 years. 

One of the challenges people have when getting into a game like D&D is where do you start? Generally speaking, you are always best starting with the edition that people around you are playing. If they are playing the newest edition (right now, 5th Edition), then great! This will make finding products easier. If it is an older edition, then great! All editions are fun. 

But what are the Editions? Are there 5 then? Well...it is a bit more complicated than that. Hopefully, this graph (making its rounds on social media and started on Reddit.) will help. The editions are all only sort-of compatible with each other. I'll explain that throughout the month. 

Timeline of D&D

So there are, by some counts, 15 different versions of D&D. Some are 100% compatible with each other, some less so. 

For my posts, I am likely to focus on Basic era D&D (1977-1999), Advanced Dungeons & Dragons (1977-1988), and D&D 5th edition (2014-2024).  Right now "One D&D" is not out yet. It is due near the end of the year, and by all accounts, it should be 100% backward compatible with D&D 5. We will see. 

Here are a couple of notes for people who don't know (or care) about the differences in these games.

Advanced Dungeons & Dragons 1st Edition is the edition made popular by Stranger Things and E.T. the Extra-Terristrial. It was the one popular in media in the 1980s, though there is some evidence that it was D&D Basic (edited by Frank Mentzer, aka "The Red Box") sold better.

Dungeons & Dragons 5th Edition is the edition made popular by Critical Role

I hope that this month I can help with some of the confusion and mystery and maybe, just maybe, make so new players out of you all.

 Celebrating 50 years of D&D.

In addition to doing the April A to Z challenge, I am also doing the Ulitmate Blog Challenge

Ultimate Blog Challenge

AND

I hope to have some good entries in the RPG Blog Carnival, hosted in April by Codex Anathema on Favorite Settings.

RPG Blog Carnival

[Fanzine Focus XXXIV] The Medieval Margin-agerie – Volume 2: Marge Harder

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 Dungeon Master 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 & Dragons, RuneQuest, 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, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone.

As beautiful as pieces of artwork that medieval illuminated manuscripts are, we have a fascination not with their actual words and their artistry of the copied work, as great as they, but with what lies alongside that artistry. For alongside the texts, medieval monks, in the laborious process of copying one manuscript after another, medieval monks would essentially add doodles in the margin, but doodles of a wholly illuminated and weird world full of strange creatures doing equally as strange things. Knights riding snails. Banditry rabbits. Headless duellists. Menacing snails. Magical beasts. Essentially, medieval scribes liked to fill the margins of their illuminated manuscripts with pictures of strange creatures doing strange things. Yet what if this monkish marginalia was not just the work of the imagination, but drawn from real life and such creatures as the monks drew to alleviate their boredom, were all too real. And if all of it was real, what could you do with it? This is a question answered by The Medieval Margin-agerie.
The Medieval Margin-agerie – Volume 2: Marge Harder is a sequel to The Medieval Margin-agerie – Volume 1, and likes its predecessor, takes our fascination with the marginalia of medieval monks and turns it into something gameable. Published by Just Crunch Games, following a successful Kickstarter campaign, it describes itself as “a zine of the grotesque, the weird and the bizarre for OSR games”. Although designed for use with the Old School Renaissance, it is not retroclone specific, but will work with most. In particular, the contents of The Medieval Margin-agerie – Volume 2 will work very well with those of A Folklore Bestiary, published by The Merry Mushmen, and in tone, if not necessarily straight mechanics, with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing.
The Medieval Margin-agerie – Volume 2: Marge Harder restricts itself to just six entries—three fewer than in The Medieval Margin-agerie – Volume 1 ! Each is categorised under ‘What’, ‘Where’, ‘Why’, and ‘How’. Thus, ‘What’ is the creature, ‘Where’ is the creature found, ‘Why’ does the creature act the way it does, and ‘How’ might it be encountered and faced. This is followed by the stats. What is also noticeable about the second issue is the change in tone from the first issue. It should be noted that the various entries in both issues all represent the Medieval imagination, which is as prurient as our own, so there is content in the fanzine that is suggestive of the sexual and the scatological. Where the tone in The Medieval Margin-agerie – Volume 1 avoided being unnecessarily prurient, instead being a little smutty or saucy a la the Carry On films, the tone of The Medieval Margin-agerie – Volume 2: Marge Harder is just that bit more racier, a bit more dirty. It is though, only a slight shift, the more noticeable shift being how weird some of the entries are. What The Medieval Margin-agerie – Volume 2: Marge Harder does suggest is several uses for its various entries, building upon those given in The Medieval Margin-agerie – Volume 1. These include being summoned, accidentally or on purpose, as part of a demonic pact, such creatures slipping into out world when the walls between worlds are thin, or their appearance being the response of the natural world to an abundance of order.
The Medieval Margin-agerie – Volume 2: Marge Harder opens with ‘The Mysterious Caped Baboon’. This is a small, grey caped and eye-mask-wearing baboon whose posterior changes colour between red, blue, and white depending on his mood. He also wields a polearm with amazing skill, is incredibly pious, and is an assassin for hire—but only for assignments which he thinks the church will approve. ‘The Mysterious Caped Baboon’ can obviously be hired by the Player Characters, or he might have been hired to assassinate one or more of them! ‘The Black Lion of Saint Buffoonitus’ is a black lion—actually a demon—who prowls the countryside consuming churchmen and appreciating the local flora and fauna. It got its name from Saint Buffoonitus, a former magus and infamous idiot, who summoned it as joke, and after doing so, refused to banish it before running off on endless pilgrimages to escape the very annoyed Lion and its soul-scarring pleas to be freed. As fearsome as the Lion is, he can be spoken and is willing to speak, especially if the Player Characters are in a position to banish it or take revenge on Saint Buffoonitus!

