RPGs

The Madness of Marlinko

Reviews from R'lyeh -

Fever-Dreaming Marlinko – A City Adventure Supplement for Labyrinth Lord details a borderlands city where life takes a strange fever-dream cast, where confidence tricks and scams are an accepted way of life, where its each of four contradas—or quarters—worships one of the four gods (and pointedly ignores the fifth) entombed in the squat, black bulk of the Tomb of the Town Gods, and where adventurers can find respite, relaxation, rumours, and more from the wilderness beyond… It stands amidst the Greater Marlinko Canton in the world of Zěm—as detailed in What Ho, Frog Demons! – Further Adventures in Greater Marlinko Canton, not too far from the Slumbering Ursine Dunes, and from there, Misty Isles of the Eld. It is published by Hydra Collective LLC and is an Old School Renaissance setting supplement designed to be run using Goblinoid Games’ Labyrinth Lord. Of course, it can easily be adapted to the Retroclone of the Game Master’s choice.

As a city located in the Hill Cantons, a region described as, “A Slavic-myth inspired, acid fantasy world of Moorcockian extradimensional incursions and Vancian swindlers and petty bureaucrats.”, Marlinko matches much of that description. Both of its four contradas and their inhabitants have Slavic names and many of its monsters are drawn from Slavic legend. For example, one of the city’s leading socialites is Lady Szara, organiser of the annual Bathe in the Blood of your Servants charity ball, is secretly an ancient and evil strigoi—a Romanian version of the vampire—who it is suggested, should speak in the style of the actress, Zsa Zsa Gabor, only more sinister. She may even employ the Player Characters to locate certain magical gewgaws and knick-knacks, that is, if she simply does not decide to consume them... The Eld—essentially ‘space elves’ from another dimension with a distinctly Melnibonéan-like, decadent sensibility—slink secretly into the city, and the bureaucracy extends to unions, such as The Guild of Condottiere, Linkboys, Roustabouts, and Stevedores, a union for adventuring party hirelings, which really objects to scab hirelings! Numerous swindlers and scam artists are mentioned throughout the description of the city, and there is even a section on ‘Running Long and Short Cons’.

Intended to be regularly visited by Player Characters of Second and Third Levels, what Fever-Dreaming Marlinko – A City Adventure Supplement for Labyrinth Lord is not, is a traditional city supplement. There is no building-by-building description, no great history of the city, or great overview. Instead, it focuses on the pertinent details about four contradas and the things that can be found there and more importantly, can be interacted with by the Player Characters. Včelar is home to Marlinko’s wealthy, dominated by their great painted-plastered town-manses and famed for Jarek’s Manse and Tiger Pit where the perpetually name dropping and bragging owner has built a domed all-weather tiger pit in which he stages tiger wrestling! Obchodník is the city’s business district, where at Fraža’s Brokerhouse, the Player Characters might make purchases from the radically—for Marlinko, that is—honest and unfortunately terribly racist, Fraža the Curios Dealer, or pay for at fortune at The Serene Guild of Seers, Augurs, Runecasters, and Wainwrights—the clarity (at least) of any such fortune depending on the cost. Svině is home to Marlinko’s slums, but also many guilds, such as The Illustrious Workers of Wood or The Guild of Condotierre, Linkboys, Roustabouts and Stevedores’ Dome of Supernal Dealings, but also home to the Catacombs of St. Jack’s Church of the Blood Jesus, whose disturbingly bloody misinterpretations of Christianity has the potential to unleash murderous mayhem upon the city. Soudce is home to the city’s suburbs, their skyline dominated by the Onion Tower of the Checkered Mage, the home of the city’s resident arch-mage, František, a surprisingly level-headed wizard, who might pay well for certain items.

Each of the four contradas is accompanied by a table of random encounters, a mixture of the mundane, the silly, and the weird. For example, a group of flirts who if a Player Character parties with might wake up the next morning at his own shotgun wedding; Kytel the Duellist, a thoroughly bored swordmaster who will fight anyone to first blood; Old Slinky Panc, an escaped tiger, probably drugged and quite harmless, who Jarek the Nagsman would probably want returned—and returned unharmed; and a Hairless Hustler who will offer to sell the Player Characters two bars of surprisingly warm to the touch silver metal—and there is a reason that the Hairless Hustler lacks hair… These are all engaging encounters which make getting about the city memorable and interesting, some of them having the capacity to turn into interesting adventures depending upon the actions of the Player Characters.

Marlinko’s notables are described in some detail, but perhaps the best part of their descriptions are the suggestions on how to speak like them. The Game Master should have enormous fun portraying any one of them. In comparison, only two adventure sites are detailed in Fever-Dreaming Marlinko—‘Lady Szara’s Town-Manse’ and ‘Catacombs of the Church of the Blood Jesus’. Ultimately, they are both places to raid and ransack, home to respective evils present in the city, but not raid and ransack without reason. A Player Character might be kidnapped and find himself locked up in the catacombs first or the Player Characters all together might be hired to find a missing person, whilst Lady Szara could hire the Player Characters rather than give them cause to attack her and so have them visit her home. Of the two, ‘Lady Szara’s Town-Manse’ is the more interesting and the more thoughtful in its design, being an actual home rather than just another monster lair. It is also better mapped.

Beyond describing might be found in each contrada, Fever-Dreaming Marlinko details crime—sanctioned and unsanctioned crime—and punishment in the city, advice on running cons in the city, and buying and selling in the city—everything from War Ocelots and Radegast’s Dark ale to the Poignard of the Overworld and a campy, faux-barbarian meadhall. Emphasising Marlinko as a place to visit and unwind in its taverns and other entertainment establishments, Fever-Dreaming Marlinko includes a guide to carousing in the city and potential outcomes whichever contrada the Player Characters are visiting. There are even three locations for the Labyrinth Lord to expand as potential adventure sites, though of course, it would be nice to have had more ready-to-play adventure sites in the book.

However, as odd and as weird as the city of Marlinko is, it can get weirder. As with the other titles set in the Hill Cantons, Fever-Dreaming Marlinko has a Chaos Index, which tracks the ebb and flow of the weirdness in the city, much of it being driven by the actions of the Player Characters, including making trips back and forth to the Slumbering Ursine Dunes. This is indicative of the design of Fever-Dreaming Marlinko, that it is ideally meant to be played in tandem with Slumbering Ursine Dunes. As the weirdness factor grows, the cultists of the Church of the Blood Jesus might commit more, and bloodier murders, mass hallucinations might break out, hundreds participate in a group wedding, and more. The weirdness factor also affects the ‘News of the Day’, the rumours and truths which spread throughout the city.

Rounding out Fever-Dreaming Marlinko is a set of five appendices. The first is a bestiary which adds three monsters—the Robo-Dwarf, the Wobbly Giant, and the Cantonal Strigoi, whilst the second, a ‘Tiger Wrestling Mini-Game’, provides the rules for handling events at Jarek’s Manse and Tiger Pit, the only tiger-wrestling arena in town. It is definitely a dangerous pastime, but good luck to any Player Character who throws his hat into the ring! Two new Classes are detailed in the third appendix. The Mountebank is a Thief-subclass which has the Sleight-of-Hand skill for moving and switching out objects as part of a scam, can use Illusionist spells—though they can only be learned by swindling them out of actual Illusionists, and even temporarily raise their Charisma to eighteen! The other Class is the Robo-Dwarf, which is more of a strange mechanical variant upon the actual Dwarf Class. The last two appendices provide the Labyrinth Lord with a useful list of ‘Common NPC names and Nicknames’ and a pronunciation guide.

Physically, Fever-Dreaming Marlinko is generally well laid out, the writing is clear, and the artwork is excellent. It needs an edit in places, the real problem with the physical book is that it is not well organised, lacking an introduction which would help the Labyrinth Lord understand how the city functions as a game setting and the order in which the book’s contents come not always in the right place. Once the Labyrinth Lord has read through the book, it is relatively easy to grasp how the city works as a setting.

Apart from the less than useful organisation, there are really only one or two other issues with Fever-Dreaming Marlinko—both of which could cause offence. The first is that St. Jack’s Church of the Blood Jesus is a potentially offensive misinterpretation of Christianity, whilst the second is that one or two of the NPCs are described as fervent racists and that the Labyrinth Lord is expected to portray this in character. Now this does take place in a fantasy world, but that does not mean that neither a player nor the Labyrinth Lord cannot or should be necessarily comfortable about this. This is one aspect of the setting which will require a discussion between all of the players before play begins to see whether they are prepared to accept it or not as part of the setting. The likelihood is not and the Labyrinth Lord should be prepared to replace it with potentially less offensive character quirks or attitudes for the NPCs concerned.

Fever-Dreaming Marlinko is designed as campaign base, one which the Player Characters will return to again and again after exploring first the Slumbering Ursine Dunes, then the Misty Isles of the Eld, and from there, the wider world of Zěm as detailed in What Ho, Frog Demons! – Further Adventures in Greater Marlinko Canton. Although the Labyrinth Lord could use it in another setting, it does work best with those other books. And each time the Player Characters visit Marlinko, the Labyrinth Lord is given the means to make that visit memorable—with locations they might want to go to, random encounters which can become something more, rumours, and eventually weird things going on around them. There is no part of Marlinko as described which cannot be interacted with or does not add to the sense of oddness which pervades the city and which will probably be worse with every visit. Overall, Fever-Dreaming Marlinko – A City Adventure Supplement for Labyrinth Lord is a brilliantly written, incredibly gameable setting supplement which provides the Labyrinth Lord with an excellent toolkit to bring a fantastical city setting to life.

25 years of The Other Side!

The Other Side -

"A fine website, but even more than that...THANKS FOR THE GREAT PARODY OF THE DARK DUNGEONS TRASH! Best wishes."

Gary Gygax circa 1999

Back in 1994, I moved to Chicago to work on my Ph.D. and be closer to my then-girlfriend (spoiler, I married her in 1995).   I was working at the College of Education at the time as their tech-monkey.  I told them I knew how to write code. I did/do, but it was all Pascal, Fortran, and some C and VisualBasic.  What they wanted was HTML though they really didn't know it at the time.   I built their student databases and worked on their nascent website.  

My very first website, made in 1995, was The Chicago Campus Crusade for Cthulhu.  I had all my Call of Cthulhu materials online and it was a parody site.  This was quickly followed by my Gateway2000 PC site (yes I was a huge fan of Gateway computers). I had built them both in Notepad, a tool I still use today to edit all my HTML.

The earliest captures were 1998, but by then I had been on for 2-3 years. I was using the "noarchive" tag and "Frame breaker" scripts a lot back then because there was a real concern for webpage theft and spaghetti publishers. I thought that would help. What they do was keep my site from being archived by bots.

This kept me from finding the very first versions of my sites, though I still have all the HTML code backed up.  I did notice that when I went back for my second Ph.D. my student account was reactivated and there are some captures from around then as well.

In any case, the knowledge I gained from those sites was poured into my newest site, The Other Side.

The Other Side, circa late 1990sSo dark. Very Internet. Much frames.

I named it after an old newspaper column I wrote for my school newspaper in High School and then my first year of undergrad.  Plus it sounded mystical and new agey.

I am not 100% sure of the exact day it went live. I know it was between March 10th and the 12th because that was my wife's birthday.  Also, I was in a Cognition of Memory course at the time when I jotted down my first ideas for it in my notebook.  So that was Spring term 96.

The site changed over the years. I added more and more material and soon it was the home of my first Netbook of Witches and Warlocks, published in 1999. I had moved from my campus site to RPGHost for the longest time. From there I was also on Xoom, NBCi, Tripod, and then PlanetADnD.

edgy edge guyWhoa, easy there Darklord.

Around 2003 or so I kept getting hacked and my sie taken down.  My host asked me to take it down for a bit because of all the DoS attacks he was getting.  So for a while, all that remained were some mirrors of the site that I rarely updated.

The site was revived in 2007 on this blog. 

I still use the same background, though in a much-lightened fashion. Some of the material written for that old site has also come back here. 

Sadly many of my then contemporaries are gone. PlanetADnD is no more. BlueTroll has been gone a long time. All the old hosting services are long gone. I see that ADnDDownloads is still up after a fashion. Mimir, the Planescape site, is still going and looks the same as it did back in the 1990s, though I don't think it has been updated in 10 years and many links are broken.

While I miss some of the "wild west" days of finding the perfect, or the perfectly odd, netbook, things are better now.  DriveThruRPG gives me legal means to complete my collection and DMGsguild covers my need for fan-created material. And that is just the tip of the iceberg as it were. 

Do I have it in me to go another 25? Well...I'll be in my mid to late 70s then, so no idea.  But I am going to keep having fun with this as long as I can.

Thanks for being with me this long!

Robot Rampage

Reviews from R'lyeh -

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

The Starship Warden was stocked not just with thousands of robots, ready to help humanity settle the new world that the colony ship was destined for, but also large factories intended to manufacture yet more useful robots and automated terraforming machines ready to begin transforming the new world into a new paradise for humanity. However, these many robots were just as affected by the radiation cloud that caused the change as were the ship’s crew and colonists, and plant and animal stock, their A.I. brains warped and twisted and their programming altered beyond what their original designers intended. Metamorphosis Alpha focuses on the biological inhabitants of the Starship Warden, the Humans, Mutated Humans, Mutated Animals, and Mutated Plants. Robots Among Us switches the focus to the mechanical inhabitants of the Starship Warden to present a set of seventeen encounters with robots aboard the colony ship.

