RPGs

Dracula, The Hunters' Journals: 4 August Log of the Demeter (Cont.)

The Other Side -

Final Log of the Demeter.

Dracula - The Hunters' Journals


4 August.—Still fog, which the sunrise cannot pierce. I know there is sunrise because I am a sailor, why else I know not. I dared not go below, I dared not leave the helm; so here all night I stayed, and in the dimness of the night I saw It—Him! God forgive me, but the mate was right to jump overboard. It was better to die like a man; to die like a sailor in blue water no man can object. But I am captain, and I must not leave my ship. But I shall baffle this fiend or monster, for I shall tie my hands to the wheel when my strength begins to fail, and along with them I shall tie that which He—It!—dare not touch; and then, come good wind or foul, I shall save my soul, and my honour as a captain. I am growing weaker, and the night is coming on. If He can look me in the face again, I may not have time to act.... If we are wrecked, mayhap this bottle may be found, and those who find it may understand; if not, ... well, then all men shall know that I have been true to my trust. God and the Blessed Virgin and the saints help a poor ignorant soul trying to do his duty....


Notes

Moon Phase: Waxing Gibbous

These logs are published along with the account of the Demeter when it runs aground.

Review 2500: The Adventures of Indiana Jones Role-Playing Game

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
The Adventures of Indiana Jones Role-Playing Game was published in 1984 by TSR, Inc.it was an attempt to create an introductory roleplaying game based on the highly successful films, Raiders of the Lost Ark and Indiana Jones and the Temple of Doom. Although supported by six adventures and an accessory pack, it was poorly received and would prove to be a failure. The licence lapsed the following year. In the years since, it has gained a poor reputation for not only being a flop, but also for being a badly designed game. Even in some cases, one of the worst roleplaying games ever published. Its problems can be attributed to just two design decisions. The first decision limited what you could play. The options were Indiana Jones and then Sallah, Marion Ravenwood, Short Round, Willie Scott, Wu Han, and Jock Lindsey. They were the only options because The Adventures of Indiana Jones Role-Playing Game does not have rules for character creation. Even then, the choice of characters for a young teenage audience was extremely limited. Did anyone really want to roleplay Willie Scott, let alone Wu Han or Jock Lindsey? Plus, this is not a roleplaying game for more than a few players, one of whom gets to roleplay Indiana Jones, whilst the others play his sidekicks, who are going to change from one story to the next. The second decision is more mechanical, but effectively, none of the heroes can die in The Adventures of Indiana Jones Role-Playing Game. This models the films—except for poor Wu Han, of course—but no matter how bruised or battered he gets, how far he falls, Indiana Jones cannot die. He can suffer a lot of damage, but he cannot die. Then, when he does suffer damage, he takes weeks to heal, which does not model what we see on screen. Forty years since it was published, is The Adventures of Indiana Jones Role-Playing Game as bad as its reputation claims it to be?

The Adventures of Indiana Jones Role-Playing Game comes as a boxed set. Inside is the sixty-four-page Games Rules Booklet, an eight-page Evidence File, a World of Indiana Jones Map, a Referee’s Screen, and three-dimensional cardboard figures to cut out and use in play. The Games Rules Booklet contains all of the rules to play, as well as a solo scenario, ‘The Ikons of Ikammanen’, which leads in a scenario that can be played by multiple players. The Evidence File gives stats for Indiana Jones and his six companions, plus maps and clues for the ‘The Ikons of Ikammanen’ scenario. The World of Indiana Jones Map depicts the world as it was in the nineteen thirties and is marked with the common travel routes, sadly not in thick red lines though. The Referee’s Screen has many of the tables on it needed to play, but not all. The Referee will need to refer to the Games Rules Booklet for the ‘Chase Flow Chart’ as well as the back of the Games Rules Booklet for the ‘Modified Check Table’ and the ‘Check Results Table’ as both require full colour and only the front of the Referee’s Screen is in colour. The three-dimensional cardboard figures include all of the heroes, NPCs that appear in ‘The Ikons of Ikammanen’ adventure, and generic Goons and Villains. They also include a few rough buildings.

With a little colour fiction, the Games Rules Booklet pulls the reader into an explanation of what a roleplaying game is and the basics of the mechanics and what a Player Character looks like. Following this is ‘The Ikons of Ikammanen’ scenario, at this stage a solo adventure, although not a ‘choose your own’ style of solo adventure. Rather, it provides a few options, but keeps them all to the same page. In each case, what it is doing is getting the reader to make a few dice rolls and show how the previously explained rules work in practice, going from one page to two, and then more as the rules have to handle more complex situations. It does this in turn for combat, chases, and more, until it gets to part four and dealing with ‘Cronies & Contacts’ where Indiana Jones has to interact with some NPCs. This requires an actual player and a Referee. Up until that point it has been the reader playing through this, so what this means is that to get to this point, the Referee has to play through the first three parts and the player has to play through the first three parts, and then they have to come together for part four and beyond… This is annoyingly clumsy in its execution when the simplest solution would have been to have had player and Referee involved from the start. From this point on though, the remaining five chapters of the adventure do require the Referee and then  another player to take the role of Indiana Jones. That said, the format of the author explaining or telling the reader rules and then showing the reader the rules and getting him to use them in play is a good idea. It is just that its execution is poor.

Instead of character generation, The Adventures of Indiana Jones Role-Playing Game simply gives the stats for Indiana Jones and his sidekicks from the films Raiders of the Lost Ark and Indiana Jones and the Temple of Doom. A character has seven attributes—Strength, Movement, Prowess, Backbone, Instinct, and Appeal. Prowess is his fighting ability; Backbone is his determination and his guts, as well as his ability to overcome irrational fears; and Instinct is his perception. There is no Intelligence type ability, but there are Knowledges, areas of expertise that let a character do certain things or simply know about them. Notably Indiana Jones is not that much better than his sidekicks. Both Indiana Jones and Willie Scott have irrational fears that require a Backbone Check to overcome lest they be frozen in fear and ultimately, their players to roleplay their way past them. Some of the Player Characters have notes such as Wu Han knowing a little archaeology and being a master of disguise.