Then it gets really weird with the ‘The Urns of Homuncules’. These are a pair of clay pots, plain apart from the letter ‘H’ scratched into their bottoms along with a fingerprint. Each also contains a mall, two foot tall, mishappen homunculus. Both are excellent thieves. Consequently, they are prized possessions for anyone who wants things stolen or planted, but does not want to go to the thieves’ guild. Indeed, any thieves’ guild would be very happy to own the urns. Not just to deploy the homunculi to its own ends, but also to deny that skill to anyone else. So far, so not weird. What is weird is the method of their creation. The process involves the owner of ‘The Urns of Homuncules’ defecating into one of the urns and urinating into the other, but at the same time (the accompanying illustration has to be seen to be believed!). The resulting creations are revolting as is their scatological and urological means of attack. There is an accompanying table to determine whether the creation goes right, since after all, it is a very messy business. ‘The Urns of Homuncules’ is fantastically weird and unpleasant, but also very silly.
The ’Froth-Tailed Stalking Monkey’ is also weird, but fortunately lacks the creation process. Take a cockatrice’s body, replace its head with that of grinning monkey’s, and make the tail very, very fluffy. It has an amazing ability to mimic voices and its means of attack is not a death stare, but a glossolalia stare. It makes its victims babble constantly, forcing them to spill secrets in the process, but in a language only it understands. So, it is sometimes sought out for the secrets it knows. The other reason why anyone would go looking for it is that each one of its tail fronds is guaranteed cure for any poison! That said, the ’Froth-Tailed Stalking Monkey’ is an evil creature and will often work with Rabbandits (see The Medieval Margin-agerie – Volume 1), gleefully using its mimicry skill and secrets learned to undermine the social order and sow paranoia in a village, eating the victims of any resulting murderous chaos, and then letting the Rabbandits loot everything!
‘The Melancholy Ploox’ is weirder, but not as fun. It consists of a head with a pair of bat’s wings and a pair of cat’s legs that jut out of its mouth. It is also deeply boring. So boring that its melancholia actually infects both people and the land, and its poetry is so bad that it actually hurts anyone listening to it. The last creature in The Medieval Margin-agerie – Volume 2: Marge Harder is ‘The Satyrica’. This is a Satyr-like beast, but with a goat’s head and then a lion’s head in its midriff. They are satirists and wits, driven out of the forests by Satyrs for their barbed comments and jokes which are capable of reducing listeners to tears. Tyrants or the pompous could also be the target of its insult-based comedy, but the ‘The Satyrica’ can actually be a good friend if you have no object to its gentle, near constant mocking. In general, ‘The Satyrica’ avoids combat, but it can deliver a stand-up routine that is so devastating that a target is physically hurt and avoids the creature for weeks!
The Medieval Margin-agerie – Volume 2: Marge Harder comes to a close with two tables. One is ‘Signs & Spore of Marginalia Manifest’, which is random signs left behind, whilst the other is its very own ‘Interesting Things to Find on the Body of the Dead’.
Physically, The Medieval Margin-agerie – Volume 2: Marge Harder is superbly presented, as if an illuminated manuscript itself done on parchment. The artwork is, of course, taken from the source material and so perfectly in keeping with that source material.

The entries in The Medieval Margin-agerie – Volume 1 are undoubtedly odd and weird. The entries in The Medieval Margin-agerie – Volume 2: Marge Harder are even odder and weirder. Very much weirder and odder, and if the contents of the first issue might be too much for some campaigns, then it is a case of being even more so with this second issue. There is still a lovely sense of verisimilitude to these creatures in being drawn from the vivid imaginations of monks and scribes, who thought up and created a weird world of monsters and beasts outside of the walls where they had been cloistered. Yet there is also the sense that the author has had to work harder to create the half dozen entries in The Medieval Margin-agerie – Volume 2: Marge Harder, that he is out-weirding himself in the process, and you have to wonder if he can do it again with a third issue. Thus, The Medieval Margin-agerie – Volume 2: Marge Harder takes the charmingly weird and wonderful of The Medieval Margin-agerie – Volume 1 and ratchets it up even further, adding in a dose of silliness in the process.

[Fanzine Focus XXXIV] Grogzilla #2

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 Dungeon Master 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 & Dragons, RuneQuest, 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, there are still fanzines being published which cover a variety of different roleplaying games, such as Grogzilla. This is published by D101 Games, best known for the OpenQuest roleplaying game and the Glorantha fanzine, Hearts in Glorantha. It is undeniably a showcase for what the publisher does and is full of ideas and bits and pieces, some of which are silly, some useful, and some interesting.

Grogzilla #2 – Son of Grogzilla! was published in October, 2021, as part of ZineQuest #3 and following a successful Kickstarter campaign. Its tone is distinctly less silly than Grogzilla #1, and its pages contain a good mix of the playable and the interesting. The issue opens with ‘A Slight Return’, a scenario for Monkey: The Role-Playing Game, the action-packed storytelling roleplaying game based upon the Chinese Classic, The Journey to the West, and of course, the television series, which tell of the heroic journey of the Monkey King and his companions, Pigsy, Sandy and Tripitaka through the vibrant world of Chinese folk religion. Monkey: The Role-Playing Game is a lot of fun and allows the players to both roleplay the Monkey King and his companions, or create characters of their own. ‘A Slight Return’ is designed to be run with the latter rather than the former. It is an introductory scenario, which can be used as a one-shot or a convention scenario. It opens with the Monkey King having made a mess across all of Creation in his rebellion against the Heavenly Authorities. It is the job of the Player Characters as disgraced minor Immortals and the appointed inter-Ministry clean-up crew, to tidy everything up and put it back as it was. The Player Characters will find themselves cleaning up the trickster’s poo left on the Register of the Dead, rescuing someone sent to Hell, fix a mountain whose top he lopped off, and more. It is a fun, picaresque little adventure and should be fun to both play and run.

Monkey: The Role-Playing Game is also the subject of the second entry in the fanzine. ‘The Ten-Minute Monkey Setup’ is designed to work with ‘A Slight Return’ or any time that a Game Master is running Monkey: The Role-Playing Game at a convention. It is written in response to a comment from the doyen of Games on Demand, Lloyd Gyan, that the designer’s explanation of the background to Monkey: The Role-Playing Game prior to running it at a convention was too long. It distils the background and set-up to just two pages as well as suggesting what to leave out. Clear and concise, it is the sort of thing that every roleplaying game should have.

‘Summerset: The Heart of Angland’ introduces a setting for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. The setting takes place in Summerset, between the Red Castle in the north and Glasteenbury in the south, the most magical area in all of the Kingdom of Angland. It combines Arthurian legend with elements of the War of the Roses and the dark Satanic mills of the North some six centuries after the Romanous Empire withdrew from the country, five centuries after King Arthur I united the peoples of Angland, and five years after the end of The Rose War between the Nobles of Lankshire and the Nobles of Yirkshire in the Grim North. It gives a short history of the setting, a guide to its leading notables—they are the Icons of Angland which the Player Characters will be associated with, for good or ill, and its various locations. There is actually quite a lot of detail here and this is a solidly decent introduction to the setting. All that is really missing is a page or so of hooks that the Game Master could develop into scenarios.

The second scenario in Grogzilla #2 is ‘More Metal Than You’ll Ever Live to Be!’. This is designed for use with three to six Player Characters of Second and Third Level, for use with either Crypts & Things or Swords Against the Shroud. However, it would work with any number of other retroclones. It describes a crypt that was once the metallic body of the dead insect god, Anack’doska, hollowed by his evil cultists, who then developed amazing arms and armour before turning on themselves and wiping out the cult. There is said to be a great still left within the complex. Located under a volcano means that the tunnels and caves have a sulphurous quality and scattered throughout the complex are a number of metallic statues and ‘constructs’. The dungeon is serviceable and playable, but nothing more than that. It is the least interesting entry in the fanzine.