Written by Jim Ward, the designer of Metamorphosis Alpha, with many of them entertainingly illustrated by Jim Holloway, the entries in Robots Among Us range in length from half a page to two pages long. Each includes a subtitle which suggests what the encounter is about, such as ‘ Arc Bots – More Than Just Security’ and ‘300 Years And Counting – Butler Robot Ready To Serve’, an explanation of what is going on, some colour text—in bold—ready for the Game Master to read out to her players, and the stats for the one or more robots involved in the encounter. The writeup for each robot includes its normal reactions, so that the Game Master can easily gauge its actions. The Game Master will need to refer to the Metamorphosis Alpha rules for descriptions of the various Miscellaneous, Defensive, Weapon, and other systems installed into each of the robots, and in some cases will need to prepare an encounter to fit into her campaign, but others can be dropped straight in with almost no or little preparation. Their theme is always though, that of ‘robots gone awry’.

Robots Among Us includes encounters with warbots, security bots, horticultural bots, cargo bots, servant droids, bomb disposal bots, cleaning bots, med bots, and more. In ‘Bunker Bots’ the Player Characters are attacked out of the blue by a damaged bot, and tracking it back to its source reveals more; in ‘War Unit’, the Player Characters are visiting a village when they see a battle involving military bots nearby—do they join in, wait to salvage the battle, locate the source of the robots, or all three?; whilst in another village, everyone comes under attack by a host of war machines, but is saved by an intelligent tank that sat dormant for centuries almost like a statue outside the village! Given the short length of the encounters in Robots Among Us, it should be no surprise that many of them are combat orientated. Some of the more interesting encounters involve more roleplaying—upon the part of both Game Master and her players—than combat and whose events will play out over the course of several sessions beyond the pages of Robots Among Us. For example, in ‘300 Years And Counting’, the Player Characters encounter a robot butler who is still awaiting the return of its former masters and will treat them differently depending upon whether they are Humans, Mutated Humans, Mutated Animals, or Mutated Plants, a theme which runs throughout Robots Among Us and Metamorphosis Alpha and its subsequent descendants. Similarly, in ‘Mother Knows Best’, the Game Master gets to ramp up the camp when the Player Characters encounters a ‘Orabelle 3,000 Matron Unit’, and it starts to clean up after them and actually clean them and admonish them when they take actions which it perceives is dangerous!

Physically, Robots Among Us is well presented , neat and tidy, and an engaging read. In places, it could have been better organised to make it clear quite what is happening in each encounter. If there is an issue with Robots Among Us, it is perhaps that too many of the encounters do involve combat rather than other forms of conflict or engagement. However, that does make them easier to use by the Game Master, but it does also mean that the Game Master will want to use the encounters to be found in Robots Among Us judiciously, to mix them up with encounters. Of course, Robots Among Us provides plenty of support for the Metamorphosis Alpha Game Master, but this is supplement for a post apocalypse roleplaying game, so there is also a lot here which could be brought into the post apocalypse roleplaying game of the Game Master’s choice, whether that is Gamma World or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic or any of the others. The content in the individual entries would require some adjustment, but the parred-back stats in Metamorphosis Alpha would make that relatively easy.

Robots Among Us is a useful supplement, a supplement which the Game Master can pull off the shelf and peruse and prepare an encounter with relative ease—some encounters require more preparation times than others. Robots Among Us provides solid support for Metamorphosis Alpha, and with a little bit of effort, for other post apocalypse roleplaying games too.

Elf Lair Games / NIGHT SHIFT at GaryCon XIII

The Other Side -

I will admit it.  I kinda take GaryCon for granted.  It's a fun con and it usually happens around my kid's spring breaks and it is only about an hour-long drive.  We can go there, play some games and sleep in our own beds afterward.

 Well, leave it to this pandemic to let me know what got once it is gone!

This year I, along with the rest of Elf Lair Games, will be running some NIGHT SHIFT games for Ethereal Gary Con XIII

Gary Con

This year I am running NIGHT SHIFT: Veterans of the Supernatural Wars along with Elf Lair Games founder Jason Vey and Derek Stoelting (one of our long-time collaborators from our Eden Studios days).

Registration for badges is ongoing, event registration has begun for some badge holders and will open up next week.

Here are the games we are running.

SPECTOR DETECTORS!
Spector Detectors! is my game.  Here are some details.You are the SPECTOR DETECTORS! The hottest ghost hunting channel on FaceTube! Or at least you will be, one day. Right now you are busy checking out every reported haunted house in the tri-county area. Your team knows that the ghosts are fake, with a little bit of technological know-how and some good-sounding esoterica. You hope your next assignment, the historic Willow Crest Manor, will be your ticket to internet fame, glory, and plenty of advertising impressions.

Let’s Get Detecting!

This introductory NIGHT SHIFT game is run by RPG co-designer Tim Brannan.

Event Number 1026
Saturday at 2:00 PM (Central Time)
Hosts Timothy S. Brannan (1749)
Room 04 - Fate of the Norns Room
Duration 3 hoursHere are all the other games running as well.
Blood of the new moon
Blood in crescent city
dancing in the ruins

I wish I could play them all, to be honest.  It has been YEARS since Derek, Jason and I have thrown dice together at a Con.  

Elf Lair Games

NIGHT SHIFT should appeal to fans of old-school games and modern supernatural/paranormal fiction fans.   Essentially if you like the work we all have done of previous games (Buffy, AFMBE, Ghosts, AA, and more) then you should enjoy this.

I'll post when the games are ready for registration.

“A Train to the Astral Plane”: The Cosmic Folk of Jim Sullivan and Judee Sill

We Are the Mutants -

Annie Parnell / March 10, 2021

Originally released one month after the Apollo 11 moon landing, Jim Sullivan’s psych-folk hidden gem UFO (1969) is characterized by a drifting kind of hopefulness. Over the floating strings and upbeat horns of The Wrecking Crew, who famously backed The Beach Boys and Phil Spector, the album’s lyrics consider alien abduction and psychic links with loved ones with a curiosity tinged with despair. Sullivan weaves these unearthly themes together with transitory imagery of highways and train stations, a cosmic American landscape that calls to mind Gram Parsons, who he is frequently compared to. Throughout, he searches earnestly for connection, in “Whistle Stop” asking, “Do you know the feeling? Can you love someone you’ve only met a while ago?”

UFO paints love as an otherworldly link with another person who can “hear what I am thinking,” and the album’s title track extrapolates this idea further to consider the notion of divine love. Sullivan, who was raised Irish Catholic and is described by his son Chris as having grown up in an “age of exploration,” wonders in the song if the Second Coming of Christ might arrive by UFO, an idea that’s since been amplified by his better-known space-rock contemporary David Bowie. Jim, however, is no Ziggy Stardust—where Bowie’s odes to an alien messiah are jubilant, “UFO” is inquisitive and a little guarded, with a refrain that insists that he’s only “checking out the show.” For Sullivan, it’s not only hard to comprehend the seemingly telepathic sense of connection that true love offers—on both an interpersonal and a godly scale, it’s almost impossible to believe in it.

It’s a potent sentiment, and Sullivan’s idiosyncratic, wandering lyrics parallel the mystery that surrounds his life. Chris Sullivan explained to the New York Times in 2016 that Jim resented “the idea that he might have to be a square and go work for someone else,” but despite attracting the attention of Playboy Records and celebrity fans like Farah Fawcett and Harry Dean Stanton, his music career failed to pick up steam. This struggle between the talent he so clearly possessed and the recognition that stayed out of his reach is preternaturally visible on his debut album: in the song “Highways,” Sullivan is both dogged and lost, clearly stuck but stubbornly rebuking a world that refuses to let him live by his own rules. 

Six years after UFO’s release, Sullivan decided to drive cross-country to try and catch a break in Nashville. Along the way, he checked into a hotel in Santa Rosa, New Mexico, bought a bottle of vodka at a local liquor store, and disappeared without a trace. His Volkswagen Beetle was found abandoned at a nearby ranch. In the passenger seat were his wallet, his guitar, and a box full of copies of both his sophomore release Jim Sullivan (1972) and UFO. The latter’s listing on the label Light in the Attic’s website describes a conversation in which he claimed that if he ever had to disappear, “he’d walk into the desert and never come back.” Others point to a stop by police near Santa Rosa, which, as Chris notes grimly in an interview with FLOOD Magazine, has “a way of making people disappear.” A short documentary made by Light in the Attic touches on another theory: that he was abducted by aliens. Regardless, as his son points out, Jim was “great at what he did,” and the music on UFO is as intimate as it is enigmatic, asking questions about existence, the universe, and our place in each.

Sullivan’s quip in “UFO” that “too much goodness is a sin today,” as well as his gaze towards the stars for salvation, might have resonated with Judee Sill—another unsung singer-songwriter whose debut album Judee Sill (1971) is stuffed with references to aliens and the paranormal. A former church organist, she mixes these occult images more explicitly than Sullivan with Christian spirituality, crafting an intimate assortment of lyrical confessions that she once described as “Country-Cult-Baroque.” On “Crayon Angels,” the album’s opener, she sings gently that she is “waiting for God and a train to the astral plane.” Throughout the album, Christ continues to appear to her in a variety of far-out forms, including an “archetypal man” who’s “fleeter even than Mercury” and whose “moon mirage is shining.” 

In “Enchanted Sky Machines,” a gospel-influenced ballad near the album’s close, Judee is especially hopeful, blending salvation and spacecraft in a way that distinctly evokes “UFO.” On the live album Songs of Rapture and Redemption, she explains candidly that this song is “a religious song about flying saucers coming… to take all of the deserving people away.” Her Live in London BBC recordings reveal a deep-seated belief, explored through this alien metaphor, that “deserving people will be saved.” Unlike Jim Sullivan’s passive and cautious “checking out the show,” however, Judee’s hope for an alien, ’70s-style rapture is yearning, open, and at times deeply anxious. Early on, she admits—to God or to us?—that she “could easily love you if you’d just let me feel”; by the second chorus, she begs the titular “sky machines” to “please hurry.”

This urgency behind Sill’s search for space-age saviors seems intrinsically tied to the adversity she faced during her life on Earth. Sill began her career after spending time in jail for forgery and narcotics possession; a letter she sent along with her demos to Asylum Records detailed the ways her struggles with addiction had informed her music. She died at age 35 of an apparent drug overdose that was controversially ruled a suicide. A musing note about life after death that was found on the scene has been contended by those who knew her as a misinterpreted diary entry, or else the first draft of a song. 

Just as there’s more to Jim Sullivan than his disappearance, though, Judee Sill’s music goes well beyond a reflection of her personal tragedies, and her transformative ideas about God, love, and the universe are intrinsic to her work. Openly bisexual, she had public relationships with both men and women, and once described to Rolling Stone a fluid vision of gender, sexuality, and religion drawn from Carl Jung’s masculine force of the “animus” and feminine force of the “anima.” Her music is preoccupied with radical philosophical senses of redemption and acceptance, each with its own unearthly tint. “Jesus Was a Cross Maker,” for instance, delves into the grueling process of forgiving a former lover, written while she read Nikos Kazantzakis’s 1955 novel The Last Temptation of Christ. “Lopin’ Along Through the Cosmos” portrays her searching for answers among the stars, all the while insisting serenely to her listeners that “however we are is okay.” 

Outer space seems to suggest some of the same possibilities to both Sullivan and Sill: acceptance, transcendence, the possibility of leaving behind a flawed world where good and deserving people who chafe against societal norms are punished for it. Turning to the universe for solace when the world rejects you is an intrinsically reclamatory act—not only does it argue that the bindings of normative society are escapable, it also suggests that they’re not inherently natural or inborn. Jim Sullivan’s search for love and freedom within a repressive capitalistic framework is perhaps most zealous on “Highways,” when he insists that “my world is real, yours a dream,” while Judee Sill’s earnest belief in a better place is clearest on “Enchanted Sky Machines,” as she reassures the listener (or herself) that it “won’t be too far away.” 

This idea of a futuristic alien society more accepting than our own is certainly not a foreign one. In fact, it’s now a hallmark of the way that science-fiction themes have been explored in modern music, from Janelle Monáe’s Afrofuturist android-centric concept albums to The Butchies’ audacious queer punk anthem “The Galaxy is Gay.” Sullivan and Sill’s metaphysical pickings, however, came long before the social justice crossroads currently faced by modern country music, a realm that’s historically been considered a bastion of American conservatism. Like fellow ’70s trailblazers Lavender Country, UFO and Judee Sill not only call this characterization into question, but turn it on its head, using interplanetary imagery to imagine an open-minded world of country and folk decades before Nashville’s Music Row began to catch up with them. The holy connections each artist makes lend an additional layer of sanctity to the search—Sullivan and Sill suggest that not only is it natural and acceptable to diverge from the prescribed earthly norm, but it’s also righteous, sacred, and true.