Indiana Jones
Attributes
Strength 68
Movement 80
Prowess 76
Backbone 72
Instinct 80
Appeal 88

Movement Rate (running); 25 squares (5 areas)/turn
Weapons: bullwhip, pistol, knife
Money: $500
Knowledges: Archaeology, Driving, Parachuting, Surveying
Irrational Fears: fear of snakes
Notes: Indy wears glasses to correct an astigmatism

Mechanically, The Adventures of Indiana Jones Role-Playing Game is a percentile system, similar, but very simplified in comparison to, the mechanics used in Marvel Super Heroes, also published in 1984. To have a character undertake an action, his player makes an Attribute Check. The Attribute Check is easily modified by either doubling the value if the task is easier, or halving or even quartering it if the task is difficult. Modifiers cancel each other out, so that a Prowess Check to shoot an NPC would be doubled because the weapon is resting on a solid object, but halved because the target is in cover. If the result on percentile dice is equal to, or less than, the attribute value, the character succeeds, but if how well the character succeeds, the Referee can consult the ‘Modified Check Table’ on the back of the rulebook. This compares the result of dice roll to the modified Attribute Check. The result is a colour coding and when that colour is checked on the ‘Check Results Table’ it will give a more nuanced outcome, depending upon whether a character is attempting to inflict damage in combat, discover something using Instinct, or persuade someone using Appeal.
For example, Indiana Jones wants to find the next clue to the location of a tomb. He is in a library, but a gang of goons is after him, so the Referee rules that this increases the difficulty and halves Doctor Jones’ Instinct of 80. So, his player will be making an Instinct Check of 40. He rolls ‘07’. This is between ‘06’ and a quarter of his current Instinct Rating and indicates a yellow box. Checking the corresponding yellow box under Instinct ‘Check Results Table’ and the Referee can tell Indiana’s player that he has a ‘What or Where’ result, meaning that he has found the information he was looking for.If the result is five or less, then the character gets a ‘Lucky Break’, but suffers a ‘Bad Break’ if the player rolls ninety-six or more. A Lucky Break on a Movement Check might be that the enemy falls and trips up his companions or a trap fails to work on an Instinct Check. A Bad Break might be that an NPC finds the character repulsive on an Appeal Check or the character’s knife or sword breaks on a Prowess Check. However, the important line here is, “No one ever dies as a result of a Lucky Break or a Bad Break. Such events just make things just a little more interesting—one way or another.”

Combat is more complex and stats slightly oddly in that rolling for initiative is optional. The players and the Referee only roll if they want to act before anyone else. A Movement Check is used for initiative and also if a character’s action is to move, whilst a Prowess Check is used for all attacks. Specific actions, such as Indiana Jones using his bullwhip to snatch a gun from a goon’s hand or attempt to knock a goon off his feet rather than inflicting straight damage are handled as modifiers to the attacker’s Prowess. The level of damage inflicted is determined by the quality of the roll and checking on both the ‘Modified Check Table’ and the ‘Check Results Table’. The outcome can either be light, medium, or serious damage. Brawling inflicts injuries, whilst Shooting inflicts wounds. Some weapons increase the severity of damage inflicted, for example, from light to medium. This tends to be weapons that inflict injuries, such as a blackjack or the buttstock of a rifle when used as a club, whilst piercing or cutting weapons inflict wounds. Both injuries and wounds can lead to Attribute Ratings being reduced and unconsciousness, whilst wounds can result in death—although how that is handled is not addressed and in fact, this is the only mention of death in the roleplaying game. Goons—such as Nazi guards or Nepalese thugs—always act after the heroes and are knocked out if they suffer serious damage, whereas villains, like rival archaeologist René Belloq, act and take damage like a Player Character. The fact that Goons can be knocked out by serious damage does model the films, for example, Indiana Jones shooting the swordsman in the marketplace scene or the fistfight against the German Luftwaffe mechanic. The roll also determines where the damage is inflicted. This is done by reversing the numbers on the roll and consulting the ‘Action Results Table’ on the Referee’s Screen.
For example, Indiana Jones is fighting his way out of the library and wants to punch one of the Nazis in front of him. This is a Prowess Check. Indiana has a Prowess of 76. His player rolls ‘25’ and the Referee compares it to the ‘Modified Check Table’ and the ‘Check Results Table’. This is between a quarter and a half of Indiana’s Prowess and indicates medium damage. The result of ‘25’ is reversed to ‘52’ and the ‘Action Results Table’ consulted—Indiana has landed a good blow in the Nazi goon’s gut! This forces a Strength Check on the goon. The check is successful and so all of the Nazi’s Attribute Ratings are halved for this and the next round. (If the roll failed, then the Nazi would have been knocked unconscious.)As this is a roleplaying game based on Raiders of the Lost Ark and Indiana Jones and the Temple of Doom, there are rules for vehicles, chases, and combat whilst in a chase. This is the most complex part of the rules in the roleplaying game, but is decently explained, there is an example of it in play, and then the reader gets to try it out. The rules also make use of the ‘Chase Flow Chart’, which model routes and intersections and possible hazards that the Player Characters might encounter. (A similar chart would later appear in Top Secret/S.I., published by TSR, Inc. in 1987.) Other rules cover money, travel, equipment, and dangerous events. Of these, the rules for money are arguably superfluous since money never plays a factor in the films. The rules for dangerous events, whether falling, hanging on to a failing rope bridge, riding a runaway cart in a mine, drowning, and more are simply given a Danger Rating which works like an Attribute in play, using the same ‘Modified Check Table’ and ‘Check Results Table’.