‘Welcome to Slumberland’ is the first of three entries in Grogzilla #2 devoted to Slumberland, a proposed roleplaying game of ‘Sleepy Horror’ using the mechanics of Liminal. It has a roughly Elizabethan feel and distinct North of England tones combined with a rural distrust of outsiders and especially anyone from the South. In Slumberland, the Player Characters are Wanderers, rootless adventurers sent by a Merciful Monarch, Queen Nell, to the edge of her Queendom to help the residents of Slumberland. The mistrustful inhabitants refuse to accept the interloping Wanderers as ‘locals’, restricting where they can sleep or what residence they can own, until they have earned some ‘Respect’. This is done by carrying various tasks and jobs too dangerous for ordinary folk. In other words, doing the typical adventuring things. ‘Respect’ is included as a new stat in Slumberland, representing the Wanderers’ interaction with the locals, whilst ‘Rest’ replaces Will in Liminal. A Wanderer with a high Rest is calm and collected, but with a low Rest is irritable and unpredictable, yet is at an advantage when interacting with the Dreaming, the magical realm that pervades Slumberland.

‘Welcome to Slumberland’ includes a guide to the area, its places, including the River Slumber, which sends anyone who falls into it asleep and an Underworld of failed routes under the mountain now filled with monsters. Important things include Tea and Slow Gin, and horrors include undead horrors like the Barrow Wrongs and night horrors found under the bed and in the closet. There is also a lengthy guide to Slumberish, the dialect of the region. ‘Welcome to Slumberland’ has an intentionally odd bucolic feel, set in Tudor England, but it does veer into regional stereotypes at times.

‘The Slumberland Hack’, the middle article presents the changes to the Liminal rules to run Slumberland as a setting. This includes rules for Rest, weapon and armour as Slumberland is a fantasy setting, and new skills, concepts like the Royal Guard, Spy, Templar, and Field Magician, and Limitations such as ‘Servant of the Crown’ meaning that the Player Character has sworn an oath to serve Queen Nell and takes it very, very seriously. The new Limitation, ‘Royal College Field Magician’ grants access to a handful of spells, which cost Rest to cast, whilst ‘Order of the Solemn Temple Liturgist’ provides divine powers. Of note is the magic spell, Slumber. Which specifically affects a target’s Rest and can put a mob to sleep. Overall, the changes make sense, though there is no mechanical explanation for ‘Rest’.

‘The Tunnel to Slumberland’, the third article dedicated to Slumberland, is an introductory scenario designed to get the Player Characters there. Every thirty years the monarch of the Realm is obliged to send aid to the North, ‘Agents of Mercy. In this case, it is the Wanderers, or Player Characters, who are sent north from Crystal City by good Queen Nell. Their route will be via a tunnel to avoid Spider Wood which has been taken over by the Darkness. Built by Dwarves and managed in part by Master of Royal Works in the north, Bob Dibner, the southern tunnel entrance is in Cheese Gorge. The adventure is a series of linked encounters in the tunnel and will get the Wanderers to the North at the least. After that, the Game Master will need to develop her own adventures.

Overall, Slumberland is fun if slightly silly, British readers of a certain age being able to spot the jokes and references. There is a lot more to be revealed about Slumberland—if it ever appears—but this trio of articles is an enjoyable, if slightly messy introduction. Were it not for the use of the Liminal rules, Slumberland feels as if it could be slotted into the Midderlands setting from Monkey Blond design.

The last article in Grogzilla #2 is one last bit of silliness. ‘The Secret of the Grogdice’ is inspired by Grogmeet, the annual convention organised by The Grognard Files, a North of England podcast dedicated to the games of the late seventies and early eighties. Specifically, it is what the author uses his ‘Grogdie’—a six-sided die given to Game Masters for the event, which has The Grognard Files icon on the number six face of the die—for in play. Essentially, it provides a quick and dirty table to roll on for spicing up play. It does not actually require a Grogdie and would work with any die with a different face to the usual six.

Physically, Grogzilla #2 is clean and simple. It is easy to read and the illustrations are decent. It is a little rough around the edges in places and it does need an edit in others.

Grogzilla #2 has a lot of playable content. The scenario for Monkey: The Role-Playing Game is excellent and a lot of fun, whilst with ‘Summerset: The Heart of Angland’ and ‘Welcome to Slumberland’ the fanzine introduces a pair of interesting settings that do leave the reader wanting more. However, it is disappointing to see neither of them yet fully developed, so the Game Master is on her own until they are. Nevertheless, Grogzilla #2 is an entertaining read that captures a certain Englishness.

[Fanzine Focus XXXIV] The Kalunga Plateau – Issue 2

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 Dungeon Master 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 & Dragons, RuneQuest, 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. Then there is also Old School Essentials.

The Kalunga Plateau – Issue 2 continues the description of the ‘Lost World’ setting begun in The Kalunga Plateau – Issue 1, detailing a plateau only whispered of lying deep in the southern jungles for use with Old School Essentials. Unfortunately, the first issue of the fanzine was an unbalanced affair, dividing its attention between some evocative Classes for Player Characters and NPCs residing on the plateau and a adventure to get Player Characters from the lands of civilisation to the north onto the plateau. The Kalunga Plateau – Issue 2 presents the various social groupings atop the plateau. These consist of ten tribes, six humanoid tribes, and four kingdoms. The ten tribes are hunters and gatherers, and fairly small. Each is given a page that lists their (Present Social) Structure, Relationships, Weapons, and Cultural and Ethnic Aspects. The Present Social Structure breaks down their numbers, the Relationships notes connections to other tribes, and the Cultural and Ethnic Aspects. The descriptions vary wildly in length and thus detail. For example, ‘The Aasai’, skilled hunters and trap makers, is only accorded half a page, and note the tribe is dominated by a shamanic council, number roughly thirty, and its members paint their hair red, stretch their ears, and make statues to various dinosaur deities. The Hazda tribe is give three quarters of a page. They are skilled scouts and explorers and know the plateau very well, its members include eight scouts, and they believe that after death, the soul transforms into a tree, so worship the whole jungle across the plateau as their ancestors, believe that the world was created by a giant Megaloceros known as Ksitu and build bone towers in their camps to him, and use a flower extract as eyedrops to increase tribe members’ physical and spiritual perception. There is this constant fluctuation from one tribe to the next in terms of content and detail or lack of it, including the relationships between tribes. In too many cases, it is simply stated that a tribe is in an ethnic conflict or has problems with another, but not why. There is a lot of variation between the tribes, but too many feel underdeveloped, especially if the Game Master and her players want to use them in conjunction with the character Classes given in The Kalunga Plateau – Issue 1.

The six humanoid tribes are all treated as monsters rather than Player Characters and NPCs which could use the Classes given in The Kalunga Plateau – Issue 2. Like the human tribes, they are given a page that lists their Social Structure, Relationships, Weapons, and Cultural and Ethnic Aspects. Added to this is a table of names. This is done for each of the six humanoid tribes, leaving the Game Master why something similar was not include for the ten other tribes? There appears to be greater numbers of them, and they include Neanderthals, what could be apes, and what could be Orcs. Unlike the description of the ten tribes, which includes an illustration, few of the descriptions of the humanoid tribes do. This is a fundamental failing, because these are essentially monster tribes in the Kalunga Plateau setting and the Game Master has no idea what they look like.