In the decades since its original release, Jim Sullivan’s UFO has gone on to inspire folksy indie darlings like Okkervil River and Laura Marling, who have carried his ruminations to a new millennium of listeners. On the 2016 collaboration album case/lang/veirs, artists Neko Case, k.d. lang, and Laura Veirs paid tribute to Sill with “Song for Judee.” Another tribute album, Down Where the Valleys Are Low: Another Otherworld for Judee Sill, is due to come out this month. The modern resonance of these artists’ messages, half a century after they slipped into relative obscurity, is both tragic and hopeful. We certainly haven’t reached the utopia of Jim Sullivan’s UFOs and Judee Sill’s sky machines, but perhaps their songs provide their own kind of deliverance—a soothing, abiding prayer that a better world may be out there after all.

Annie Parnell is a writer and student based in Washington, D.C. who hails from Derry, Maine.

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A to Z Blogging Challenge Theme Reveal

The Other Side -

I am considering doing the A to Z Blogging Challenge again this year.  It's been a couple of years since I have done it.  I was feeling I was alienating my regular readers with it in favor of people just coming through from the Challenge.

A to Z reveal

So this year I wanted to do something that any and all readers would enjoy.   This year I am doing Monsters.

The idea here is to give me some external motivation to get my two monster books done.

For new readers, there will monsters which are always fun. Since many come from the tales of fantasy,  myth, and folklore maybe there will be something they can use for their own writing or just enjoyment. For my regular readers, new monsters with stats.  I am also looking for all sorts of feedback on not just the monsters, but the stat blocks as well.

The one I have been using on my Monstrous Mondays has been working well for me, but I am sure I can tweak it some more.

The monsters for April A to Z will likely favor the Basic Bestiary I, covering all sorts of witchcraft-related monsters with plenty of fae and undead, but I am not ruling out some demons for Basic Bestiary II.

Both books will come in softcover (Basic red) and hardcover (orange spine) versions.  So they will work with whatever version of the game you are playing.  The interiors are the same with stat blocks designed to work with both the "Basic" and "Advanced" versions of the game.

Basic Bestiary cover, version 1 Basic Bestiary cover, version 2

So far Basic Bestiary has over 330 monsters with 156 of them complete.  The others are various points. 

Basic Bestiary II, Basic coverBasic Bestiary II, Advanced cover

Basic Bestiary II has over 500 demons, devils, and related monsters.

I am also going with my own compatibility logos on these since they really have gone beyond one system or the other.  They are still largely "Basic" in nature, but as you can see from my Monstrous Mondays stat blocks they have a little bit of everything in the OGC.  I am going to use this month to experiment.

You can see others doing their theme reveal over at the A to Z Blog until March 20.


Red Sonja: Old-School Essentials (Remembering Frank Thorne)

The Other Side -

Frank Thorne as the WizardOn Sunday, March 7th, Frank Thorne, the legendary Red Sonja artist, and writer, passed a few hours after his wife Marilyn.  He was 90.

Fans of Red Sonja all know Frank's work from the mid to late 70s. In truth, he defined the character nearly as much as Robert E. Howard, Roy Thomas, and Barry Windsor-Smith.

He certainly left his mark on her enduring legacy.

He was also known for Ghita of Alizarr and "Lann" in Heavy Metal magazine. He was an early cosplayer, taking on the role of "the Wizard."  He would then judge Red Sonja look-a-like contests.  Wendy Pini’s Sonja would be with him at many of these conventions and shows and predated the modern cosplay scene by decades.

Red Sonja

I have done stats for Red Sonja in the past for all sorts of systems:

Feels like a good time to update her to Old-School Essentials, Advanced Fantasy.

Red SonjaRed Sonja 
13th Level Barbarian
(Old-School Essentials)

Strength: 15
Intelligence: 16
Wisdom: 11
Dexterity: 17
Constitution: 11
Charisma: 18

Alignment: Neutral (chaotic good)

Hit Points: 72
AC: 0 (special scale mail 4), +4 bonus
THAC0: 10 [+9]

Saves
D:3 W:5 P:4 B:5 S:5

CS: 99%
HG: 56%
MS: 50%

Weapons
Sword +2, Great Axe, dagger


ThorneThorne "The Wizard"
14th Level Wizard

Strength: 13
Intelligence: 18
Wisdom: 14
Dexterity: 16
Constitution: 11
Charisma: 15

Alignment: Neutral (neutral good)

Hit Points: 34
AC: 6 (Robe of Protection)
THAC0: 10 [+9]

Saves (+3, Robe of Protection)
D:5 W:6 P:5 B:8 S:5

Spells
First level: Detect Magic, Magic Missle, Read Magic, Shield
Second level: Detect Evil, Levitate, Locate Object, Wizard Lock
Third level: Fire Ball, Fly, Protection from Evil 10', Protection from Normal Missiles
Fourth level: Confusion, Dimension Door, Curse, Wizard Eye
Fifth level: Contact Higher Plane, Telekinesis, Teleport
Sixth level: Anti-Magic Shell, Disintegrate, Projected Image

Thorne is Red Sonja's wizard patron. He provides her with magical arms and armor. He is rather over-fond of attractive women. 

Monstrous Mondays: Gwragedd Annwn (Swan Maidens)

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I have been digging through some old documents this past week. Some old Ravenloft ones (the new Ravenloft book has me excited), some stuff on Irish myths (it is March after all), and even some of my old Color Computer files (I have...my reasons).  One thing that came up a few times was an adventure I had written for Ravenloft back in 88 or 89 that featured a group of Swanmays and their betrayal and the hands of a drow assassin. 

While the adventure itself would need some serious reworking to make it ready for primetime, I did do a lot of research on Swanmaidens, Swan women, and other similar creatures.

I figured an update was in order.

Gwragedd Annwn (Swan Maidens)
Medium Humanoid (Fey)

Frequency: Rare
Number Appearing: 1d4 (1d6)
Alignment: Lawful [Neutral Good]
Movement: 120' (40') [12"]
   Fly (in swan form): 180' (60') [18"]
   Swim: 150' (50') [15"]

Armor Class: 7 [12]
Hit Dice: 2d8* (9 hp)
   Gwragedd Annwn, 3rd level: 3d8* (14 hp) 
   Gwragedd Annwn, 4th level: 4d8* (18 hp) 
   Gwragedd Annwn, 5th level: 5d8* (23 hp) 
   Gwragedd Annwn, 6th level: 6d8* (27 hp) 
   Gwragedd Annwn, 7th level: 7d8* (32 hp) 
   Gwragedd Annwn, 8th level: 8d8* (36 hp) 
   Gwragedd Annwn, 9th level: 9d8* (41 hp) 
   Gwragedd Annwn, 10th level: 10d8* (45 hp) 
   Gwragedd Annwn, 11th level: 11d8* (50 hp) 
   Gwragedd Annwn, 12th level: 12d8* (54 hp) 
   Gwragedd Annwn, 13th level: 13d8* (59 hp) 
   Gwragedd Annwn, 14th level: 14d8* (63 hp)
 
Attacks: claw, claw, bite
Damage: 1d6+4 x2, 1d8+4
Special: Shape change, magic required to hit, Swan Song
Size: Medium
Save: Fighter 2-14
Morale: 10 (12)
Treasure Hoard Class: VI (U)
XP: 25 (OSE) 29 (LL) 
    3rd level: 50 (OSE) 65 (LL) 
    4th level: 125 (OSE) 135 (LL) 
    5th level: 300 (OSE) 350 (LL) 
    6th level: 500 (OSE) 570 (LL) 
    7th level: 850 (OSE) 790 (LL) 
    8th level: 1,200 (OSE) 1,060 (LL) 
    9th level: 1,600 (OSE) 1,700 (LL) 
   10th level: 1,600 (OSE) 1,700 (LL) 
   11th level: 1,900 (OSE) 2,000 (LL) 
   12th level: 1,900 (OSE) 2,000 (LL) 
   13th level: 2,300 (OSE) 2,450 (LL) 
   14th level: 2,300 (OSE) 2,450 (LL) 

The Gwragedd Annwn, also known as Swan Maidens, are humanoid maidens capable of turning into a swan. They only have this power while they remain unmarried. In this state, they are also considered to be creatures of the Fey.

All Gwragedd Annwn are rangers of a level equal to their HD. They will be equipped accordingly. Instead of cleric and magic-user spells these warriors may choose druid and witch spells respectively. They are fierce enemies of evil and chaos and fight it wherever they can.

They can attack with any weapon of their choosing. Most prefer to use finely crafted swords or longbows.

Employing a feather token they can transform into a large swan. It is believed that once they take a husband, they must give this token to him. Many are loathe to do that.

Many feel they can trace their lineage back to the great king Lir whose children were transformed into swans by their jealous step-mother.

Swan Song: If a Gwragedd Annwn is reduced to 0 hp she can begin a Swan Song.  This song is similar in power to the Banshee keening, and will cause all around her, foe and friend, to experience profound sadness and will be unable to take any further action (no saving throw permitted).  If she is heard by her sisters they will fly to her in swan shape to return her to their sanctuary.  At this point she will either be healed or will die.  It is believed that a swan song can only be used once in the life of a Gwragedd Annwn.

Jonstown Jottings #37: Renharth Blackveins

Reviews from R'lyeh -

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

—oOo—

What is it?
Renharth Blackveins presents an NPC, his entourage, and associated cult for use with RuneQuest: Roleplaying in Glorantha.
It is a twenty page, full colour, 1.46 MB PDF.
The layout is clean and tidy, and its illustrations good.

Where is it set?
Renharth Blackveins is nominally set in Sartar, but the NPC and his entourage can be encountered almost anywhere the Game Master decides.

Who do you play?
No specific character types are required to encounter Renharth Blackveins. Humakti characters may benefit from their interactions with Renharth Blackveins.

What do you need?
Renharth Blackveins requires RuneQuest: Roleplaying in Glorantha as well as The Red Book of Magic.

What do you get?
The second volume of ‘Monster of the Month’ presents not monsters in the sense of creatures and spirits and gods that was the feature of the first volume. Instead, it focuses upon Rune Masters, those who have achieved affinity with their Runes and gained great magics, mastered skills, and accrued allies—corporeal and spiritual. They are powerful, influential, and potentially important in the Hero Wars to come that herald the end of the age and beginning of another. They can be allies, they can be enemies, and whether ally or enemy, some of them can still be monsters.
The second entry is Renharth Blackveins, which details a Death Lord, a Rune Lord of Humakt who embodies his master through ‘Humakt Indomitable’, a subcult of Humakt. Deeply honourable, he is feared duellist who always fights fairly to match any opponent, including the use of support of some fearsome bound spirits, chief of which is Liberator, an woken enchanted iron sword that is a fragment of the Unbreakable Sword known as Humakt. Challaren, Renhearth’s swordboy, normally carries Liberator and Renhearth only calls for it when faced with a worthy opponent. Despite currently leading Boldhome’s ‘Household of Death’, Renhearth prefers single engagements to mass battles, and as Death Lord of Humakt Indomitable has overcome ‘death as malice’ and his former hatred of the Lunar Empire which drove both himself and his brother to resist the Lunar occupation of his homeland. Captured and forced to serve himself as a swordboy to a Lunar captain, Renharth would come to see the honour in his former enemies.
In addition to detailing and providing full write-ups of Renharth and his entourage—including several very powerful allied spirits, Renharth Blackvein includes a write-up of the subcult, ‘Humakt Indomitable’ which represents the enduring, impossible to subdue or defeat nature of Humakt. It can be joined by the usual means and requires the initiate to swear another geas, specifically an undertaking that requires dedication to a lifelong task or prohibition. Especially if the new geas has the potential for tragic consequences.
Several suggestions are given as to how to use Renharth, noting that he is a deadly enemy, capable of killing most Player Characters. Perhaps the most interesting way to use him in the long term is as a swordmaster as he accepts students from many religions or as an actual mentor to a Player Character. Above all though, it makes clear that in conquering both his malice and that of death, Renhearth is a pleasant rather than a miserable character. The supplement comes with two scenario seeds, both of which need a little development upon the part of the Game Master.
Is it worth your time?YesRenharth Blackveins presents a straightforward, even pleasant aspect of Humakt, who can be an interesting supporting NPC or mentor, and if the Player Characters are powerful enough, a truly indomitable foe.NoRenharth Blackveins present a straightforward, even pleasant aspect of Humakt, who may differ too much from the traditional view of Humakt and who might be too strong a rival for the Player Characters or too powerful an NPC if they are prone to antagonising others.MaybeRenharth Blackveins presents a straightforward, even pleasant aspect of Humakt, who may differ too much from the traditional view of Humakt and who might be too strong a rival for the Player Characters or too powerful an NPC if they are prone to antagonising others.

Folkloric Fearsome Foursome

Reviews from R'lyeh -

A Wicked Secret and Other Mysteries is an anthology of scenarios for Vaesen – Nordic Horror Roleplaying, the Sweden-set roleplaying of folkloric horror set during the nineteenth century. It presents four mysteries which will take the members of the Society, the organisation which investigates the situations which arise from the clash between modern society and the traditions that have grown up from living alongside the supernatural creatures called Vaesen, to the boundaries of Sweden—and just beyond. In turn they take the Player Characters to the west coast of Sweden where sudden wealth has been found on Wrecker Isle, into the northern forests where logging expansions have been hampered by tales of a strange beast, to the resort town of Mölle on the south where sin and murder can be found together, and to an island off the coast of Estonia where a mother has been driven to try and drown her new born baby.