There is good advice for the player as well as the Referee. For the player, this is about having fun, getting into the adventure spirit, and playing the good guys. In fact, there is a rule for enforcing the latter, the Referee having the right to demand a Backbone Check if she thinks that Indiana Jones, or a sidekick, is about to do something out of character. Since there is no means of creating Player Characters in The Adventures of Indiana Jones Role-Playing Game, there is no way of improving them either. There is, though, an optional rule for Player Points. These are earned by achieving the objectives in an adventure overall and in some episodes as well, such as rescuing an NPC or obtaining the artefact that Indiana Jones is searching for, whilst the Referee can earn them by having the NPCs capture the Player Characters or retain the artefact that the Player Characters are after. The players and the Referee can also reward each other with Player Points at the end of an adventure or episode for making the play fun, good roleplaying, and coming up with good ideas. A player cannot earn more than five Player Points per adventure or episode and cannot have more than fifteen in total. Player Points can only be spent to reduce the severity of a Player Character’s wounds or injuries, for example, from serious to medium, at a cost of five Player Points each time. This also applies to the Referee and her NPCs.

Another way to earn Player Points is a special bonus if a Player Character sacrifices himself to save another Player Character or NPC. If a Player Character is killed, the Player Points are carried over to the player’s new one. Given the lack of discussion of character death in The Adventures of Indiana Jones Role-Playing Game, this seems at odds with the nature of its play, and whilst the expenditure of Player Points counters the sometimes severity of the combat system, in hindsight it feels so limiting that they cannot be spent to undertake heroic or cinematic action. That said, this is a roleplaying game published in 1984 and the idea of Hero Points or Luck Points, of which Player Points are a sort, had yet to be adopted by the wider gaming hobby. Yet this is despite the pioneer of their broader use, James Bond 007: Role-Playing In Her Majesty’s Secret Service, being published by Victory Games the year before.

In terms of background, The Adventures of Indiana Jones Role-Playing Game provides a timeline and a very short history of the 1930s, plus descriptions of various archaeological locations around the world, none of which are marked on the World Map. The advice for the Referee is decent enough. The scenario though, ‘The Ikons of Ikammanen’, is in parts exciting, but as a whole never more than serviceable. It opens with the death of a former student of Doctor Jones, which puts him on the trail of a set of legendary artefacts from West Africa. Here he will be captured along with the student’s sister—who also took classes under Indiana Jones—by a greedy local, and together they will be forced to explore a mysterious and deadly volcanic island. The scenario stretches credulity in places, such as when a Nazi submarine torpedoes the ship they are on, rescues them, and actually transports them across the Atlantic to New York! It is a direct adaptation of the first story of Marvel Comics’ The Further Adventures of Indiana Jones series and highlights how ultimately, The Adventures of Indiana Jones Role-Playing Game is a very direct adaptation of the source material rather than a setting to be explored. It is disappointing that an original story could not have been included, perhaps one that could actually have involved more than one player. That said, it does get comic artist and writer, John Byrne, who wrote ‘The Ikons of Ikammanen’ for The Further Adventures of Indiana Jones comic, a roleplaying game design credit!

Physically, The Adventures of Indiana Jones Role-Playing Game is underwhelming. The Games Rules Booklet is illustrated with images from the first two films, all in black and white, but the rulebook does feel cramped and busy. The most colourful items are the three-dimensional cardboard three-dimensional cardboard figures, but the artwork is far from great. It captures the look of Indiana Jones and his sidekicks in the clothing that they wear rather than their actual appearance.

—oOo—The first review of The Adventures of Indiana Jones Role-Playing Game appeared in Imagine No. 21 (December 1984), appropriately in an issue dedicated to superhero roleplaying games! In ‘Games Reviews’, Paul Mason said, “The main strength of the rules lies in the system used. The designers have come up with an ingenious way of combining chance with success, quality of result and (in the case of combat) hit locations with a single percentage role. The whole game depends on this simple system, making it easy to pick up.” In the main though, he was critical of the game, finishing with, “…[W]hile the game structure is spot on, the execution is poor, making me feel overall that the game is a missed opportunity.”

The most positive of its reviews would appear in the pages of Imagine magazine’s rival. In Adrian Knowles’ review of The Adventures of Indiana Jones Role-Playing Game in ‘Open Box’ in White Dwarf Issue 61 (January 1985) he highlighted how the rules are designed for someone with little roleplaying experience, commenting that, “It is very obvious that the game has been produced entirely with a young market in mind - players totally new to the idea of roleplaying will find it easy to play and pick up and good fun to boot.” and that, “Experienced gamers, I suspect, will regard the game with horror - a character who is unthinkable [sic], ridiculous!”. (Presumably, he meant ‘unkillable’ rather than ‘unthinkable’.) He concluded with, “Although I found the game to be quite enjoyable (but then I had spend [sic] the evening propping up a bar before tackling it) it only has appeal as a ‘one-off’ game - good for a break but unlikely to have lasting appeal. It is fun, however, and no matter what crazy stunt you attempt, Indy will survive.” before awarding it seven out of ten.

Steve Crow was less charitable in his review which appeared in the ‘Capsule Reviews’ section of Space Gamer Number 73 (March/April 1985). He was critical throughout and ended with, “Indiana Jones is so locked into the concept of the two movies that it is practically useless for anything outside of reenacting the movies or similar plots. FGU’s Daredevils and Hero Games’ Justice Inc. both take a broader look at the genre of 30s roleplaying, giving you a chance to take your life into your own hands with characters of your own creation. Indiana Jones does neither.”