‘The Four Great Kingdoms’ presents a similar treatment of the organised kingdoms in the south of the plateau, one of which is found underground. Each is given a two-page spread, which lists its Crops and Livestock, Language, Social Structure, Economic Structure, Religion, Population and Hierarchy, and war Technology. The entries are longer, but typically most of the second page is taken with a single large illustration. To call them kingdoms is a misnomer, since each only has the town. That said, why not name that town and mark it on the map? Also, why is there no description of the towns? No simple description of what the kingdom is? No mention of the relationships between the kingdoms or between the kingdoms and the various tribes—both human and humanoid? For example, the Anuunaki have vertical farms in the black dirt walls of cliffs, where they also having breeding huts for the pterodactyls which they ride, but this is listed under Crops and Livestock. Okay, yes, the pterodactyls are technically livestock, but surely one of the leading facts about the kingdom is that it raises pterodactyls which are then ridden? That should be upfront and not buried in a section on farming, and ignores the fact that the entry on the Anuunaki does not tell the reader what they are used for. It does show in the accompanying illustration, but that is not the point. So, whilst there is a lot of good description given for the four kingdoms, the fundamentals are still missing and the information is poorly organised.

Although the four kingdoms described, there are no guidelines on creating either Player Characters or NPCs from any one of the four. This partly negates their use until more information is provided, but certainly space could have been made in the pages of the fanzine given that so much space is devoted to artwork that takes up almost whole pages.

Lastly, in ‘Creed’ examines some of the gods and spiritual beings attracted to the plateau and worshipped there. That worship is more formalised in the Southern Kingdoms, but in each case gives the entity’s Spiritual Form, Physical Form, Behaviour, Interests Over the Plateau, Offerings, Shaman’s Clothes, and Symbol Made on the Floor. The latter describes how the symbol is made, for example, that of Agwessu, ‘Master of the Lakes and the River’, must be made with the powder of dried fish scales, but not why. Where the tribes see them as animistic beings, the shaman of the southern kingdoms call them ‘Baghvãs’ and allow them to manifest in their own bodies. Besides the main pantheon, there is a list of minor ‘Baghvãs’ too. What really is not explored is what the shaman gets out of all of this.

Physically, The Kalunga Plateau – Issue 2 is well presented. The artwork and the cartography are both decent. The fanzine is overwritten and slightly heavy going, and in need of a good edit.

The problem with The Kalunga Plateau – Issue 2 is not just that its contents vary between the not very interesting, the poorly explained, and the unanswered questions, but that it avoids the interesting parts of the setting. The Kalunga Plateau – Issue 1 described how the Plateau was once home to an alien civilisation whose presence was destroyed when an enormous sphere hit the planet. The sphere still remains, buried deep in the earth under the plateau that its impact threw up. What ruins remain are regarded by the current inhabitants of the Plateau as having been built by the gods. This, plus the combination of dinosaurs and the Lost World, is what is interesting about The Kalunga Plateau as a setting. Yet two issues in and none of that is explored or examined, leaving the would-be Game Master waiting for what is essentially, the good bits. Hopefully, some of that will be explored in The Kalunga Plateau – Issue 3, but in the meantime, The Kalunga Plateau as a fanzine is beginning to feel like a partwork in which all of the interesting and playable content has been saved for much later issues.

[Fanzine Focus XXXIV] Book of Misery Vol. 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 Dungeon Master 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 & Dragons, RuneQuest, 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. A more recent Old School Renaissance-style roleplaying game that fanzines are being based upon and inspired by is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing.

Book of Misery Vol. 1 is a fanzine for Mörk Borg written and published by Gizmo in December 2022. It contains a mix of options for both players and the Game Master. This includes new Classes, weapons, monsters, and dungeons that can be easily brought into play and all done in the artpunk style that Mörk Borg is notorious for. It opens with the first of six new Classes, a mixture of rebels, dissidents, revisionists, and weirdos. ‘The Thinking Thinker’ is weak, but has an enormous Presence and head—whether from a spillage of alchemical liquids, an experiment that gave him an extra brain, or a vestigial twin that was devoured in the womb and absorbed into his brain—and might be equipped with The Calculated Method Book that allows a daily reroll or a letter opener, which is no good against anyone wearing armour. The ‘Nihilistic Conqueror’ is a warrior driven to spread wrath and destruction, perhaps because he believes that his gods will despise him for his cowardice if he does not fight, he wants to see everyone he dislikes pay a blood price for having the gall to exist, or simply has anger issues. He is tough and charismatic, and armed with something like a sharpened axe capable of piercing heavy armour or be accompanied by Huginn, a trusty raven friend capable of pecking enemies when not spying all around.

The ’Hag of a Bygone Age’ is a nun who worships a dead god or has been abandoned by her god, but she has abandoned it. Weak and clumsy, her faith gives her great charisma, and she knows a single prayer, written in a dead language. These can be very powerful, such as causing the undead or those without flesh to crumble into dust or as her eyes roll back in her head and she speaks in tongues, the strength of those around her to wither and even inflict damage. ‘Man’s Best Friend’, is exactly what it suggests, an agile dog with keen senses that can roughly sniff out the number of enemies nearby or locate an object or with ‘Cujo Syndrome’, which after having been bitten by a sewer rat, his foaming teeth are infectious! The ‘Sewer Baby’ was raised in a sewer and the toxic sludge cemented his physical age, whilst being raised by rats taught him to be cunning. His childhood memories are twisted and terrible, but accompanied by a faithful rat companion, he is also capable of spitting acidic sour milk or staring at people so hard that they run away. Lastly, the ‘Ashen Warrior’ is a unique character type for Mörk Borg—a hero! Wearing heavy armour and armed with a mighty claymore, the Ashen Warrior does not have a quirk, power, or trait, but simply has Bloodlust, which grants him extra damage after killing ten enemies in combat.

Overall, this is an entertaining and interesting mix of Classes. They include the usual range of the revolting and wretched, but balance that against an actual heroic Class and a Class that can be happy in the form of ‘Man’s Best Friend’. All six could find a home alongside those given in Mörk Borg and supplements for it.

There is not one ‘Crit Fail Table’, but two. One for attacking and one for defending. Both are decent and do exactly what they are intended to do. As does ‘More Weapons’, which gives seven more weapons like the Sharpened Throwing Finger, the Stabby Sticky, and the Claymore. These are followed by twelve monsters! These include the ‘Cosmic Phase Spider’, the ‘Piskie’, ‘Undead Lightning’—a combination of the machine and the dead which pulsates lightning, ‘Carapace Man Spider’, ‘The Red Spawn of Rot’, and more. There are other monsters detailed elsewhere in the fanzine.

‘Gran’s Tea Hut’ is an encounter in the woods with a quaint little hut, the home of an old lady who sells tea. Depending upon their behaviour towards her, she will serve them tea with either positive or negative effects. If things go really bad, her granddaughter, a mighty warrior woman will step in to protect her grandmother.