All four adventures follow the same structure. The ‘Background’ and ‘Conflict’ explains the situation for each scenario, whilst the ‘Invitation’ tells the Game Master how to get the Player Characters involved. In A Wicked Secret and Other Mysteries, the primary form of ‘Invitation’ is the letter, which will typically summon the Player Characters to the town or village where the mystery is taking place, the getting there detailed in the ‘Journey’, typically a mix of railway and coach journeys. It should be noted that every mystery has moment or two when the Player Characters can prepare and goes into some detail about the journey. There is an opportunity for roleplaying here, perhaps resulting in longer travel scenes than the core rulebook necessarily recommends. The ‘Countdown and Catastrophe’ presents the Game Master with one or two sets of events which take place as the Player Characters’ investigation proceeds, sometimes triggered by the Player Characters, sometimes triggered by the NPCs, whilst ‘Locations’ cover NPCs, Challenges, and Clues, all leading to a ‘Confrontation’ and its eventual ‘Aftermath’. For the most part, the mysteries are well organised, a mix of the sandbox and events which the Game Master will need to carefully orchestrate around the actions of her Player Characters. Only the most pertinent of the locations in each town or village is described and the Game Master is advised to create others as needed, though she will very likely need a ready list of Swedish names to hand for whenever the Player Characters run into an NPC or two.

One issue with the anthology is its lack of geography and history. Sweden at the time when A Wicked Secret and Other Mysteries and Vaesen – Nordic Horror Roleplaying is unlikely to be a familiar place to many Game Masters or their players. So, some context might have been useful, such as why the island of Oesel, located off the coast of Estonia, is part of Sweden rather than Estonia at this time or the seaside resort of Mölle’s scandalous reputation for mixed bathing on its beaches at this time. However, a little research upon the part of the Game Master will offset this. Another is that there is advice as to how to use these in a campaign. They would themselves all together not work as a campaign as beyond the letters to the Society summoning the Player Characters to each mystery and each mystery involving Vaesen there is nothing which connects the quartet. They are better used as one-shots or slotted into an existing campaign.

Another issue is the similarities between the four scenarios. Each of the four takes place at the four corners of Sweden—North, East, South, and West—and that does mean that getting to any one of them involves lengthy travel. All have priests who play ultimately negative roles in the mysteries, and it would have been interesting to see some variation to that. Likewise, it would have been interesting to see what an urban mystery for Vaesen – Nordic Horror Roleplaying looks like to contrast this similarity.

The anthology opens with ‘The Silver of the Sea’. A priest requests the Society’s help after his mentor has been found dead, supposedly of a self-inflicted gunshot wound, after visiting Wrecker Isle, the bleak, rocky archipelago off the west coast of Sweden. Here the Player Characters will discover something fishy is going on—and not just the smell from the fishing industry which has made many men rich. Combining insular natives with a piscine theme lends ‘The Silver of the Sea’ a hint of Lovecraft’s dread Innsmouth, but there are no Deep Ones here. This is Vaesen – Nordic Horror Roleplaying, not Call of Cthulhu. The Game Master has some fun NPCs to portray and ultimately, whatever way the Player Characters resolve the situation on Wrecker Island, someone will suffer—and not necessarily the villains of the piece. This will occur more than once in the scenarios in A Wicked Secret and Other Mysteries.

If ‘The Silver of the Sea’ feels open and bleak, exposed to the Baltic Sea, ‘A Wicked Secret’ feels constrained and isolated in comparison. The Player Characters are hired by an industrialist who wants to log the rich forests around the village of Färnsta, but his opening efforts to negotiate with the villagers have come to nothing after one employee fled the village babbling about a beast with red eyes and the other went missing. The village will initially feel welcoming, but all too quickly the Player Characters will find themselves being hunted as their inquiries trigger a response from the same threat faced by their patron’s employees. There is potential here for a red herring, but otherwise this is an entertaining scenario.

‘The Night Sow’ takes place in the seaside resort of Mölle in southern Sweden where amongst sun, recreation, and mixed bathing, there have been a series of murders and disappearances. This time, the members of the Society are asked to investigate by the women who encouraged the Player Characters to re-establish the Society, as one of her former colleagues is staying in the town. The relationship between the two women is mentioned, but not explored in depth, the likelihood being that it will be expanded upon in a future supplement. Once in Mölle, against a background of social tension over the scandalous activities on the beaches—an aspect which the adventure could have made more of, the Player Characters will encounter strange hotel guests, a reclusive lighthouse keeper, and a beast which hunts the Mölle peninsula.

The last scenario, ‘The Son of the Falling Star’, takes a more personal turn when one of the Player Characters receives a letter from his cousin and noted sociologist, Hugo von Kaiserling, requesting his help. Hugo’s wife recently gave birth to their first child, but she has turned against the boy, believing him to be evil so much that she attempted to drown him—forcing her husband to commit her to the local sanitorium. The local priest’s solution is an exorcism, but Hugo refuses to believe in any of this supernatural nonsense, so wants the Player Characters’ help. They of course, know better, and once on the island of Oesel, will need to steer a course between the husband’s scientific rationalism and the wife’s (and that of the priest) fears of the ungodly. Of the four scenarios in A Wicked Secret and Other Mysteries, ‘The Son of the Falling Star’ takes a slightly different tone in not presenting the Vaesen as monsters and presenting opportunities for the Player Characters to interact with them rather than confront them. This is a refreshing change that brings the quartet in the anthology to a more interesting and nuanced climax.

As with the core book, A Wicked Secret and Other Mysteries is a beautiful book. It is nicely laid out, the artwork is excellent, the handouts are good, and the maps are good too. It should be noted that as a physical artefact . the book actually feels good in the hand. Two nice touches are the inclusion of some sketches at the end of the book and there being two versions of each handout—a plain text one for the Game Master for easy reference and one for the players and their characters done in period style. This really is a good reason to see the handouts printed twice and other publishers should take note.

The investigations in A Wicked Secret and Other Mysteries are not necessarily wholly original, their mysteries and threats being easily replaced by something from the Mythos or something from common folklore. However, what makes the mysteries stand out is the Vaesen, the morality which underpins each mystery, and the consequences of upsetting the balance between the Vaesen and men. These are folkloric mysteries which result from the breakdown in the relationship between men and Vaesen which comes with the clash between tradition and modernity, and there is invariably a price to be paid for this breakdown, often in resolving each mystery and after… A Wicked Secret and Other Mysteries is an excellent and engaging quartet of mysteries, pleasingly different in the challenges and mysteries they present, and absolutely what the Vaesen – Nordic Horror Roleplaying Game Master should have on her shelf.

Sword & Sorcery & Cinema: Barbarian Queen (1985)

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Barbarian Queen (1985)Roger Corman.  

What can I say about Roger Corman?  Well, to be honest, I am a huge fan. Sure his movies are schlock and represent some worst D-level movies and it is obvious that most of his casting choices were based not on the actress's ability to act but rather their willingness to take off their clothes.  But all that aside Corman is praised for his ability to keep a tight production schedule, find people that are willing to work with him again and again, and keep a film under budget and on time.

There are also many, many modern directors that have worked with him and praised his work. Directors such as Francis Ford Coppola, Ron Howard, Martin Scorsese, Jonathan Demme, John Sayles, and James Cameron. Ron Howard has been praised Corman's work on many occasions.  He has over 400 producer credits and 56 director credits. 

Corman is only the EP here, but there are plenty of similarities between this movie and Viking Woman from 1957.  

Barbarian Queen (1985)

Barbarian Queen is a fairly typical fantasy fare.  A barbarian queen, Amethea (played by the late Lana Clarkson who was killed by Phil Spector) is due to be married to Argan (Frank Zagarino) when her village is attacked by raiders. People are killed and others taken as slaves.  Amethea and her friends Estrild (Katt Shea, who is likely the best actress in the bunch), Tiniara (Susana Traverso), and former victim Taramis (Dawn Dunlap) seek to free their people including Amethea's fiance.  They meet up with Dariac (Andrea Scriven in her only role), a young girl who lives with the local rebels who enlists the barbarian's aid. 

The first part is an excuse for some gory fights and a bunch of topless barbarian women running around or getting captured.  I'll the movie credit, it does like to show the barbarian women as being strong and powerful.  

Our big bad guy is Arrakur (Arman Chapman), he captures our heroines and threatens them with torture and death. 

Argan manages to get his fellow gladiator-slaves to join him.  The movie gets to the big fight and then just ends. Must have run out of money.

The movie is not terrible, it is just also not good. It could be the spiritual godmother to Xena: The Warrior Princess.  Though that Boris Vallejo movie poster is actually the best part of the movie.

Katt Shea is fun to watch really. She looks like she is having the best time of her life acting in this. 

Gaming Content

There is a torture chamber that would be good dungeon dressing. I like the idea of this being a "Queen needing to rescue the Prince" for once.

--

Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters that is if I can get my co-admins to agree this is the best hashtag for this!


Zatannurday: WandaVision

The Other Side -

Zatannurday

A SPECIAL Zatannurday today.

Normally I talk about DC's resident backward talking magician in fishnets, but today let's spend some time with her Marvel universe counterpart and talk Wanda, Scarlet Witch, and WandaVision!

Ok, so I am going to TRY to avoid big spoilers for this week's big finale, but I am going to talk about some plot points of episodes 8 and 9.  Not huge ones, I hope, well...one is. 

Anyway, you have been warned!  (OH and a minor Runaways spoiler too.)

WandaVision

So, it is not a huge secret that really I am not (or rather, was not) a huge fan of Wanda and Scarlet Witch.  She was fun and all, but when it comes to magic in Marvel I am much more a fan of Dr. Strange.  

WandaVision, and Elizabeth Olsen, have changed my mind.

The story is actually a simple one of grief pushing someone to the edge, and then right over the side into a weird alternate reality.  

We see Wanda, as wonderfully described by Agatha Harkness/Agnes (played by the WONDERFUL Kathryn Hahn in what is the casting of a lifetime really) as "a baby witch with years of therapy ahead of her" instead join a radicalized group (HYDRA we later learn in the movies) and "Little orphan Wanda got up close and personal with an Infinity Stone that amplified what otherwise would have died on the vine."  (Episode 8)

In just under 50 minutes we get the best version of Wanda's origin story ever that also explains her powers.  She wields chaos magic and in Agatha's own words,

You have no idea how dangerous you are. You're supposed to be a myth, a being capable of spontaneous creation. Here you are, using it to make breakfast for dinner. Oh, yes, your children, Vision, this whole little life you've made. This is chaos magic, Wanda. That makes you... the Scarlet Witch.Wanda. That makes you... the Scarlet Witch

Now that is something.  The Scarlet Witch is not her code name, but a title, a "The" as it were.  That would make something akin to the Imbolc Mage that I use in my games; a superpowerful witch capable of spontaneous magic.  I do love a good prophecy about a superpowerful witch.

Beyond that the series, especially episode 8 was full of great material from Vision's "But what is grief, if not love persevering?" to Wanda's breakdown in the home that Vision bought for them (and pure Emmy-bait for Olsen).

But what I think is best about this whole series is not that it is about superpowerful people. It's about things we can relate to.

We are not watching Wanda because she is the Scarlet Witch, we are watching because she was a little girl, who loved her family, her bother, and learning to speak English by watching bootleg DVDs of American sitcoms. She lost her family, her brother, and the love of her life and despite being powerful there isn't a thing she can actually do about it.  In the end that is something that everyone can relate to.

Including Agatha "And I Killed Sparky too" Harkness is just the delicious icing on an already great cake.

Agatha All Along

And that is not even getting into anything else like fake Pietro (called that one early on too!) or even my FIRST Captain Marvel, Monica Rambeau as Photon.  OH and another appearance of the Darkhold! The first was in Runaways Season 3.

Not sure if there will be a Season 2 or not, but it sets things up nicely for the next Doctor Strange movie.


Magazine Madness 1: The Journal of the Travellers’ Aid Society Vol. 1

Reviews from R'lyeh -

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

—oOo—
The Journal of the Travellers’ Aid Society has a long and storied history. The long running magazine dedicated to GDW’s classic roleplaying game of Imperial Science Fiction originally ran to twenty-four issues, before being folded into Challenge magazine. The twenty-fifth and twenty-sixth issues were published by Imperium Games in 1996 and 1997, before appearing as an online magazine licensed by Steve Jackson Games. More recently, The Journal of the Travellers’ Aid Society was resurrected as a set of six volumes by Mongoose Publishing for the second edition of its version of Traveller and funded via a Kickstarter campaign.