The negative reviews continued with Different Worlds Issue 39 (May/June 19865). In ‘Game Reviews’, Russell Grant Collins reviewed The Adventures of Indiana Jones Role-Playing Game as well as the first two adventures, IJ1 – Indiana Jones and the Temple of Doom Adventure Pack and IJ2 – Raiders of the Lost Ark Adventure Pack. He summed up both roleplaying game and scenarios with “In conclusion, avoid this game; if you play some other system that is set in this time period and are willing to do the conversions, the modules might be worth it, especially Raiders of the Lost Ark.”

Perhaps the oddest review would appear in the pages of Dragon No. 215 (March 1995). In ‘Role-Playing Reviews’, Rick Swan gave an overview of numerous roleplaying games and settings with ‘Something for everyone? West end Games’ MASTERBOOK game’. In examining The World Of Indiana Jones—which was published exactly ten years after The Adventures of Indiana Jones Role-Playing Game, he said of the first version that, “It wasn’t a big hit—I picked mine up at a GEN CON® Game Fair for fifty cents, still in the shrink wrap—possibly because of the elementary mechanics, more likely due to the exclusion of a character-creation system. Instead of dreaming up your own PC, you simply assumed the role of your favourite character from the films. Thus, the game ensured a flurry of fist-fights as players squabbled over who got to be Indy.”—oOo—
Although the licence for the roleplaying game would lapse in 1985, The Adventures of Indiana Jones Role-Playing Game would infamously and curiously have an afterlife that lives on today. According to legend, when the licence was lost, all copies of the roleplaying game had to be burned. Employees at TSR (UK) rescued the last, partially burned copy, and its remnants would end up encased in a Perspex pyramid, the only words legible being ‘diana Jones’. In the twenty-first century, this became the trophy for the Diana Jones Award For Excellence In Gaming, serving as an accolade for everything that The Adventures of Indiana Jones Role-Playing Game was not. The irony is not subtle.

The Adventures of Indiana Jones Role-Playing Game was, notoriously, the roleplaying game that applied the ‘™’ or trademark symbol to the word ‘Nazi’ as in ‘Nazi™’. Except this really is a roleplaying myth. Many of the three-dimensional figures do have both the Trademark and the Copyright symbols on their bases. These are all named characters from the films—Indiana Jones, Sallah, Marion Ravenwood, and so on. The others like the various Goons, the Ship Captain, and yes, the Nazi, do not.

What is surprising about The Adventures of Indiana Jones Role-Playing Game is that in some ways it is not as bad as its reputation suggests, but in every other way, its poor reputation is deserved. Mechanically, The Adventures of Indiana Jones Role-Playing Game is a good game and the way in which a single Attribute Check can determine its qualitative outcome and in combat, the hit location, with a single roll, is actually elegant and fast playing. Yet the way in which it handles the effects of damage, death, and effectively, script immunity for Indiana Jones, Sallah, Marion Ravenwood, and so on, underwhelms any sense of jeopardy. Of course, the sense of peril seen on screen is not real, because ultimately, we know that Indiana Jones will prevail, but The Adventures of Indiana Jones Role-Playing Game makes it explicit. Indiana Jones can take any amount of damage and come back from it, and though optional, the use of Player Points, enforces this. At the same time, you want the Player Points to allow you to do other things, just like Indiana Jones does on screen, but the rules are not there for that. The limitations of who and what you can play also limits choice and the number of participants. What The Adventures of Indiana Jones Role-Playing Game really is, is not so much a roleplaying game, with its freedom for the Game Master and her players to create their content in terms of characters and adventures, as an ‘adventure’ game designed to emulate very closely the films and stories upon which it is based.

By modern standards, it would not actually take much to adjust The Adventures of Indiana Jones Role-Playing Game into something more playable. The underlying mechanics are workable. It is the choices made to model the films too closely that undermine the rules and the roleplaying game as a whole. The result is that as both a roleplaying game and a roleplaying based on the world of Indiana Jones, The Adventures of Indiana Jones Role-Playing Game fails to satisfy.

Dracula, The Hunters' Journals: 3 August Log of the Demeter (Cont.) & Mina Murray's Journal (Cont.)

The Other Side -

The Demeter continues through fog and the first mate kills himself. Mina has no new word from Jonathan and Lucy's sleep walking is getting worse. Are they all related?

Dracula - The Hunters' Journals


Log of the Demeter (Cont.)

3 August.—At midnight I went to relieve the man at the wheel, and when I got to it found no one there. The wind was steady, and as we ran before it there was no yawing. I dared not leave it, so shouted for the mate. After a few seconds he rushed up on deck in his flannels. He looked wild-eyed and haggard, and I greatly fear his reason has given way. He came close to me and whispered hoarsely, with his mouth to my ear, as though fearing the very air might hear: “It is here; I know it, now. On the watch last night I saw It, like a man, tall and thin, and ghastly pale. It was in the bows, and looking out. I crept behind It, and gave It my knife; but the knife went through It, empty as the air.” And as he spoke he took his knife and drove it savagely into space. Then he went on: “But It is here, and I’ll find It. It is in the hold, perhaps in one of those boxes. I’ll unscrew them one by one and see. You work the helm.” And, with a warning look and his finger on his lip, he went below. There was springing up a choppy wind, and I could not leave the helm. I saw him come out on deck again with a tool-chest and a lantern, and go down the forward hatchway. He is mad, stark, raving mad, and it’s no use my trying to stop him. He can’t hurt those big boxes: they are invoiced as “clay,” and to pull them about is as harmless a thing as he can do. So here I stay, and mind the helm, and write these notes. I can only trust in God and wait till the fog clears. Then, if I can’t steer to any harbour with the wind that is, I shall cut down sails and lie by, and signal for help....