The first of the three scenarios in Book of Misery Vol. 1 is ‘Howling Caverns’. A fall into a pit of sludge and waste from which a single narrow tunnel leads to a number of caverns, mostly filled with the dead or dying. There is an encounter with a sacrifice attempt, which is not going the way that most of them do, and that really is it. There is very little in the way of plot beyond the Player Characters falling into the pit and having to find a way out, so the Game Master may want to create something. Otherwise, easy to add as an encounter as a sinkhole in the wilderness or a pit in another dungeon, but not very interesting. The second scenario, ‘A Dungeon Most Pointless’ lives up to its name. The dungeon consists of nine locations, unconnected except for the fact that they are on the same map. It is not even clear if any of the rooms are actually connected and even then, one of the locations is outside of the dungeon. With no overview, no reward, or even anything in the way of a hook or a plot, the most redeeming quality of ‘A Dungeon Most Pointless’ is that you can flick the pages over very fast to get past it. The third scenario, ‘The Putrid House’ is not as long as ‘A Dungeon Most Pointless’, but it is infinitely better and proves that the author can create a decent dungeon. It starts with the Player Characters waking up in the dungeon, unsure of how they got there. To get out, they must fight past troughs of mould and fungi, maniacs, and more. It has a dark, dingy, and desperate feel and is quick and easy to run.

The editorial does not come until the last page, the inside of the back cover. It acknowledges the inspirations for the issue come from a wide variety of sources and persons.

Physically, Book of Misery Vol. 1 adheres to the artpunk style of Mörk Borg. For the most part it works, but some of the founts selected do make the titles difficult to read.

Book of Misery Vol. 1 is a mixed bag. The scenarios are simply disappointing. The monsters are okay, but nothing really stands out. However, and fortunately, ‘Gran’s Tea Hut’ is enjoyably charming in its simplicity, plus the six new Classes are generally interesting and playable.

#FollowFriday: The Bewitched Parlor

The Other Side -

 Gary Con is not just a great place to see old friends, play some great games and sell some books. It is also a great place to meet some new friends. I want to spend some of the next few #FollowFridays featuring some of the great folks I got to meet.  Up first Luna and Blaise at The Bewitched Parlor.

Luna is in charge of this eclectic shop located in the aptly named Salem, WI. So they are local to Gary Con and this was their first con.

They were selling some fantastic handmade witch hats, journals, leather goods, and yes, even some dice. Actually, everything is handmade by Luna, except for the dice, but you can choose those...so a handmade set.

Luna from The Bewitched ParlorShop owner Luna


The Bewitched Parlor
The Bewitched Parlor
The Bewitched Parlor
The Bewitched Parlor
Jason with a hatElf Lair Games with a new Witch Hat

Plus, they had the coolest looking booth and even a fireplace!  Luna and Blaise were fantastic, and I wish them all the best!

You can check out all their links below. Head over to her website and pick something up!

The Bewitched Parlor 

[Fanzine Focus XXXIV] Crawling Under A Broken Moon Issue No. 4

Reviews from R'lyeh -

On the tail of 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 Dungeon Master 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 & Dragons, RuneQuest, 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 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. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 4 was published in in December, 2014 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, and Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play. The setting has, of course, gone on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover and it inhabitants ruled by savagery, cruel sorcery, and twisted science. Crawling Under A Broken Moon Fanzine Issue No. 4 focuses a particular aspect of the Cleric Class in the Dungeon Crawl Classics Roleplaying Game, but obviously for the Umerica and Urth setting. This is the Patron, the particular deity or entity that that the Cleric has sworn to worship and serve, and in return gain access to a number of spells that only a member of his faith can cast.

The first of the three Patrons described in Crawling Under A Broken Moon Fanzine Issue No. 4 is actually a throwback to Crawling Under A Broken Moon Fanzine Issue No. 2. ‘The Earth Brain of the Cyberhive’, which is fascinated understanding how living beings conceive and react to Life and Death, the Cyberhive actually being fully detailed in the previous issue along with its Zombie Monk and Robo-Lich servants. Its fascination with life and death is not reflected in all of the spells it grants. Defensive Upgrade providing temporary cybernetic armour to one or more targets and Control+Alt+Delete enabling the caster to control computers and robots, but Create Cybomination actually creating reanimated undead with cybernetics. ‘The Mighty Kizz – The intergalactic god of Rock and Roll’ is the uber masculine god of awesomeness dressed in black leather, jagged spikes, and chains and never without Soulbreaker, his massive, flaming battle axe guitar, in his hands. He does not demand that his worshippers be musicians or even play an instrument, but rather that they obtain a state of ‘Enlightened Awesomeness’ and apply it to everything they do, because if something is worth doing, it is worth being ‘Awesome’ about it, especially if it entertains him! The results of his Invoke Patron check is particularly entertaining, such as summoning a stampede of spectral fans or causing a wall, floor, or ceiling to transform into a wide mouth with bright red lips, sharpened teeth, and lengthy tongue that attempts to lick up all enemies and devour them! The entertaining them continues with the spells Kizz my Axe, Mosh Pit, and Aspect of KIZZ. The Mighty Kizz is obvious in its inspiration, but it is over-the-top, wild-haired fun.

The third of the Patrons is ‘Theszolokomodra – the 1000 headed multi-dimensional Hydra’. Also known as the Unknowable Serpent Sage, the Observer of Realms, the Many-headed Master of Secrets, its actual purpose is inscrutable, but Theszolokomodra does is known to study the views from thousands of dimensional portals that surrounds its glittering Thronemound. Worshippers become hosts to its Servitor Worms and gain the benefits of Theszolokomodra’s knowledge such as a glimpse of the future, a question asked of the Game Master answered truthfully, whilst the spell Tactical Display drops stat blocks over the heads of enemies that the caster can read, Wraith of the Worm makes the host’s Servitor Worm target the host enemies with a bolt of gut-twisting pain, and Dimensional Maws calls forth several of Theszolokomodra’s jaws to chomp at the caster’s enemies.

The Patron theme continues with ‘Patron Objects’ and its first entry with The Solar Saber. This is an intelligent techno-magical weapon, originally created to kill Cyber-Sorcerers. It has to be wielded by a worthy—and thus Lawful—user, and it will only do its fullest damage against Cyber-Sorcerers, otherwise its damage is reduced or even negated. Three points of Luck have to be sacrificed to bond with it, and it has to be invoked to use, but can taint the wielder too, so effectively the equivalent of a mini-Patron that the Player Character is wielding!

Lastly, the ‘Twisted Menagerie’ describes the Rocker, a Heavy Metal Elemental, which is the mindlessly devoted servant of Kizz. Just as silly and knowing as Kizz himself, they congregate in small groups, wear black tee shirts, and really only spring into action when there is music and then they slam dance each other and anyone caught in their own personal mosh pit!