The Journal of the Travellers’ Aid Society Vol. 1 is a one-hundred-and-twenty-eight page digest-sized book, done in full colour and organised into nine different departments which provide all together provide a range of content and support set across the charted space and history of the Traveller universe. The volume opens with the first entry in the issue’s department with the most entries—‘Charted Space’, which covers a wide variety of different subjects. This is ‘SuSAG’, a history of Schunamann und Sohn, AG, one the Third Imperium’s largest megacorporations and one that specialises in biology, chemistry, genetic engineering, and pharmaceuticals, both production and research—the latter resulting in a wide range of closely guarded patents and discoveries. The article provides a history and an explanation of how the company works, both within the borders of the Third Imperium and without, notably the secret production of psionic drugs. It also covers its policies, goals, corporate and government relations, and the major spheres of operation. It is a good overview let down by first by a diagram of the corporation’s organisation that is astounding in its utter pointlessness and second a certain lack of advice as to how to use the content.

The entries in the ‘Charted Space’ department continue with ‘Emperors of the Third Imperium’, a list of the forty-two individuals recognised as Emperor of the Third Imperium. This is the straightforward iteration of material which has been printed over and over—to the point that it can be found verbatim online—and only of interest if the reader is wholly new to the Third Imperium setting. The ‘Vargr Corsairs’ article is more interesting and useful though, examine how the lifecycle of the atypical Vargr corsair band, from ships coalescing around charismatic leaders and growing and collapsing or growing and growing. It is supported by a history of the Kforuzeng corsair band as an example, which should inform the Game Master should she want to use one as an NPC faction and the players should they want to run one! ‘A Concise History of the Vilani’ covers the thousands of years of history from the first time the Vilani explored space through the Grand Empire of Stars, the Ziru Sirka of the First Imperium and the ossification of the empire to its eventual conquering at the hands of the Terran Confederation. It provides a decent introduction to the broad history of charted space and the lead up to the Third Imperium. ‘Within the Two Thousand Worlds’ is more interesting, primarily because it engages the reader in a first perspective, that of the Noble K’agzi, a K’kree diplomat posted to Capital, the seat of the Emperor of the Third Imperium, as he answers questions posed by an interviewer. It does an excellent job of showing how alien the K’kree really are. Last in the Charted Space department and entry in the magazine is ‘Gazulin Starport’, a description of Gazulin Highport and Downport on Gazulin, the capital of the Gazulin subsector in the Trojan Reaches. Accompanied by a reasonable map, the article will certainly be of use if a campaign visits the world, but can also be a source of inspiration for the Game Master too in developing descriptions and details of her own starports.

The ‘High Guard’ department has three entries. The first of these is really only a paragraph, but offers ‘Burst Lasers’ as an option between pulse and beam lasers. The other two are longer and provide two alternative ships small enough for a group of Player Characters to operate. The ‘Soho class Light Freighter’ is a variation upon the Empress Marava Far Trader, refitted to carry cargo rather than passengers in frontier regions and be able to protect itself using a triple pulse laser turret and a laser barbette! They have also been adopted as Q-ships and been employed by pirates as corsairs. The other ship is the ‘Delphinus-class Starliner’ or pleasure yacht. This is a mini-starliner, just one hundred tonnes, completely streamlined and capable of operating submerged in planetary oceans, intended to carry a limited number of High Passage passengers in greater comfort than is standard for a High Passage. However, it has a light hull, energy-inefficient thrusters, late-Jump Drive, and other detracting factors, but it would be suitable for a campaign which focusses on interaction with NPC passengers or as an alternative to the noble’s standard yacht.

The bulk of the departments in The Journal of the Travellers’ Aid Society Vol. 1 have two entries each. These begin with the ‘Adventure’ department. The first adventure in the issue is ‘The Ship in the Lake’. This is set on the world of Hazel in the Trin’s Veil subsector of the Spinward Marches where mineral survey data has been lost following a rebellion. The Player Characters are hired to locate and retrieve the data, believed to be at the bottom of a lake in the wreck of a ship lost during the early days of the rebellion. They will need to locate and dive on the wreck, but do it without alerting either the planetary authorities or the rebels. This is a nicely done adventure which will need some preparation upon the part of the Game Master especially in terms of developing NPCs, vehicles, and the politics of Hazel—in particular, why there is a rebellion going on. The second adventure is ‘Embassy in Arms’, which is set on the world of Aramanx in the Aramis Subsector. Vargr mercenaries, ideally connected to the Kforuzeng corsair faction or band, are hired to conduct an extraction mission from an embassy using air carriers. Again, the scenario will need some development upon the part of the Game Master. Of the two, ‘Embassy in Arms’ is the shorter and will probably only provide a session or two’s worth of play, whilst ‘The Ship in the Lake’ will provide two or three. What is interesting about both scenarios is their preoccupation with low-military conflicts. ‘Embassy in Arms’ in particular is a nod to the Iranian Embassy occupation in the late nineteen seventies and an attempt to conduct a rescue in-game when the one in the real world failed.

One issue is that both scenarios involve Sternmetal Horizons, LIC, a megacorporation specialising in mining operations and manufacturing. No information about the corporation is given in the pages of The Journal of the Travellers’ Aid Society Vol. 1, yet there is a whole article dedicated to SuSAG, which has no support for it. There is an obvious disconnect here and it makes no sense. Why not curate the content so that articles and adventures are connected and support each other? So that the reader and the Game Master are not forced to ask, “How do I use SuSAG?” and “What is Sternmetal Horizons, LIC?”. Now to be fair, the Vargr Corsairs article does support the ‘Embassy in Arms’ scenario to some degree, but the connections between the various articles in The Journal of the Travellers’ Aid Society Vol. 1 could have been given stronger consideration.

Equipment is covered by two departments—‘Central Supply’ and ‘Vehicle Handbook’, both of which have two entries in the magazine. The two for ‘Central Supply’ are the ‘Remotely Piloted Reconnaissance Drone’ or RPRU, a half-metre sized Tech Level 11 sphere, and the ‘Assault Rocket Launcher’, essentially a magazine-fed mini-rocket launcher, suitable for use in low or zero gravity environments. The first of the entries in ‘Vehicle Handbook’ department details the wheeled ATV or All-Terrain Vehicle in all of its variety. All at Tech Level 12, they include the standard ATV, the Large ATV, the Grav-Assisted ATV, and the Aquatic ATV. The second details the Light Patrol Vehicle and the Light APC—essentially the armoured car/scout and armoured personnel carrier. These are both Tech Level 9 vehicles and the type that can be found across numerous worlds. The contents of all four articles lean towards the utilitarian more than the interesting, especially the vehicles, though the likelihood is that the entry on the ATV will add a little colour to a game since that is what many Player Characters will find themselves crewing in adventures.

The ‘Alien’ department has write-ups of two different species. The first is the Dynchia, a Minor Human Race known for their warriors, but for not being warlike, their highly refined Tech Level 12 technology, and possessing an honour-driven, competitive culture which transcends territory. The second is all but the complete opposite in temperate. The Girug’kagh are a humanoid, Minor Non-Human Race which possess full subject status in the Two Thousand Worlds, and who are mainly seen beyond the borders of the Two Thousand Worlds as the translators and intermediaries among for K’kree. As the first species to attain full subject status, they see themselves as inferior to the K’kree, but superior to every other species in charted space! Full stats are provided for both and each is detailed enough to create Player Characters or NPCs.

The two entries in the ‘Travelling Department’ are connected thematically, both dealing with crime in an age of space travel. The first, ‘Smuggler’s Luck’ looks at the means and economics of transporting goods illegally due to their origin or their destination. Along with advice as to good regions to conduct smuggling operations, also covered is the best type of ships to employ, tools of the trade—like concealed compartments and fake drive components with secret compartments, and an example region where smuggling can be practiced. This is the Collace Arm in the District 268 and Five Sisters subsectors, but would need to be further developed to bring into a campaign. The second is ‘Piracy on the Spinward Main’ which examines the means, motives, and methods of conducting piracy in general before identifying several worlds which could double as pirate havens in the Spinward Marches. Both ‘Smuggler’s Luck’ and ‘Piracy’ on the Spinward Main could add to, or form the basis of a campaign dedicated to, or involving, smuggling or piracy.

Departments with fewer entries include ‘Bestiary’ and ‘Encounters’, both of which have the one article each. The ‘Bestiary’ article details six creatures found across Charted Space. These include the Bushrunner, an omnivorous grazer known for its blue meat and musk glands which are prized by the perfume industry; the hermaphroditic Tree Kraken which drops onto its prey, wrapping its arms around it and grinding at its with its teeth; and the Speedspitter, a shrew-like mammal which can spit seeds from its nose and is often kept as pets. ‘Encounters’ details ‘Simone Garbaldi’, an academic and linguist who claims to have discovered the lost works of an ancient Vilani poet. However, opinion is split as to the veracity of the text—are they real or forgeries? It is up to the Game Master to decide and several ways are suggested as to how this NPC might be used. Both of these articles are nicely done and their content would be fairly easy to add to a game.

Physically, The Journal of the Travellers’ Aid Society Vol. 1 is neatly, tidily laid out. The artwork varies in quality, but most of it is reasonable, and the ships’ deck plans are decent. It needs a slight edit here or there.

Now the six new volumes of The Journal of the Travellers’ Aid Society were never going to contain all new material. It was always planned that they would contain a mix of the old and the new, but the old outweighs the new—thirteen to eight—and in the treatment of the old, let alone the new, there is a sense of appropriation and a certain lack of professionalism to The Journal of the Travellers’ Aid Society Vol. 1. The issue is that although the magazine does list its various authors, it does not attribute individual articles to their respective authors and it does not acknowledge where its various articles have previously or originally appeared. For example, the scenario, ‘The Ship in the Lake’ is by Loren K. Wiseman and originally appeared in Journal of the Travellers’ Aid Society 02, published in 1979, whilst the ‘Soho class Light Freighter’ originally appeared in 1997 in the Traveller Chronicle 13, the Sword of the Knight Publications’ periodical. In neither case, is the author or the source acknowledged. (Traveller fandom though, has provided the information where Mongoose Publishing has pointedly not.) In not properly acknowledging either, what the publisher is doing is presenting the information within its pages as its own, presenting it as new when it is not, and taking a degree of ownership that it does not possess. It is disingenuous and it is disrespectful and it is unprofessional.

If the reader is new to Traveller and The Journal of the Travellers’ Aid Society Vol. 1, then none of the issues with the magazine really matter, since its content will be all new. If the reader is not new to Traveller, then the likelihood is that he will have seen many of the articles the magazine contains before, and yes, some do update content to the current version of the rules, but not all. In fact, the new stats are relatively light in the issue. For the veteran fan of the roleplaying game and its setting, The Journal of the Travellers’ Aid Society Vol. 1 is more a collector’s piece than a brand-new Traveller publication. This is not to say that the content is not good or uninteresting. Much of it is good and much of it is interesting, but that is down to the source, not the publisher.

[Friday Faction] The Elusive Shift

Reviews from R'lyeh -

It is commonly agreed that Dungeons & Dragons, published in 1974 by TSR, Inc. was the first roleplaying game, but was it? If not, what then was Dungeons & Dragons and where did roleplaying come from? How did roleplaying evolve and develop into the widely accepted practice that we accept today and that we see proliferated into other media? When did what we know of today as a roleplaying game, actually become a ‘roleplaying game’? These are the questions which Jon Peterson, the author of Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games, the highly regarded early history of Dungeons & Dragons and Dungeons & Dragons Art & Arcana: A Visual History, explores in his new work, The Elusive Shift: How Role-Playing Games Forged Their Identity, published by The MIT Press. In this new tome, Peterson delves back into that fabled ‘Golden Age’ at the dawn of the roleplaying hobby and beyond to examine the precursors which would influence E. Gary Gygax and Dave Arneson in their creation of Dungeons & Dragons, the debates between the players of Dungeons & Dragons and between the players and Gygax himself about how Dungeons & Dragons should be played and refereed, and ultimately the shift that occurred in the widespread understanding and acceptance of what a roleplaying game was.
Peterson’s starting point is that Dungeons & Dragons was not marketed as a roleplaying game, nor identified as one. It was a wargame—a wargame in which each player controlled one character or wargaming figure and there was Referee who would moderate the actions of each character and their outcome. Although it had an example of play, it did not explain how to play the game and certainly not how to roleplay, an issue which would beset the hobby for years to come. Instead, players had to learn by example, perhaps drawing upon their experience in the two cultures and communities which Dungeons & Dragons drew from and Gygax would market to. One was wargaming, with its history of refereed battles and then more recent focus on simulations using one figure per player, whilst the other was Science Fiction, with its rich source material and its tradition of telling refereed stories. Both would inform how Dungeons & Dragons would be played, but none of the new wargame’s adherents could agree as to exactly how. This would lead to a discourse which proliferated throughout the hobby over what was the right way as players and Referees grappled with such questions as to the role of the Referee, was he impartial or did he game against the players and their characters? What was the right way to create characters—adhere to the strict roll of the dice or adjust as necessary? How far should character competency factor into play versus player competency? Who should roll the dice—the Referee or the players? How much should the player know about the game’s mechanics? How should Alignment work and affect a character? And what is the point of play—to acquire Experience Points and become superhuman, to explore and tell a story, or a combination of the two?