 

It is nearly all over now. Just as I was beginning to hope that the mate would come out calmer—for I heard him knocking away at something in the hold, and work is good for him—there came up the hatchway a sudden, startled scream, which made my blood run cold, and up on the deck he came as if shot from a gun—a raging madman, with his eyes rolling and his face convulsed with fear. “Save me! save me!” he cried, and then looked round on the blanket of fog. His horror turned to despair, and in a steady voice he said: “You had better come too, captain, before it is too late. He is there. I know the secret now. The sea will save me from Him, and it is all that is left!” Before I could say a word, or move forward to seize him, he sprang on the bulwark and deliberately threw himself into the sea. I suppose I know the secret too, now. It was this madman who had got rid of the men one by one, and now he has followed them himself. God help me! How am I to account for all these horrors when I get to port? When I get to port! Will that ever be?


Mina Murray's Journal (Cont.)

3 August.—Another week gone, and no news from Jonathan, not even to Mr. Hawkins, from whom I have heard. Oh, I do hope he is not ill. He surely would have written. I look at that last letter of his, but somehow it does not satisfy me. It does not read like him, and yet it is his writing. There is no mistake of that. Lucy has not walked much in her sleep the last week, but there is an odd concentration about her which I do not understand; even in her sleep she seems to be watching me. She tries the door, and finding it locked, goes about the room searching for the key.


Notes

Moon Phase: Waxing Gibbous

On the Demeter, the Captain comes so very close to discovering the secret of what is happening with the boxes of Earth. The mate actually saw Dracula, who is still described as pale, and attempted to kill him. Instead he throws himself overboard.

Back in Whitby, Lucy is sleep walking again and it seems worse to Mina. Again, I don't think this is 100% Dracula's doing. I think he found an "eager disciple" and someone who was already prone to his psychic attacks. Good examples of this from the movies are  Francis Ford Coppola's Bram Stoker's Dracula (1992) and John Badham's Dracula (1979). In Badham's Dracula we get Lucy and Mina swapped and the 1890s are replaced by the 1910s. In both cases the "Lucy" character (Mina in Badham's) succumbs to Dracula's will readily and almost eagerly. She represents the England Dracula thinks he is about to dominate. In reality England has moved on to Mina, the modern woman, whom Dracula can try to control but never truly conquer. 


Goodman Games Gen Con Annual VIII

Reviews from R'lyeh -

Since 2013, Goodman Games, the publisher of the Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic has released a book especially for Gen Con, the largest tabletop hobby gaming event in the world. That book is the Goodman Games Gen Con Program Book, a look back at the previous year, a preview of the year to come, staff biographies, community content, and a whole lot more, including adventures and lots tidbits and silliness. The first was the Goodman Games Gen Con 2013 Program Book, but not being able to pick up a copy from Goodman Games when they first attended UK Games Expo in 2019, the first to be reviewed was the Goodman Games Gen Con 2014 Program Book. Fortunately, a little patience and a copy of the Goodman Games Gen Con 2013 Program Book was located and reviewed, so since 2021, normal order has been resumed with the Goodman Games Gen Con 2016 Program Book, the Goodman Games Gen Con 2017 Program Book, and Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston.

With both Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston, the series had begun to chart a new direction. Each volume would contain a mix of support for the various RPGs published by Goodman Games and the content recognising the Goodman Games community, but the major feature of each volume would be a tournament scenario, staged the previous year at Gen Con. Unfortunately, events caught up with the eighth entry in the series, intending to highlight the presence of Goodman Games at Gen in 2020, which would cancel Gen Con and every other event as well as face-to-face gaming. It meant that Goodman games had to adapt and adapts its by now traditional Gen Con Program Guide. The result was Goodman Games Yearbook #8: The Year That Shall Not be Named.