Physically, Crawling Under A Broken Moon Fanzine Issue No. 4 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is a decent affair.The problem with Crawling Under A Broken Moon Fanzine Issue No. 4 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 4 is a fairly light affair and upon first glance, it feels a bit one-note, dealing with just the one aspect of the setting. That feeling never goes away, even despite the fact that the three Patrons are really quite fun and the inspiration for The Mighty Kizz is obvious. Plus, ‘The Earth Brain of the Cyberhive’ really does feel as if it should have been included in Crawling Under A Broken Moon Fanzine Issue No. 2, and it does feel like perhaps each of the three Patrons could have had a monster or their own or a Patron Object, just to develop them a little further. Perhaps there should have just been the one Patron in this issue and there should have been something else to balance it.

Jonstown Jottings #89: Eyes’ Rise

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 Glorantha, 13th 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?Eyes’ Rise is a supplement for use with RuneQuest: Roleplaying in Glorantha which details the sandbox setting of the village of Five Eyes and its surrounds and its factions, as well as the River Folk of the River of Cradles.

It is a thirty-one page, full colour 2.80 MB PDF.

The layout is tidy and it is lightly illustrated. It needs a slight edit.

There are notes on how to use it with QuestWorlds.
Where is it set?Eyes’ Rise is set in the Grantlands along the banks of the River of Cradles after the Lunar Empire has been driven out of Pavis and fled the area.
Who do you play?
Eyes’ Rise does not require any specific character type. The main hook for the supplement has the Player Characters hired to protect the village, so combatants will be useful.
What do you need?
Eyes’ Rise requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary.
What do you get?Eyes’ Rise presents a settlement facing an uncertain future. This is the village of Five Eyes, a former River Folk settlement renowned for the nearby ancient carvings on the cliffs which look like eyes and from which the village takes its name. Following the Lunar invasion, the village was selected as town and administrative for the surrounding grantlands. Circumstances that begin the Dragon Wise forced the Lunar Empire to flee the area, leaving the would be town partially completed, but without protection or direction as to its future and in danger of imminent collapse and abandonment by the remaining population. The villagers need to find a way to finish building the fortifications which will protect them from raids by bandits, grow the population, train the militia, and establish it as a viable stopping point along the river. In the immediate future, the villagers need to find a way to protect the village and train the militia. This is where the Player Characters, hired for their services. (Other reasons are given for visiting Five Eyes, but this is the primary one.)
Both the village and its inhabitants are described in some detailed, including detailed backgrounds, with eight of the Grantlanders or newcomers and three Riverfolk given full stats as well as a number of outsiders. The former includes five teenagers that the Player Characters will have to train into a serviceable militia. The latter includes a scholar, a bandit, and more. Each NPC is given one or more aims or motivations and several have reasons why they might hire the Player Characters.

A last part of Eyes’ Rise is devoted to the River Folk, their society, culture, governance, and religion. There is the means too to create Riverfolk characters. This is useful to create characters local to Five Eyes and up and down the River of Cradles.
Eyes’ Rise is essentially the set-up for a mini-campaign. This can be one of simply providing protection to the village, but there is scope too for the Player Characters to settle here and use Five Eyes as a base of operations or a home. How either will play out is outside the scope of the supplement, as it does not provide details of the threats facing the village and its inhabitants. The Game Master will need to create these and build in events and happenings to keep the campaign moving and the Player Characters involved. There is thus potential here for a campaign in the style of Seven Samurai or The Magnificent Seven, or given the upheaval of recent events in the region for a bunch of vagabonds, deserters, mercenaries, and the like to redeem themselves and hopefully keep the village safe.
Is it worth your time?YesEyes’ Rise can form the basis of a solid mini-campaign though one that the Game Master will need to further develop to make her own.NoEyes’ Rise is not developed enough for the Game Master to use easily and it is set well out of the way.MaybeEyes’ Rise has potential as a campaign, but not without a high degree of effort.

Miskatonic Monday #272: The Mask of the Black Sun

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Mask of the Black SunPublisher: Chaosium, Inc.
Author: Alexander Nachaj

Setting: Jazz Age Canada
Product: Scenario
What You Get: Twelve page, 2.11 MB Full Colour PDF
Elevator Pitch: A stolen case leads to stolen maskPlot Hook: When a monster crosses your path...
Plot Support: Staging advice, ten handouts, four NPCs, and one Mythos monster.Production Values: Tidy.
Pros# Very straightforward investigation
# Easy to slot into an existing campaign
# Easy to adjust to other times and places# Easy to run as a convention scenario# Plays to the Private Detective tropes# Masklophobia# Kinemortophobia# Foniasophobia
Cons# Needs an edit# Very straightforward investigation# Uninteresting villains and motivations
# No maps# No floorplans# Plays to the Private Detective clichés # Handouts are text handouts, even for the photographs

Conclusion# Unsophisticated, very straightforward investigation# Plays to the tropes and clichés of the Private Detective genre and is easy to adapt

Assessing Arkham

Reviews from R'lyeh -

By its very nature, the play of Call of Cthulhu is peripatetic, the Player Characters or Investigators travelling from strange mystery or occurrence to the next, their investigations and discoveries exposing them to the stark reality of cosmic horror, with little in the way of life in between, especially if playing one of the roleplaying game’s massive campaigns like Shadows of Yog-Sothoth or Masks of Nyarlathotep. That changes with Call of Cthulhu: Arkham. This is a supplement that presents the crown—if the jewel is Miskatonic University—in the milieu of Lovecraft’s fiction, the New England town at its heart, witch-haunted and fabled, rich in secrets and conspiracies and crime. It appeared in stories such as ‘Herbert West—Reanimator’ and ‘The Shadow Out of Time’, and it was from here and Miskatonic University that the disastrous 1930 expedition to the Antarctic was launched, as detailed in At the Mountains of Madness, followed by the Starkweather-Moore expedition of Beyond the Mountains of Madness. It is a new supplement for Call of Cthulhu, Seventh Edition from Chaosium, Inc., one that details the town and its history, its inhabitants, its shops and its societies, and much, much more. However, it is not a new supplement for Call of Cthulhu, having originally been published in 1990 as Arkham Unveiled. Designed by the late, great Keith ‘Doc’ Herber, Arkham Unveiled introduced and laid the groundwork for the Lovecraft Country series of setting supplements and anthologies that followed in the nineties and then again in the noughties with the superb anthologies from Miskatonic River Press, New Tales of the Miskatonic Valley and More Adventures in Arkham Country, again under the aegis of Keith ‘Doc’ Herber. In their wake has followed a raft of scenarios set in and around Arkham and across Lovecraft Country, enabling Investigators to experience the Mythos on their doorsteps. The republication and update of Arkham means that it can happen all over again.
Call of Cthulhu: Arkham begins with an acknowledgement of its own history and the credit due to Keith ‘Doc’ Herber and others. Not only that, but it retains Herber’s own introduction from 1990 edition alongside that of Mike Mason’s in 2023, and in the third and final of its three appendices, it provides a good bibliography that lists supplements and anthologies published by both Chaosium, Inc. and those of its licensees. This topping and tailing is a respectful acknowledgement of both Call of Cthulhu’s own publishing history and the contributions of authors and licensees to Lovecraft Country canon over the years. Chaosium, Inc. should be commended for including both. Not only does it show appreciation for the history of the roleplaying game and this supplement in particular that veteran players of Call of Cthulhu will be pleased to see, but it provides context and history for those new to the roleplaying game.