These questions would be first answered and debated around the table, through actual play of the new game that was Dungeons & Dragons—and then later through other roleplaying games such as Tunnels & Trolls, Bunnies & Burrows, Traveller, and Empire of the Petal Throne, but first and foremost, always Dungeons & Dragons. As the first ‘roleplaying’ game, it provided both the first terminology and a common language for the hobby. In the years to come the resulting debates would subsequently be played out in magazines, such as White Dwarf and Different Worlds, and in more recent times, the Internet. The difference between then and now is that the discussion itself was new and the ideas behind it were being formulated, rather than necessarily reiterated. To explore these debates, Petersen notably draws heavily upon the fora readily available in the nineteen seventies to discuss roleplaying, what its was, and how it should be done—fanzines and amateur press association titles. Thus, in the pages of The Elusive Shift one can read about Lee Gold’s approach to in-character roleplaying, how Steve Perrin had his players roll up their characters, and how Greg Costikyan had implemented a ‘sex affiliation’ system instead of the traditional Alignment system of Dungeons & Dragons. The focus though is constantly on the first five or six years of the hobby following the publication of Dungeons & Dragons and the debate between the leading adherents of the differing philosophies in the ongoing debate over whether the first roleplaying game was a simulationist wargame in which the aim was to accumulate power, magic, gold, and more to become superhuman or a means to tell stories of fantastic adventure.

Ultimately, as thoroughly researched as The Elusive Shift actually is, it cannot quite identify when the shift of its title occurred. That is, when the roleplaying hobby identified itself as such rather than as a variation upon wargaming or Science Fiction fandom’s storytelling. Instead, it sets out the landscape for and highlights a number of shifts. One is the maturing of the discourse, undoubtedly fierce at times, but a discourse which would culminate in Glenn Blacow’s ‘Aspects of Adventure Gaming’ which appeared in Different Worlds #10 which suggested a model with four basic categories into which roleplayers could be put—‘Roleplaying’, ‘Story Telling’, ‘Powergaming’, and ‘Wargaming’. (An examination of the model can be found here.) This model would go on to form the basis for other models and inform the discussion henceforth. Another shift is the move from open sets of mechanics and games to closed sets of mechanics and games, at the forefront of which was the commercial move by E. Gary Gygax from the openness of Dungeons & Dragons where the Dungeon Master had the freedom to run the game as he wanted and to import or devise whatever rules or mechanics he liked (and was a widely accepted practice, but would also add to a debate as to whether Dungeons & Dragons was a design toolkit or a game) to Advanced Dungeons & Dragons which was closed because it was not designed to accommodate ‘unofficial’ content from elsewhere. Lastly, there is the shift in generations, when the growing popularity of Dungeons & Dragons brought in a wave of younger, immature players, who had not had the benefit of the five years of discourse that had helped form and inform the hobby. Most of whom of course, would be locked into the closed world of Advanced Dungeons & Dragons and its orthodoxy, but who of some would go on to have the same conversations explored by The Elusive Shift and greatly influence the hobby today.

The Elusive Shift is a dense and not always an easy read. As an academic work it is not necessarily a casual read, but it is a fascinating one, capturing a history that few of us remember or have access to. It also throws a spotlight on the leading contributors to those first debates—Glenn Blacow, Sandy Eisen, Kevin Slimak, Mark Swanson, and others. (If there is perhaps something lacking in its pages, it would have been pleasing to least include some details on each of these figures in the pages of The Elusive Shift.) Ultimately, there is the sense that the debate as to what a roleplaying game is and what roleplaying is, is never going to be settled, but reiterated and explored again and again, but in the pages of The Elusive Shift: How Role-Playing Games Forged Their Identity that debate is examined when it was wholly new and captures it for posterity. Perhaps it might be worth examining this first debate before engaging in the next?

[Friday Faction] Rise of the Dungeon Master

Reviews from R'lyeh -

E. Gary Gygax died thirteen years ago on March 4th, 2008. His contributions to roleplaying cannot be underestimated. He codified what became the first commonly accepted roleplaying game—Dungeons & Dragons. He created a hobby. He launched an industry. His creation would influence other industries and hobbies too. However, his role and his influence is not widely known outside of the hobby and the industry. In the years since, two works have examined his life specifically. One is Empire of the Imagination: Gary Gygax and the Birth of Dungeons & Dragons, very much a traditional biography of the man, whereas Rise of the Dungeon Master: Gary Gygax and the Creation of D&D is not. Instead, Rise of the Dungeon Master: Gary Gygax and the Creation of D&D is a graphic novel.

Published in 2017 by Nation Books, Rise of the Dungeon Master: Gary Gygax and the Creation of D&D is written by David Kushner and illustrated by Koren Shadmi. It is based upon Dungeon Master: The Life and Legacy of Gary Gygax, an interview with Gygax which the author conducted in 2008 in the run up to the then upcoming revised edition of Dungeons & Dragons—what would be Dungeons & Dragons, Fourth Edition. It tells the story of Gygax from when he was a little boy, enjoying adventures and stories, to his enjoying playing games and ultimately developing and publishing games as an adult, before exploring some of the influence that he and Dungeons & Dragons would have on wider culture. This would include controversy that would grow from the disappearance of James Dallas Egbert III in 1979, on computer games such as the Ultima series and World of Warcraft, and its more recent wider acceptance with the release of Dungeons & Dragons, Fifth Edition, its appearance on the television series, Stranger Things, and the popularity of Game of Thrones.

Rise of the Dungeon Master is not, however, a traditional graphic novel, just as it is not a traditional biography in the choice of format. Where Empire of the Imagination is written in the third person, Rise of the Dungeon Master is written in the second person, beginning each chapter and many of its subsequent panels with the words, “You are…” It is immediately immersive, literally casting the reader as Gygax himself and involving the reader in the decisions that Gygax makes himself. (Although the second person of “You are…” echoes the format of the ‘Choose Your Adventure’ books such as The Warlock of Firetop Mountain, the graphic novel is not the reader’s adventure. This is E. Gary Gygax’s adventure after all, and the reader is passive throughout.) It switches from this format at times to allow Gygax to explain things almost as if he is being interviewed—to go back to the author’s original 2008 interview—and it also switches viewpoints too, to that of two other men which prominently in the history of Dungeons & Dragons. One is Dave Arneson, Gygax’s co-creator of Dungeons & Dragons, the other is the detective, William Dear, who would conduct the search for the missing teenager, James Dallas Egbert III, and write about it in the book, The Dungeon Master. Of the two, Arneson is portrayed in a better light, but his relegation to a more minor role than he necessarily deserves in the development of Dungeons & Dragons arises from Rise of the Dungeon Master: Gary Gygax and the Creation of D&D being Gygax’s tale rather than that of Arneson and from the graphic not being an actual history per se, like Jon Petersen’s Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games or Shannon Appelcine’s Designers & Dragons: the ‘70s. In comparison, Lorraine Williams, who succeeded Gygax in controlling the company between 1986 and its eventual sale to Wizards of the Coast in 1997, is cast in a very dark light.

Ultimately, the format and the relative lack of space in the one-hundred-and-thirty-six pages of Rise of the Dungeon Master: Gary Gygax and the Creation of D&D means that the graphic novel cannot do the man and his story justice. It seems to leap from big event to the next, and whilst Dave Arneson receives and deserves a chapter of his own, there are many figures in Gygax’s life who barely get a mention or not all—Don Kaye, his wives, Kevin and Brian Blume, all of whom played a role in his life. The format also means that as much as the author wants the reader to engage with Gygax, there is never time to engage with him as a person, flaws and all—the nearest we get to that is Gygax’s often dismissive attitude towards Arneson, and so Rise of the Dungeon Master: Gary Gygax and the Creation of D&D is not a true biography of the man. It is arguably, more a hagiography. Although not perfect, Empire of the Imagination: Gary Gygax and the Birth of Dungeons & Dragons, is a better choice if the reader wants that, as are the two aforementioned history books.

If the reader is looking for an introduction as to E. Gary Gygax was and what he accomplished, then Rise of the Dungeon Master: Gary Gygax and the Creation of D&D is a very acceptable starting point. It is delightfully and engagingly illustrated, the writing light, perhaps suffering from the functionality of the “You are…” second person format as much as it pulls the reader in. Overall, Rise of the Dungeon Master: Gary Gygax and the Creation of D&D will set the reader up to ask more questions about E. Gary Gygax and the origins and history of Dungeons & Dragons, whilst also serving as a well-drawn homage to the man, his creation, and the effect he would have on millions and millions of gamers.

GM's Day Sales from The Other Side

The Other Side -

It's DriveThruRPG's GM's Day Sales Starting today (well yesterday really).

GM's Day from the Other Side

With prices marked off a much as 40%.

There are plenty of books on sale from The Other Side.

For Basic-era Games

Daughters of DarknessDaughters of Darkness: The Mara Witch for Basic Era Games

Reviews:

The Children of the Gods: The Classical Witch for Basic Era Games

Reviews:

Pumpkin Spice WitchThe Basic Witch: The Pumpkin Spice Witch Tradition

Reviews:

The Craft of the Wise: The Pagan Witch Tradition

Reviews:

The Warlock

Reviews:

GMS Day Sales


For Swords & Wizardry

The WitchThe Witch for Swords & Wizardry Continual Light

The Witch for Swords & Wizardry White Box

The Green Witch for Swords & Wizardry

The Winter Witch for Swords & Wizardry

The Warlock for Swords & Wizardry


There are plenty of other great games and resources on sale as well.

This Old Dragon: Issue #101

The Other Side -

Dragon Magazine 101It has been far too long since I did This Old Dragon.  I'll grab the next one of the pile and see what we have.  Looks like we are headed back to September 1985 for This Old Dragon #101.

This one is another with no cover.  That is interesting because I will admit it is among one of my least favorite covers.  I am not sure why really, it is Dave Martin and did the (in)famous Dragon #114 cover, but I never cared for this one.

One of the good things about taking so long to this is these now seem to smell less moldy and mildewy. That's a plus.

Kim Mohan's Editorial repeats a sentiment I have shared here; Aren't We All In This Together? Essentially they refused to run an ad that disparaged another companies product. I have often felt the same.  Other gamers, games, game designers are not my competition, they are my colleagues. Like Mohan maybe I am naïve. 

Some ads for Call of Cthulhu and ElfQuest.  The ElfQuest, one covers Sea Elves.  I have been re-reading Dragonlance, Dragons of Spring Dawning that introduced the Sea Elves. Been wanting to do more with them myself.  Maybe I should check on eBay for this.

The first article, Update from the Chief, comes to us from Gary Gygax himself.  This might be the last article written by Gary as a member of TSR.  He will be out in October of 1985.  The article covers many topics.  Unearthed Arcana sold over 90k copies in its first month and his Gord book did well.  Gary announces two upcoming publications, Oriental Adventures and T1-4 Temple of Elemental Evil for AD&D and more "family-type" games including All My Children. Gary also briefly discusses the critics of D&D and RPGs in general. 

In a fortuitous (turn for me) Roger E. Moore's article on Kender in All About the Kender is up. I just posted stats for what I think is the very first Kender character I have ever made. Lots of people hate Kender. I will admit I never liked them much, but hate was too strong.  My dislike comes more from my enjoyment of halflings.  Moore's article, rereading it all these years later AND while also rereading the first Dragonlance Chronicle my opinion has softened.  Now I think I find Kender in the light they were always intended. What I disliked about them then is what endears them to me now.  I have to admit that some of what I did with gnomes in the 3e days were likely based on 1st ed Kenders.  I am perfectly happy to keep them on Krynn in my own games, but here they get to be as Kendery as they can.   Since I am going to be running DL15 Mists of Krynn, this is a great article to reread.

Plan it by The Numbers is up from Frank Mentzer.  This is a system he had planned on using in the D&D Master Set. It is similar in many respects to the Monstermark system from White Dwarf or the Challenge Rating systems from D&D 3-5.  The system was not used because it was "too heavily mathematic" but it seems rather simple to be honest.  Almost too simple. In any case I think I will give it a try for my Basic-era War of the Witch Queens game. 

Paul Suttie is next with For King and Country. I have say, I find nothing more tedious and dull than discussions about alignment. For something that is only one aspect of the game I find the multitudes of discussions on it largely pointless.  For example, this article covers five pages.  Why?  Do we really need that?  In then he just wants to dump the whole thing.  

The article is at least broken up by a cool black ad for the D&D Master Set.  Makes it look like a limited edition sort of deal. There is also an ad for Unearthed Aracana.

D&D Master SetAD&D Unearthed Arcana
The Role of Books covers the then-new offerings from SF/Fantasy.   I will admit I don't know most of these, but 1985 was around my turning point of leaving science fiction and fantasy reading and moving more into dark fantasy and horror.  Of the titles, I do recognize the novelization of "Ladyhawke" by Joan D. Vinge.  I enjoyed her "Snow Queen" and "Cat" series quite a bit as well as her novelization of "Return to Oz." 

Peter Johnson is next with Charging isn't Cheap on how to recharge magic items.  The nice feature of this article are the examples of how various wondrous magic items are/were created.  This is a nice change from the very formula-driven approach seen in 3e.  Other than the level restrictions on who can create or enchant these items, this could easily be added to any version of the D&D game. The levels might need to be altered is all. 