Goodman Games Yearbook #8: The Year That Shall Not be Named also marked a name change as well, the traditional Gen Con Program Guide becoming a ‘Yearbook’ instead. It opens in tremendous fashion with a lengthy interview with the doyen of British fantasy gaming artwork, most well known for his work on The Warlock of Firetop Mountain and the Fiend Folio for Advanced Dungeons & Dragons, First Edition. In ‘An Interview With Russ Nicholson’ by Thorin Thompson, the late illustrator takes the time to talk about his influences, how he got into drawing, and how he became involved with Games Workshop, all before coming up to date and providing covers for two covers he did for Goodman Games’ Dungeon Crawl Classics Dying Earth #2: The Sorcerer’s Tower of Sanguine Slant. Although not a gamer himself, it is clear that Nicholson is as much aware about games and the hobby as he is fantasy and that he also enjoys working in the medium. The interview is accompanied by a wide range of artwork, including the covers of several fanzines that he drew in the 1970s, that nicely showcases his style down the years. The only downside is that the interview is in the black and section of Goodman Games Yearbook #8: The Year That Shall Not be Named, and so we do not get to see any of his artwork in colour. That said, we do get see plenty of the line art that Nicholson is so famous for. It is a good interview and a great way to start the yearbook.
The mechanical content in Goodman Games Yearbook #8: The Year That Shall Not be Named begins with two articles by Marzio Muscedere. The first is ‘Monster Fumbles’. This provides a solution for what happens if the Judge rolls a one when rolling for an attack by one of his monsters. The exact die she has to roll depends on the Luck Modifier of the Player Character, so the higher the die type the Judge rolls, all the way up to a sixteen-sided die for a Player Character with a Luck Modifier of ‘+3’. This is accompanied by tables in turn for ‘Devils and Demons’, ‘Dragons’, ‘Giants’, ‘Humanoids with Weapons’—including orcs, kobolds, goblins, bugbears, lizardmen, cultists, and similar, ‘Monsters’, ‘Undead’, and ‘Elementals’. The latter category is the most complex, but only to the extent that the Judge has to adjust the results to fit the type of elemental who fumbled. The second is ‘Seven Mighty Deeds From The City Of Sevenscore Thousand Smokes’ which gives options for the Warrior Class’ Mighty Deed of Arms for the Dungeon Crawl Classics Lankhmar Boxed Set. Most of these are a ‘Tandem Deed’, that is, a Mighty Deed which requires two Player Characters to work rather than the traditional one. For example, ‘Bewilder and Backstab’ enables one Player Character to distract an NPC and so give a bonus to another Player Character about to perform a Backstab manoeuvre on the distracted NPC. Others include ‘Back-To-Back Badasses/Back-To-Back Fighting’, ‘I Got You Bro!/Draw Attacks Away From Allies’, and ‘Launch Ally’, all of them nicely capturing that idea of Fafhrd and the Gray Mouser working together as well as giving play a little cinematic flourish. The rest, such as ‘ Increased Critical’ are more straightforward, whilst the last one, ‘Snowball Fighting’ is a bit of silliness, but can be easily adapted to include any improvised thrown weapon. All are accompanied by excerpts from Fritz Leiber’s novels to give them colour and background.
James A. Pozenel, Jr. provides yet more Mighty Deeds of Arms, but where ‘Seven Mighty Deeds From The City Of Sevenscore Thousand Smokes’ was specific to the Lankhmar setting, ‘Dwarven Rune Tracing – Mighty Deeds Of Rune-Powered Combat’, is specific to the Dwarf Class. A cross between a magical skill and a martial art, they are intended to add flavour to Dwarf combat. The Dwarf needs to have an Intelligence of thirteen or more to know even a single Rune. Once known, with a Mighty Deed of Arms, he can trace it in the air, on a shield, or his armour, and it will come into effect the following round. They include the ‘Rune of Strength’, the ‘Rune of Rage’, the ‘Rune of Speed’, and so on. The effect of each depends on the roll on the Deed Die and there are suggestions too for being able to raise the effect all the way up to nine on the Deed Die and making the learning or gaining of new Runes a mini-quest in itself. Again, this is optional, but in play it nicely makes the Dwarf Class just that little bit different to the Warrior Class.
Stephen Newton has already penned two horror-themed scenarios for Dungeon Crawl ClassicsDungeon Crawl Classics Horror #1: They Served Brandolyn Red and Dungeon Crawl Classics Horror: The Corpse That Love Built – 2018 Halloween Module—so it makes perfect sense for him to write ‘Stokerian Vampires: Bringing Bram Stoker’s Dracula To DCC RPG’. As the title suggests he adapts the archetypal vampires from the most famous vampire novel of all time, classifying them as ‘The Cursed’ like Mina Harker, ‘The Un-Dead’ like Lucy Westenra, and The King Vampire, who of course, is like Dracula himself. The article covers habits, lairs, hunting territory, traits, and more, much of which will be more than familiar. After all, Dracula is the basis for a very great deal of the vampire lore and the vampire in popular culture so the likelihood is that very little of the article is new. Nevertheless, this does not in any detract from the descriptions and details given for use with the Dungeon Crawl Classics Roleplaying Game, which all together give the perfect adaption if the Judge is looking for Bram Stoker-style, classic vampires.
‘The Dying Wish Of Daog The Blue: An Option For Arcane Healing In DCC RPG’ is a bit different and a bit controversial. Written by Jeff Goad, it suggests a way of bringing arcane rather than divine healing into the Dungeon Crawl Classics Roleplaying Game. It consists of two parts, the first fiction telling how Daog The Blue, having heard of arcane wizards casting healing magics on other worlds, from Middle-earth to Zothique, successfully brought it to Aereth. The other is the spell itself, Daog’s Dying Wish. This makes sense in a setting without the Cleric Class, but otherwise, it may be seen as poaching upon the territory of the Cleric Class.
The penultimate gaming content in Goodman Games Yearbook #8: The Year That Shall Not be Named is ‘Deadly Hands of DCC: Eight Epic NPCs For Your DCC Game’ by Michael Curtis, Brendan LaSalle, and Harley Stroh. This is an entertaining selection of villains and heroes inspired by martial arts films. ‘Baron Von Strangle’, a cursed set of armour that empowers its wearer, but also forces him to strange everyone he can and so the demonic strangler has become feared across the Steppe Kingdoms; ‘Flamehand, Jack’ is a wandering monk, ageless, who might be a charlatan or he might be a genuine saint, who strikes so fast the air appears to ignite around his kicks and punches; and ‘Qin Qian’ is a member of Spangled Court of the Endless Cycle, the clergy of Aleea, Goddess of Ordinary Days, whose radical interpretation of the need for ongoing peace and normality, has led her to launch a crusade against anything and everything that threatens that. Although this has greatly upset the rest of her fellow priests and her goddess cannot quite condone her activities—though is pleased about the peace they have brought many, ‘Qin Qian’ continues her work and may even direct adventurers such as the Player Characters to attack some local threat. If they take her hints, then the Player Characters may gain a small blessing in return. There are some fun NPCs included in the octet in this article and many of them can be used by the Judge to develop hooks and encounters.
Lastly, Michael Curtis complains about how his ‘Glaive Expectations’ were not met. His disappointment came about because the Player’s Handbook for Advanced Dungeons & Dragons, First Edition did match the description of the glaive he was expecting. What he was expecting was the glaive from the film Krull. What he got was the ‘Glaive – Guisarme’, a polearm. So he instead provides a version of the Glaive from Krull, plus a magical one, for use with Dungeon Crawl Classics. Silly and self-indulgent.
Goodman Games has always been highly supportive of its community and showcases in every issue of the ‘program guide’ or ‘yearbook’. It begins in this volume with some images that capture the public spirit in terms of voting and preventing the spread of COVID-19 in 2019 and 2020 in ‘Goodman Games Tries To Change The World: Images Of 2020’. There are many, many convention photographs from Gen Con 2019 and Gama Expo 2020 before the world changes and play moves online, as showcased by photographs from Cyclops Con, DCC Days Online, and Bride of Cyclops Con. There are also the logo used for Goodman Games’ then new Twitch channel displayed in ‘Going Live On Twitch Goodman Games Evolves In 2020’. In 2020, it all felt like a radical change, one brought on by necessity, but now it feels much more like a normal state of affairs and everyone is far more used to playing online. There are also tongue-in-cheek ‘GG Joe Profiles’ of everyone involved at Goodman Games and the ‘2020 T-Shirt Designs’.
Goodman Games’ stand at Gen Con receives some attention with the hand drawn signs the publisher’s ‘Gen Con Book Shelves’, whilst Chuck Whelon draws the ‘Luck Award Winners’ of various winners on the Luck Token Redemption Table found at the back of the Goodman Games 2019 Yearbook: Riders on the Phlogiston, not once, but twice! There is, however, a wistfulness to ‘The Ziggurat That Never Was’ by Wayne Snyder. Having previously built the Doom Gong and then the Obelisks of Doom for the stand, for 2020, he was set to build a skull encrusted ziggurat, part-book stand, part storage space. Unfortunately, due to COVID-19 and the cancellation of Gen Con, the Ziggurat of Doom was not to be.
Lastly, Michael Curtis looks at the design of Original Adventures Reincarnated #3: Expedition to the Barrier Peaks and Chris Doyle looks at the design of looks at the design of Original Adventures Reincarnated #4: The Lost City in a trio of articles each. ‘Barrier Peaks Designer’s Notes, Entry 1: Of Sleek, Futuristic Design’ examines some of the issues in extracting the back story to the original module and developing that further, whilst ‘Barrier Peaks Designer’s Notes, Entry 1: The Future Was Then’ details how Curtis went about presenting the look of the original module, famous for its illustrations, in the new edition. Similarly, in ‘The Lost City Designer’s Diary, Entry 1: Converting A Classic Adventure’, Doyle explains about the process of adapting a forty-year-old thirty-two-page module into a homage written for Dungeons & Dragons, Fifth Edition, hundreds of pages long, whilst ‘The Lost City Designer’s Diary, Entry 3: Hunting For Easter Eggs’ lists and explains some of ‘Easter Eggs’ he slips into the updated edition. All three articles for both modules—for a total of six—are short, but fascinating reads, more so if the reader has access to Original Adventures Reincarnated #3: Expedition to the Barrier Peaks and Original Adventures Reincarnated #4: The Lost City.
Physically, the Goodman Games Yearbook #8: The Year That Shall Not be Named returns to format of Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, a book, rather than a collection of booklets. It is, as you would expect, well presented, easy to read, and a decent looking affair.
Ultimately, Goodman Games Yearbook #8: The Year That Shall Not be Named is almost, but not quite the ‘Goodman Games Year Book That should Be Forgot’, for as fun as some of the content is, it simply is not as good as in years past. That shows primarily in the lack of a scenario and then in the a medley of things and shorter articles that leave the reader with a feeling of brevity to the whole affair. Of course, the fault cannot be squarely laid at the feet of the Goodman Games, After all, circumstances dictated a very different book to the one that the publisher had likely intended.