The actual description of Arkham begins with an overview and history. This gives a description of its general geography, its settlement by more liberal thinkers from Salem and Boston in the latter seventeenth century, its poor treatment of the indigenous peoples, its growth as a fishing port despite it being a river port on the Miskatonic River and an industrial town with its textile mills and the town’s fall in fortunes as those industries declined, all the way into the twentieth century and the Jazz Age. The opening year is 1922 rather than the 1928 of the earlier versions, so that the Keeper and her players can make the greatest use of the decade. Today, Arkham is recovering from the losses of the Great War only ended a few years before, much of its wealth and reputation reliant upon the early founding and prestigious reputation of Miskatonic University. There are notes too on climate, general government, annual festivals, firearm regulations, and crime, including the town’s two organised mobs, one working to replace the other. Dan O’Bannion’s Irish mob now controls the flow of bootleg whisky into the town, whilst Giuseppe ‘Joe’ Potrello’s gang has been but displaced from Arkham. Here too, is an overview of the major towns of the Miskatonic Valley, some like Innsmouth and Kingsport having their own supplements. This is a mix of fictional and real locations, but together they provide a snapshot of what is to come in future supplement exploring up and down the Miskatonic Valley.

For the Investigator, there are options in terms of background and skills. Arkhamites can have their own significant people and meaningful locations, and there are skills particular to the city and new to Call of Cthulhu. The Arkham skills are Navigate (Arkham) and History (Arkham), whilst the new skills are Reassure, which provides calming words and intuition as a means of recovering Sanity, and Religion, a general skill which can also be very useful for the Priest and Missionary Occupations. Investigator skills can be improved by attending various institutions, for example, the Ivan Toledo School of Dance for Art (Dance) or the N.E. School of Bookkeeping for Accounting. This can be a mix of night classes, self-improvement, or simply hobbies. Popular with players are likely to be the Arkham Gun Club or the Miskatonic Ladies Shooting Club, the latter coached by the Arkham Police Department. Notably, the resulting skill increases from such activities need not require skill checks to improve as in standard play, but simply be rewarded for time spent learning and practicing the skills. For example, the owner of Ballard’s Auto Lot, Grainger Ballard, will not only sell or rent an Investigator a car, but offer a course of driving lessons. At the end of two weeks or ten lessons, the Investigator will simply gain a number of points in the skill depending upon his existing skill value. This has the extra effect of enhancing the Investigator’s independence of movement beyond Arkham and into the wider Miskatonic Valley and Lovecraft Country, perhaps in readiness for future supplements and scenario anthologies.

There is a list of clubs, societies, and Investigator organisations that they can involve themselves in, such as Arkham Chamber of Commerce or Miss Andrews’ Social Parlor, where retired ladies can congregate and socialise. There is the option too for Arkham Reputations, which can levy a penalty or grant a bonus die when it comes to interacting with folks in Arkham and up and down the valley, on skills such as Fast Talk or Persuade, and even on Credit Rating. This, of course, is dependent upon the actions of the Investigators and if they come to the attention of the authorities or the Arkham rumour mill. All Investigators begin as Respectable, but their public behaviour, accompanied by a successful Luck roll, can raise this to Distinguished and even Celebrated, but with a failed Luck roll, send it plummeting to Shameful or even Notorious. This though, is only temporary, but similar repeated and public behaviour can cement the new Reputational status and its accompanying Bonus or Penalty for longer.

The day-to-day nature of life in Arkham is covered in guides to getting around the town—primarily on foot, taxicab, and trolley with its confines, and by bus and by rail beyond, by finding accommodation with a list of hotels and boarding rooms of varied quality and price, and of finding employment or help. In the case of the latter two, this will be tied to one of the hundreds of places of business and work described in the gazetteer that makes most of Call of Cthulhu: Arkham. This could be going to Markwil’s Theatrical Supplies to purchase the wigs, makeup, and costumes, whether for a costumed ball or the use of the Art (Acting) skill, the Science Hall at Miskatonic University to consult with a mathematician about a code, or attending weekly sessions with Doctor Allen Turner for help with a psychiatric issue. These are all means to pull an Investigator into the ordinary life of being an Arkhamite, of working and having a social life, of giving him a life other than making enquiries about the outré.

The bulk of Call of Cthulhu: Arkham is dedicated to describing the many businesses, residences, institutions, and places to be found across the town’s nine neighbourhoods. They are preceded by a directory which numbers and categorises everything for easy reference, and each neighbourhood begins with an overview and not only a very attractive map, but a very good map of the neighbourhood that depicts it isometrically. Each map is accompanied by a list of the points of interest to be found within its confines. Then the numbered entry for each location is given a description, which also includes a list of the notable folk to be found there. That though, is the extent of the simplest of entries. Many others include sections that give the benefits of visiting the location for the Investigators, examine the historical nature of the location, the strangeness to be found within or below, and also ‘Look to the Future’, which charts the history of the location and its inhabitants over the course of the next decade. This can be mundane or it can be Mythos related, tied into the particular events of Lovecraft’s stories. Some also include the stats and thumbnail portraits of particular NPCs, and notably, these have a list of personality traits that quickly enable the Keeper to grasp the nature of each NPC and help portray them. Even the simple list of the notable folk can include the core skill for each NPC listed. Beyond the immediate environs of Arkham, there are descriptions of the Town Heap, the Blasted Heath at Clark’s Corners, Goody Fowler’s cottage, and Arkham Airfield. Throughout there are cultural notes and details aplenty. This includes lists of films, novels, and songs that will be released throughout the twenties, but there are interesting sections on the importance of wearing hats and student life at the Miskatonic University as well.

Of course, the pride of Arkham is Miskatonic University, which stands proud in its own neighbourhood, Campus. The Campus description will perhaps be the most familiar to Call of Cthulhu, it previously having been visited by numerous supplements all of the way back to 1983’s Pursuit to Kadath from T.O.M.E. In terms of the Mythos, the most notable location is the Orne Library and its restricted section overseen by Doctor Henry Armitage and the University Exhibit Museum, and both locations are fully detailed and given floorplans as well. There is more than enough information here should any Investigator want to visit its hallowed halls and consult with an expert or visit its museum. There is probably not quite enough information to run a long-term campaign based around the university, but doing so is not impossible. However, Call of Cthulhu: Arkham would be an all but mandatory companion to any campaign based at Miskatonic University, expanding as it does, upon the town and its various neighbourhoods beyond the grounds of the campus. More recently, this chapter would work well with A Time to Harvest: Death and Discovery in the Vermont Hills – A 1930s Era Campaign Across New England and Beyond, as would the rest of the book.