Jeff Grub, of Marvel Super Heroes fame, sets out to review a game that could be considered a conflict of interest; but he is very clear about where he is coming from on it. So instead of a conflict or a competitor, he comes off as "Expert."  This is good because the game he is reviewing is the DC Heroes RPG.  It's a good review and Jeff obviously loves the game as it is and loves it as a competition to his own MSH game. 

We get to the centerpiece, literally and figuratively, of this issue.  The Creature Catalog III.  I loved new monsters in Dragon Magazine, and the Creature Catalogs were among my favorite features.  This one has 24 new monsters for your AD&D game and includes submissions from the likes of Ed Greenwood, Roger E. Moore, and Stephen Inniss. With art from Marsha Kauth, Dave LaForce, and Roger Raupp.   There are a few very interesting monsters here too.  The avari are cool-looking bat-like humanoids. The bogeyman is another take on the bogey, bogle, boggart of myth and legend.  The creeping pit is a magical mishap gone wrong. Another hamadryad and lhiannan shee.  The mantimera is a crossbreed of a manticore and chimera (not sure I want to know how that happens). And the yale from mythological lore.   

Consequently, Owen Kermit Edwards is now doing posts on the monsters of Dragon magazine.  His first one is up today on his blog Haughty Fantasy Adventures

TSR Comming Attractions lets us know that T1-4 Temple of Elemental Evil is on the way, as well as Book 3 of the Dragonlance Chronicles, Dragons of Spring Dawning.  I have been rereading that and am just about done.

Fiction from Brenda Gate Speilman.

We get to the Ares section now.  

One day I need to back through all of the Ares and see what I can use for my BlackStar and Star Trek: Mercy games. 

Roger E. Moore (our MVP of this issue) has his article on Starships and Star Soldiers on the use of minis in science fiction games.  Timely for me since I just started getting into some 3D printing of some of the FASA Star Trek ships. 

Sorry, Wrong Dimension from Mike Manolakes covers dimensional or parallel universal travel in superhero games.  As a big fan of both the comic and TV event "Crisis on Infinite Earths" and someone that uses different universes in my fantasy games as well.  The 6-dimension coordinate system he has here is EXACTLY something we would have used back then.  This uses a 2d6 for determining dimensions. I like that.  But the d12 is my go-to sci-fi die, so I used that instead. 

More from Jeff Grub on The Marvel-Phile. This time back to Asgard with Beta Ray Bill and Sif.  

Out of the Sun covers man machines for Gamma World from James Ward and Roger Raupp.  And Michael Brown gives us The Stellar Diocese of cleric for Traveller.   That is something I should adopt for BlackStar, but only cultists.

Convention Calendar covers the hottest conventions for Fall 1985 and Winter 1986. Some small ads, notably for a couple play by mail games and art for your D&D characters. Something that I still enjoy getting. 

Wormy gets two pages. I think I need to reread that one from the beginning. I know how it ends, but hitting these in piece-meal, out of order fashion, I forgot what the hell was happening. 

Dragonsmirth gives us TWO different picnic scenes. SnarfQuest gets three pages, mostly about the Gaggleleech. 

I remember this one when it first came out. There is a lot of great material here and the Creature Catalog will certainly see some new use in the future.

Dragon Magazines

Still plenty more to go!

Character Creation Challenge: Old-School Essentials

The Other Side -

Old School Essentials AdvancedIt's the first of the new month and time to introduce a new character!  Although this one is not really a new character. 

Back in January, I posted stats for Sarana, my version of Stevie from the adventure Tanglewood Keep in DL15 Mists of Krynn. I had a lot of fun with it to be honest. I am planning to use Tanglewood Keep with Sarana/Stevie in my War of the Witch Queens campaign.  I think it would be a lot of fun and it would fit great theme-wise and provide the multiverse hoping I really want to do with the campaign. 

The adventure is not a difficult one, nor particularly original, but it is fun.  

Though...there is one little issue.  The crux of the adventure is to regain a crystal to make a magical travel mirror work again.  The characters have to get the crystal and return to Sarana/Stevie's home so they can return to their own world.   The questions arise. Why can't Sarana/Stevie get it herself? Failing that why can't her Kender friend Twill Topknot get it for her?

The answer is timing.

The PCs have entered Krynn at two important points in time.  First, the PCs have entered Krynn during the events of the Dragons of Autumn Twilight novel and the DL1 Dragons of Despair module.  This means that, among other things, there are no gods.  No gods also mean no healing magic.

The second point deals with the accident of Twill Topknot and this brings me to my character for this month. 

In Tanglewood Keep, Twill is a 3rd level kender thief.   He is essentially a Tasselhof stand-in.  But I wanted to try something new.  In particular, I really wanted to try out Sara Thompson's combat wheelchair for my Old-School games.  This past summer when this was causing a stir I joked "I was going to make one and put a Kender in it!"  Well.  The idea was actually too good to pass up.

Putting Twill in a wheelchair makes a lot of sense since I need him to NOT to be able to help the characters; the Keep is not easily accessible.  

I am currently rereading the Dragonlance saga and the comment has been made that there are no old Kender.  They usually die before that due to accidents.  This is Twill's tale. He was adventuring when he slipped and fell off a cliff.  He was discovered by Sarana who used her witchcraft to heal him the best she could. While she could heal his wounds and kept him from dying, she could not heal everything.  With no healing magic from the gods, she did an admirable job. 

Thankfully for Twill, Tinker the gnome was able to craft him a "mobility chair" which Twill thinks is the best thing ever.  He has a pocket for his maps, cool little baubles, and a place for his hoopak staff.

Since my War of the Witch Queens is a B/X flavored game, I thought that my current favorite Basic-era game Old School Essentials would be great for these stats today.

Twill TopknotTwill Topknot
Male Kender Bard, 3rd level, Neutral Good

Strength: 10
Intelligence: 13
Wisdom: 9 
Dexterity: 18 (agility) / 9 (movement)
Constitution: 13
Charisma: 15

HP: 12
AC: 4

Saves
D: 13  W: 14  P: 13  B: 16  S: 15 

Initiative: +3
Movement: 20

To Hit AC 0: 20

Weapons: Dagger 1d4 

Hoopak staff 1d4

I decided that Twill is better suited in my game as a Bard (I was not doing Bards in a vacuum last month).  One of the things I found endearing about Tasslehoff Burrfoot was his rich store of stories he knew and wanted to tell. I enjoyed it more on my recent re-read (and was profoundly irritated with Flint every time he told Tass to be quiet).   So a Kender storyteller bard sounds great to me.  I'll make an Arcane Bard since there is no divine magic in Krynn at this point.  Plus the Arcane Bard for OSE still has some thief skills to use.  

In my mind, Twill lives (platonically, for now) with Sarana.  She thinks it is to protect him (he doesn't need it) and he thinks it is to protect her, being from another world (she doesn't need protecting either).  So Twill stays with her in her little house in a haunted forest. He tells her stories that she delights in and she makes him tea. He shows her all his wonderful maps of Krynn and talks about dragons (still only a story now) and she tells him about wonderful worlds she has seen.

No wonder she has no real desire to leave Krynn.  But don't assume anything untoward! This is Krynn and there is a certain morality in place (that I seemed to have completely missed at 14 when I read it the first time).

Sarana and TwillSarana and Twill

Twill's Mobility Chair

Being a good-natured sort, Twill is quite proud of his remarkable "mobility chair."  He will gladly show off the pockets it has for his maps, dagger, and that really interesting thing the PC's just dropped and he was keeping safe.   There is even a place on the back for his hoopak.  He credits Tinker (a tinker gnome, naturally) for building it and Sarana for enchanting it to cover any ground or terrain. 

In fact, he will often state that life with his new chair is even better now, though he will admit he misses wiggling his toes. 

Thanks to Sarana's magic the chair can travel over any terrain that Twill himself could do save for anything involving swimming or climbing, with that he can levitate.  The wheels have permanent Floating Disk spells on them to provide levitation.  Since the chair is new he is still learning how to navigate stairs. 

Using the Combat Wheelchair 2.1 for 5e Twill's is a modified basic wheelchair. 

You can get (and modify) your own Twill Topknot mini from HeroForge.

ETA: Since I posted this I noticed that Hero Forge has added three wheelchair options.  

Here is a new version of Twill with his cat.



Alphabet Agencies

Reviews from R'lyeh -

At the heart of Delta Green: The Roleplaying Game is the conspiracy with the US government which knows about the ‘Unnatural’ and the existential threat it represents to humanity, let alone the USA, and secretly appropriates funds and agents from a wide variety of Federal agencies to investigate ‘Unnatural’ incidents and prevent them from becoming both a greater threat and their triggering revelations as to their nature to the wider public. As detailed in the Delta Green Agent’s Handbook and Delta Green: Need to Know, most Player Characters in Delta Green: The Roleplaying Game will be Agents from the Law Enforcement, Intelligence, and Military communities. These include the Centers for Disease Control and Prevention, the Central Intelligence Agency, the Environmental Protection Agency, the Federal Bureau of Investigation, U.S. Marine Corps, and more. Each examination of the various agencies and organisation details its budget, whether its operatives can carry weapons and have powers of arrest, how it is organised, what its remit is, areas of friction with other agencies, and in addition to advice on roleplaying a member of said agency, offers suggestions as particular Professions and their associated skills. In terms of roleplaying, each agency or organisation is not just a set of skills for the Player Character, but part of his background, what he does on a daily basis, his areas of knowledge and specialities, and so on, all of which go towards suggesting how he might first encounter the ‘Unnatural’ or be recruited by Delta Green itself. However, they are not the only agencies or organisations belonging to the Federal government, and whether inside the government or outside, the conspiracy that is Delta Green has a long reach into the many agencies and organisations connected to the Federal government. Which is where The Complex comes in.

Delta Green: The Complex is a supplement for Delta Green: The Role-Playing Game published by Arc Dream Publishing. It presents over twenty dossiers covering numerous Federal agencies—many of them not new to the setting of Delta Green, but new to Delta Green: The Role-Playing Game. In turn, it presents each organisation in the standard fashion. Thus each entry covers the organisation’s budget, whether its operatives can carry weapons and possess powers of arrest, how it is organised, what its remit is, areas of friction with other agencies, and in addition to advice on roleplaying a member of said agency, offers suggestions as particular Professions and their associated skills. In terms of federal agencies, it breaks them into six categories—Law Enforcement, Defence, Intelligence, Interior, Public Safety, and Research. Thus, the ATF, Customs and Border Protection, and the U.S. Secret Service fall under the Law Enforcement category, and the Intelligence category includes the National Counterterrorism Center, the Office of Naval Intelligence, the NSA, the Defense Intelligence Agency, the National Geospatial Intelligence Agency, and the National Reconnaissance Office. The Research category includes NASA, DARPA, and National Nuclear Security Administration. Each of the Defence, the Interior, Public Safety, and Treasury categories has the one entry each, the U.S. Coast Guard, the National Park Service, Federal Emergency Management Agency, and the IRS respectively. Of these, The Complex notes that many Delta Green agents are drawn from the Natural Park Service, since the great natural parks that it oversees are likely to be where agents of the ‘Unnatural’ perform their dread ceremonies, strange creatures are to be encountered far from civilisation, and so on.

In addition, The Complex adds an eighth category. This is the Private Sector. It includes the Constellis Group, Lockheed Martin, Consolidated Analysis Center Incorporated, Booz Allen Hamilton, and the RAND Corporation. This is where the supplement gets interesting, enabling a broader range of ‘Friendlies’ as Delta Green terms its civilian ‘agents’ rather than those from the federal or military sectors. However, rather than being an academic or a private investigator a la traditional Lovecraftian investigative roleplaying, the entries in these categories allow Agents with military, intelligence, law enforcement, and technical backgrounds who can be connected to the federal government, but not employed by, or part of, the federal government. The Constellis Group, for example, formerly known as Blackwater and thus connected to number of scandals, provides security personnel and training; Lockheed Martin, is a military engineering contractor, which pushes at the boundaries of science and technology, so a Player Character could even be a test pilot for the company’s infamous ‘skunk works’; and both Consolidated Analysis Center Incorporated and Booz Allen Hamilton provide specialised contractors in intelligence, analytics, cybersecurity, and more for various federal agencies, potentially providing its employees with a wider experience of having worked for numerous agencies rather than the single one. Lastly, the RAND Corporation is a non-profit thinktank whose studies and research influences government policies.

All suggest potential new ways to approach investigating the ‘Unnatural’. For example, a Constellis Group security team could be contracted to guard or investigate something in the field when a government organisation wants to keep its hands clean, a Lockheed Martin teams of engineers could be brought into examine a strange piece of technology, and so on. However, as interesting and as useful as the information is on these non-governmental organisations is, especially in how to play an Agent from these organisations, the Handler is left somewhat on her own when bringing said organisations into play. Perhaps some advice on having them in a campaign could have been included in The Complex.

Details of the various agencies and organisations do make not make up all of the content in The Complex. Sidebars cover how Background Checks are run, the ATF traces firearms and handles trace requests from other agencies, the U.S. Coast Guard’s use of the terms ‘cutter’ and boat’, what a SCIF or ‘Sensitive Compartmentalised Facility’ is and how it works when accessing classified material, which countries are part of ‘Five Eyes’ Coordination (FVEY), what ‘Type 1 Hotshots’ are—teams of twenty wildland firefighters drawn from various agencies and services, and ‘Firing and Prosecution in the Private Sector’. This is all useful extra information which may come into play should the various organisations figure in a Handler’s campaign.