#RPGaDAY Most often played RPG

The Other Side -

 I don't think this one is even a contest. That would be Basic-era D&D. 


Dungeons & Dragons Basic Set What treasures in such a small box!

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

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

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

Three Basic Sets
Three Basic Sets, Books and Dice

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

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

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

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

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

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


I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Micro RPG IV: To Elfland and Back

Reviews from R'lyeh -

The forest stands on the edge of the village fields or not far from the town walls, but it is somewhere to be feared. For under that canopy there is dappled light at best, darkness at worst, and something lurks there, ready to prey on the peasantry and add one more misery to their lives. And now, as if to justify those fears, something has been stolen. A child, or a coin purse, or a lover. In response the peasants have banded together and the bravest of them all will journey deep into the forest in order to retrieve the stolen item from the thieves that hide amongst the trees—the fae! This is the set-up for To Elfland and Back, a minimalist storytelling roleplaying game published by Planar Compass, best known for the fanzine of the same name, which takes Old School Essentials, the retroclone from Necrotic Gnome out onto the Astral Plane and beyond. To Elfland and Back is about as simple as it gets—a motivation for the players and their characters, character creation in four steps, fast mechanics, and a set of encounters that will develop through play. It can be played through in a single session, requires no more than a pair of six-sided dice, and offers a reasonable degree of replay value.

Player Character creation in To Elfland and Back is very light. All a player does is roll for a Job, chooses three or possessions, rolls for a Personality, and names the character. It should be noted that there just six Personalities, and it is a good thing that the game does not use a seven-sided dice or the Personality of ‘Doc’ would be added, because the six listed are all named after the Dwarves from Disney’s Snow White and the Seven Dwarves!