In terms of the Mythos, Call of Cthulhu: Arkham does two things. Primarily and overtly, it presents an overarching threat, that of the Arkham Coven. This strongly ties back into H.P. Lovecraft’s fiction with ‘The Dreams of the Witch-House’ and its antagonist, Keziah Mason, who continues to lead the Coven today, some two centuries later. She rarely makes an appearance at the coven’s gatherings, but she and the other twelve members are fully statted out, complete with motivations, spells known, and modifications for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. Apart from Keziah Mason, they are all woven in all levels of society across Arkham, including banks, social clubs, shops, schools, and more, so the Investigators may come across members of the coven in walks of life and not know it. Plus, there is scope for the Keeper to create associate members who can serve all manner of roles in a campaign. That said, all thirteen members of the Coven are very powerful, both in terms of the Mythos and the mundane world, often holding positions of some authority, so will make very tough opposition for any Investigators looking into them. The inclusion of a fully detailed associate member might have provided the Keeper with an example and a lesser threat for the Investigators to face. Beyond that and more overtly, the Mythos is woven into the fabric of Arkham and its environs, such as the ‘Imperfect Resurrected Thing’—a holdover from Herbert West’s experiments that haunts the Railroad Properties; the Old Wooded Graveyard on Hangman’s Hill where the vengeful ghost of the witch, Goody Fowler, is said to manifest; the strange source of items secretly on sale at the antique shop, Unconsidered Trifle; the tunnels which run below the town’s sewers—also detailed—that are home to the strange Arkham Creepers; Dombrowski’s Boarding House, a.k.a. the Witch House, where the events of ‘The Dreams of the Witch-House’ will play out. Of course, the chapter on the Miskatonic University includes details of Doctor Henry Armitage and the surprising number of Mythos tomes held by the Orne Library. The lengthy section includes a discussion of who knows about the Mythos at the university and when.

One of the difficulties in presenting the historical period in which Call of Cthulhu: Arkham is set is dealing with its lack of diversity and representation. Here the authors strike a balance, but encourage the Keeper and her players to make choices. For example, the personal/romantic relationships and sexuality of named NPCs is intentionally left blank for the Keeper to decide what best fits her campaign and the book makes clear that LGBTQI+ people do live and work alongside their fellow heterosexual Arkhamites, but given the historical period and its social attitudes, they are very careful about whom they reveal this to. So, they are present in the town by intent, and the Keeper is encouraged to bring them into play. The town’s minority communities, whether of colour or culture, are accorded a similar treatment, the authors pointing out that they are subject to negative attitudes by some parts of Arkham’s white majority, but rather than focus upon that, the Keeper and her players should focus upon the diversity and richness of those cultures and communities. One example of this is the fact that that the racist attitude of Arkham’s bank managers make it very difficult for members of the African-American community in East-Town to obtain loans and mortgages, preventing property ownership and the improvement of businesses, but the positive effects of the Harlem Renaissance do work their way into the community in later years of the decade, encouraging creativity and artistic output. It would be great to see this explored in later supplements and anthologies in more detail. Ultimately, Call of Cthulhu: Arkham explores these potentially difficult issues in a broad manner, acknowledging them in what is an overview, but leaving it up to the Keeper and her players as to how to address them or change details as is their wont.

Rounding out Call of Cthulhu: Arkham is a set of three appendices. The first provides a timeline of the town and a table of typical Arkhamite names, the second collects game aides, such as the weather and Reputation rules, travel times, and generic NPCs in one place for easy reference, whilst the last is the aforementioned and excellent bibliography. Call of Cthulhu: Arkham also includes three extra items. The first is a Special Edition of the Arkham Advertiser, a copy of the town’s newspaper that can be used to help bring the town to life and pique the interest of the Investigator and his player. The intention is to use that interest as a hook that will lead the Investigator to look into a story further and so pull him into Arkham life and society. The other two are a pair of double-sided maps. One depicts a street plan of Arkham as if done as a business directory, whilst on the other side is a highway map of Massachusetts. The other shows a street plan for the Keeper with all of the locations in the book marked, with a topographical map of the outskirts of town on the other. Both sets of maps are down in full colour and on sturdy paper and very nicely done. The Special Edition of the Arkham Advertiser is done on newspaper paper and has a fantastic verisimilitude to it.

Physically, Cthulhu: Arkham is very well presented. The book is clean and tidy, and despite it consisting of hundreds and hundreds of individual entries is very to read. The cartography is excellent and the artwork great.

So the question is, is Call of Cthulhu: Arkham missing anything? Most obviously a scenario. Hopefully that will be addressed with new supplements and anthologies containing scenarios old and new. That said, there are already scenarios available and for Call of Cthulhu, Seventh Edition. This includes the aforementioned New Tales of the Miskatonic Valley, but there are two scenarios in the Call of Cthulhu: Keeper Screen. A table of places where the Investigator could go to increase his skills might have been useful though.

Call of Cthulhu: Arkham is designed as two things. First, a sandbox campaign setting with locations and NPCs and strangeness that the Investigators and their players can engage with and the Keeper can develop into scenarios and mysteries of her own. Second, as an introduction to Lovecraft Country and a jumping off point for supplements set up and down the Miskatonic Valley, old and new. Call of Cthulhu: Arkham is more successful at the latter than the former. This is not to say that Call of Cthulhu: Arkham does not provide the necessary information to do that, because it does. Rather that it leaves the Keeper with a great deal of work to develop that information into something playable. Far from impossible, but daunting nevertheless, especially given that Call of Cthulhu is not usually designed to do that. There can be no doubt that the shift from the more nomadic play style of Call of Cthulhu to the location play style of Call of Cthulhu: Arkham and Lovecraft Country is radical. Here though, Call of Cthulhu: Arkham shines in setting that up, establishing Arkham as a place and bringing its places, peoples, and peculiarities to life and then pulling the Investigators into that life, giving them homes, jobs, and social lives. It sets them up to notice the aberrations of Arkham, whilst laying the groundwork for future releases for Lovecraft Country.

Call of Cthulhu: Arkham is a truly impressive release for Call of Cthulhu, Seventh Edition. It takes a classic supplement and updates it for both the current rules and to make accessible and useable and succeeds on both counts. It presents a charming façade of an old New England town behind which lurks the secrets and horrors of the Mythos, just waiting for the Investigators to discover if they take a peek too far. It provides a home and a life beyond investigations into the outré for the Investigators and so offers an opportunity for the players to roleplay them beyond maddening encounters with the Mythos, only of course, discover that such encounters can found lurking close to home. Above all, it lays the groundwork for the whole of Lovecraft Country, ready to be explored in future releases and by the Investigators from their homes in Arkham, whilst on their doorstep, it gives both players and Investigators the opportunity to investigate some of H.P. Lovecraft’s most well-known stories.

Pages

Subscribe to Orc.One aggregator - RPGs