Physically, The Complex is as cleanly laid out and as decently illustrated as you would expect for the supplement for Delta Green: The Role-Playing Game. It does not have an index, but the supplement is short enough that it covers both the various agencies and the extra information found in the sidebars.

Arguably there are a sufficient number of agencies and organisations and their associated professions to be found in Delta Green Agent’s Handbook such that The Complex is not a supplement that the Handler needs to buy. However, the expanded information upon the various federal agencies is useful, enabling the Handler to create NPCs as well as player Agents from these agencies, and perhaps have the Agents clash or have to deal with these agencies as part of their investigations into the ‘Unnatural’. The inclusion of corporations and thinktanks from the Private Sector is undeniably interesting and it offers different approaches to investigating the ‘Unnatural’ that the simply using the federal agencies might not. Overall, The Complex is a useful and interesting supplement which provides new options for player Agents and potentially new avenues to investigating the ‘Unnatural’.

Whispers from the Dark Side

Reviews from R'lyeh -

Since the publication of Call of Cthulhu in 1981, the Mythos has proliferated into numerous other genres and roleplaying games, including the fantasy of Dungeons & Dragons. For example, Wizards of the Coast published Call of Cthulhu d20 in 2001, whilst Realms of Crawling Chaos from Goblinoid Games explored the Mythos for the Old School Renaissance. More recently, Petersen Games presented the entities, races, gods, and spells of the Mythos for Dungeons & Dragons, Fifth Edition, enabling the Dungeon Master to bring those elements of cosmic horror in her fantasy campaign. What though, about using Dungeons & Dragons, Fifth Edition to run campaigns involving cosmic horror in the more modern periods normally associated with Lovecraftian investigative roleplaying—much like Wizards of the Coast did with Call of Cthulhu d20? For that, there is Whispers in the Dark from Saturday Morning Scenarios, also the publisher of Harper’s Tale: A Forest Adventure Path for 5e, a campaign for Dungeons & Dragons, Fifth Edition, suitable for a younger or family audience. Whispers in the Dark is definitely not, being a horror setting in which stalwart Investigators confront the forces of the Mythos or ‘Yog-Sothothery’, and do not always succeed or come away unscathed—physically or mentally. The starting point is Whispers in the Dark: Quickstart Rules for 5e.

Whispers in the Dark: Quickstart Rules for 5e requires the Player’s Handbook to run and play. Other than that, it provides the Game Master with everything she needs to get started. This includes rules for Player Character generation, equipment, adjusted rules for damage, healing, resting, and lingering injuries, madness and sanity, a set of pre-generated Investigators, and a lengthy scenario set in 1875 in New Orleans. The setting is thus our world, but of course, one beset by cosmic threats from beyond and those that would foolishly entreat with them. Using the Dungeons & Dragons, Fifth Edition mechanics means that Investigators in Whispers in the Dark will look like their fantasy counterparts. However, there are differences. First, an Investigator does not have a Race in the traditional sense, since all Investigators are Human, or appear so. Instead they have an Ancestry, of which three are provided in Whispers in the Dark: Quickstart Rules for 5e—Human, Human (Lengian), and Human (Deep Blooded), the latter two of which tie a Player Character into the Mythos itself. For example, an Investigator with the Human (Deep Blooded) Ancestry, has Darkvision, Deep Ancestry—which enables the Investigator to hold his breath for hours, Deep Connections—which potentially grants the Investigator Deep One contacts in any coastal town or city, and speaks Aklo, but is Monstrous, suffering a penalty to Persuasion checks. Instead of a Class, an Investigator has a Background, a profession or calling, such as Antiquarian or Hobo, which provide Skill, Tool, Weapon, and Saving Throw Proficiencies, and more. Feats such as Ardent Scholar, Gifted Healer, and Whimpering Minion add further colour and flavour to Investigators. Where in Dungeons & Dragons, Fifth Edition a Player Character will gain new features as he acquires Levels, an Investigator can acquire new skills, languages, tools, weapons, feats, and so on. The maximum Level in Whispers in the Dark: Quickstart Rules for 5e is tenth Level.

Henry Brinded
First Level Antiquarian
Medium Humanoid (Lengian)
Armor Class 11
Hit Points 5
Speed 30 ft.

Strength 08 (-1) Dexterity 13 (+1) Constitution 12 (+1)
Intelligence 16 (+3) Wisdom 10 (-0) Charisma 17 (+3)

Sanity: 18 (+)

Saving Throws: Charisma, Intelligence, (Advantage versus spells and other magical effects)
Skills: Arcana +5, History +5, Investigation +5, Persuasion +5, Sleight of Hand +3
Proficiencies: Arcana, History, Investigation, Persuasion, Sleight of Hand, Simple Weapons, Intelligence, Charisma
Languages: Egyptian Hieroglyphs, English, French, Greek, Latin, Leng
Savings: $1000
Income: $600/month
Equipment: A set of fine clothes, a notebook, several pencils, and collection of curiosities

Whispers in the Dark offers a number of options for making skill checks, including training being required in an Intelligence-based skill to avoid rolling at a Disadvantage, and always making the roll of one on a twenty-sided die, always a failure. These though are optional rules, whereas, there are plenty in Whispers in the Dark which are not. These include making healing more realistic, so Short Rests at eight hours and Long Rests at seven consecutive days, during which an Investigator will be doing little except sleep and rest, will make most players reconsider rushing into action as they might once of have done in their Dungeons & Dragons, Fifth Edition games. An Investigator reduced to zero Hit Points or less, must make Death Saves as per Dungeons & Dragons, Fifth Edition, the Difficulty Class is twelve rather than ten, but the Investigator can be stabilised with a successful Medicine skill check—unlike in Dungeons & Dragons, Fifth Edition where the Medicine skill is of little use given that a Cleric can cast healing magic, it assumes a much greater prominence in Whispers in the Dark. In addition, if the Investigator does survive, his player will have to roll on the ‘Lingering Injuries Table’, which may mean, for example, that he has a ‘Lost Eye’ and so is at a permanent disadvantage on Wisdom (Perception) checks that rely on sight and on ranged weapon attacks.

The three omissions in Whispers in the Dark: Quickstart Rules for 5e are that it does not do magic, though it hints at its nature in a word beset by Yog-Sothothery, and it does not include any Mythos creatures or entities and it does not list any Mythos tomes. This though is fine, it after all, being a quick-start rather than the full rules. It does include rules for Sanity and Madness, just as you would expect for a roleplaying game of Lovecraftian investigative horror. Every Investigator has a Sanity Score, equal to his Charisma plus Wisdom modifier. The resulting score provides a modifier just an Investigator’s primary abilities. This modifier is applied to all Sanity checks, which will be against a Difficulty Class set by the Game Master, triggered by discovering ‘Forbidden Knowledge’ in a Mythos tome, encountering ‘Unspeakable Horrors’, ‘Mind-Numbing Terror’, ‘Primal Fear’, and ‘Brushes With Death’, the latter being when an Investigator is reduced to zero Hit Points. Unlike other ability scores, an Investigator’s Sanity Score can fluctuate up and down—mostly down. There are two consequences to this. The first is that of course, an Investigator’s Sanity modifier can also fluctuate up and down—mostly down. The second is that a player will also need to track his Investigator’s Sanity Score as it fluctuates up and down.

When an Investigator does fail a Sanity check, the amount lost is always determined by a roll of a four-sided idea—and doubled if the Sanity check is a fumble. As is traditional in Lovecraftian investigative roleplaying, Sanity loss is a downward spiral, once an Investigator having lost Sanity, the harder it is to succeed at a Sanity check, so the greater the likelihood of losing Sanity, and so on and so on. Whilst Sanity loss spirals downward, the effect of the loss spirals upward. In addition to the point loss, the Investigator suffers a bout of Madness, for example the Investigator loses sight while his mind processes the weirdness before him (and is effectively blind for a Turn) or his stomach churns and rumbles as her body reacts to the unnatural scene before him (and is effectively Poisoned for a few Rounds). The first bout of Madness is termed a ‘transient episode’, which lasts until the end of the encounter that triggered the Madness, but if an Investigator loses Sanity whilst in this ‘transient episode’, the ‘transient episode’ escalates into ‘short-term episode’ and last until the Investigator has had a Short Rest. If the Investigator loses further Sanity whilst in this ‘short-term episode’ or loses half of his Sanity, the bout becomes a ‘long-term episode’, which requires weeks of downtime to recover. It is also possible to recover Sanity loss between adventures. Lastly, indefinite Madness occurs when an Investigator’s Sanity is reduced to a quarter of her maximum Sanity and that cannot be cured, short of a wish spell or divine intervention. Here then is another marked difference between Whispers in the Dark and the archetypal roleplaying games of Lovecraftian investigative horror—the possibility of recovery from indefinite madness and the existence of the Wish spell! Divine intervention is always possible—typically at the hands of Nyarlathotep—but at a cost.

Whispers in the Dark: Quickstart Rules for 5e comes with a beginning scenario, ‘The Crow Road’. Intended for Investigators of First and Second Level, this is set in and around the French Quarter in New Orleans in 1875 during the period of Reconstruction following the American Civil War. As the city suffers a rash of gruesome murders—murders which echo the Jack the Ripper kills in London a decade or so later—the Investigators are engaged to look into the deaths. Either because they come across one of the bodies after a night out in the French Quarter or because the local police consults them for their expertise with the outré. Built around combination of a number of timed encounters over the course of a few days and particular locations, this is not obviously an investigation into the Mythos a la Lovecraft, but long-time devotees of the Mythos and Call of Cthulhu will recognise the scenario’s links to the Mythos. ‘The Crow Road’ is an engaging scenario, nicely organised, especially the way in which the clues are arranged, and will take two or three sessions to complete. It will need a bit of careful preparation upon the part of the Game Master given its structure. The scenario is supported by a short guide to New Orleans and six pre-generated Investigators, all Second Level and all pleasingly detailed and encompassing a solid range of skills and backgrounds. Of course, players are free to create their own Investigators using the rules presented in Whispers in the Dark: Quickstart Rules for 5e to play ‘The Crow Man’.

Throughout Whispers in the Dark: Quickstart Rules for 5e there are notes for the Game Master. These do note the issues with H.P. Lovecraft, but in the main they highlight the differences between Whispers in the Dark: Quickstart Rules for 5e and Dungeons & Dragons, Fifth Edition. These being that there no dungeons or fantastical creatures, and violence has consequences in that it might land the Investigators in gaol. Instead, play relies on finding and interpreting clues, rather than on going toe-to-toe with the threats behind the mysteries inherent to the setting.

Physically, Whispers in the Dark: Quickstart Rules for 5e is presented in full colour and engaging fashion. Many of the new rules presented in Whispers in the Dark: Quickstart Rules for 5e are highlighted in red to make it easy for the Game Master to spot them. The artwork varies in quality though, and if ‘The Crow Road’ scenario is missing anything, it is a map of New Orleans.

Mechanically, the tone in Whispers in the Dark: Quickstart Rules for 5e is very different to that of Dungeons & Dragons, Fifth Edition. Fundamentally, Investigators are frail—mentally and physically—in comparison to the heroes of Dungeons & Dragons, Fifth Edition. Play is radically shifted to investigation and interaction, the emphasis on combat greatly reduced. There is a sense of the Whispers in the Dark setting being more fantastical than traditional Lovecraftian investigative horror in the mention of the Wish spell, but that will have to wait until the full roleplaying game.

Whispers in the Dark: Quickstart Rules for 5e is a crossover title, designed to attract players of Dungeons & Dragons, Fifth Edition into Lovecraftian investigative horror with its familiarity of mechanics. It is not though, a crossover title in the other direction. Players of Call of Cthulhu or Trail of Cthulhu are far less likely to use Whispers in the Dark: Quickstart Rules for 5e as a stepping-stone into playing Dungeons & Dragons, Fifth Edition. They might want to play ‘The Crowman’ because it is an investigative horror scenario and it is set during a period rarely visited in other Lovecraftian investigative horror roleplaying games. Another option would be to adapt ‘The Crowman’ to those Lovecraftian investigative horror roleplaying games, but the period setting of Whispers in the Dark: Quickstart Rules for 5e suggests another possibility. It feels reminiscent of Masque of the Red Death and Other Tales, the Gothic Earth setting published by TSR, Inc. for Advanced Dungeons & Dragons, Second Edition in 1994. Perhaps it could be used in conjunction with that setting, especially with the forthcoming Van Richten’s Guide to Ravenloft for Dungeons & Dragons, Fifth Edition.

As an introduction to Lovecraftian investigative horror, Whispers in the Dark: Quickstart Rules for 5e more than ably makes the shift over from Dungeons & Dragons, Fifth Edition, making it easy for players of the world’s most popular roleplaying game to make that shift too. Players of other roleplaying games of Lovecraftian investigative horror may find the shift towards Dungeons & Dragons, Fifth Edition a little more difficult to adjust to, but either way, the players of both games will find ‘The Crowman’ an entertaining and horrifying scenario, one which definitely deserves a sequel.

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