Matilde
Job: Tailor
Personality: Grumpy
Possessions: Needle, thread, thimble

Mechanically, To Elfland and Back is quick and easy. To have his character undertake an action, a player does a Challenge roll and rolls a six-sided die, consulting the Challenge Roll table for the outcome. One is a ‘Failure’, two to three is a ‘Success with negative consequences’, four and five indicate a ‘Success’, and six is a ‘Success with fantastic results’. Essentially, what you have here is the equivalent of ‘No’, ‘Yes, but…’, ‘Yes’, and ‘Yes and…’ results, and whatever the result the referee will describe the outcome. In addition, a Challenge roll can be made with Advantage or Disadvantage, the player rolling two six-sided dice and using the best result if at an Advantage or the worst if at a Disadvantage. The most obvious means of gaining Advantage will be from the Player Character’s Job, whilst the most obvious means of gaining Disadvantage is due to the Player Character’s Personality, though of course, other situations and causes will come up in play. Beyond that, the complexity of play—if any—comes from narrating the outcomes.
For the Referee there little in the way of advice, but rather a set of tables for generating various aspects of the story to be told, starting with what was stolen and where it was taken. After that, there are tables for encounters along the way, what fae can be encountered and what they might be riding, locations along the way, fae food and drink, and magic items that might be found in the fae lands. There is a table for what the fae might want in return for giving the purloined item back and lastly, because this is a fairy tale, the final table is a coda—how long have the Player Characters been gone?

Physically, To Elfland and Back is beautifully illustrated with a range of artwork, most notably medieval and Victorian pieces, as if it were an illuminated manuscript that was actually a Victorian collection of fairy tales. The writing is succinct.

Written for Fae Jam 2020, To Elfland and Back is at its most mechanical, a sparse set of tables with nothing in the way of advice or background. However, those tables are prompts that set the game up, enabling the Game Master to prepare a session quickly and easily beforehand or run a session straight from the rolls at the table. The latter makes To Elfland and Back a highly portable, low preparation game, making it great for a convention game or a pick-up game. In terms of background, this is a fairy tale roleplaying game and fairy tales are some of the earliest stories we are told as children, so most players are going to be familiar with the genre. In terms of play, To Elfland and Back is demanding in that it is relying on elements of storytelling more than mechanics, asking Game Master and player to create much of the world they go along, based upon the prompts taken form the game’s tables. Of which, there are enough to run To Elfland and Back more than a few times for the same group.

Overall, To Elfland and Back is a pleasing combination of simplicity and familiarity that is both easy to run and easy to play, and all with a genre and setting that needs no explanation.

Dracula, The Hunters' Journals: 2 August Log of the Demeter (Cont.)

The Other Side -

The fog continues

Dracula - The Hunters' Journals


2 August, midnight.—Woke up from few minutes’ sleep by hearing a cry, seemingly outside my port. Could see nothing in fog. Rushed on deck, and ran against mate. Tells me heard cry and ran, but no sign of man on watch. One more gone. Lord, help us! Mate says we must be past Straits of Dover, as in a moment of fog lifting he saw North Foreland, just as he heard the man cry out. If so we are now off in the North Sea, and only God can guide us in the fog, which seems to move with us; and God seems to have deserted us.


Notes

Moon Phase: Waxing Gibbous

The fog is indeed moving with them. I wonder if Stoker was influenced by the tales of King James VI and I and his recounting of the weather that "witches" used against him to prevent his return to England. The same sort of weather is now used to cover Dracula's arrival to England. In each case it is an example of those of evil influence using weather control, or Tempestarii

Hordes & Haven

Reviews from R'lyeh -

Road to Haven is a campaign for Zombicide Chronicles: The Roleplaying Game, which is based upon the collaborative board game, Zombicide: 2nd Edition. Published by CoolMiniOrNot and Guillotine Games, this introduces a new mode of play for the roleplaying game—‘Campaign Mode’. This introduces the concept of missions connected by a one or more plots and by recurring NPS—‘Non-Player Survivors’. In the case of Road to Haven, the number of missions is short, just ten, and the plots are not complex. Ultimately, what Road to Haven does is provide a continuing motivation for the Survivors—as the Player Characters are called in Zombicide Chronicles—to do more than roam the city in search of food and supplies to scavenge. The main plot concerns the location of a secret military base called ‘Haven 3’, which might be located somewhere in the city. If the Survivors can deduce its location, they can hopefully find it, open it up, and once inside determine if is safe from the zombie hordes outside. That truly would be a haven! However, discovering this information will not be easy. A secret military base is secret for a reason and even before the apocalypse, very few people knew of its existence. Of course, since the apocalypse and the rise of the corpse cortège, even fewer people know! Can the Survivors get lucky and find the one person surviving who does know? This is not the only problem that the Survivor will have to deal with in their quest for answers. There is also something causing the zombies to mutate weirdly and if it spreads, it is going to make life for everyone still alive in the city—let alone anywhere else—a whole lot harder. Plus, there are other Survivors, and Survivors being Survivors, they often come with their issues, some of them left over from before the apocalypse.
The Road to Haven: Campaign Book actually does a bit more than just present a campaign. It introduces a total of eight new Survivor Archetypes. Of these, four are ready to play, meaning that the players can pick from these or those from the core rulebook and that they also serve as replacement Survivors or NPS. These four are the School Teacher, the Mortician, the Surfer, and the Firefighter. The other four are first encountered as NPS in the course of the campaign and once the scenarios where they first appear have been resolved, they are ‘unlocked’ and can be played as Survivors. These four are the Conspiracy Theorist, the Urban Climber Girl, the Social Worker, and the Exotic Dancer. The other thing aspect about the campaign that is ‘unlockable’ is knowledge about the Zombies. Early on in the campaign, the Survivors will discover a dossier of notes about the zombies called, ‘Anatomical Guide to Zombies’. This depicts the various types of zombies and their potential weak points. As a Shelter Action carried out between missions, a Survivor can attempt a new training action, ‘Compile the Anatomical Guide’. This requires a Survivor to consider the zombies fought by the group in the previous mission. His player then rolls an Education Check and for every success, the Survivor identifies a ‘weakness point’ in particular type of zombies. Once all of the weakness points have been identified, the Survivors can replace ordinary dice with Mastery dice they attack that type of zombie.

The campaign will also have the Survivors facing off against some nasty zombified monsters in addition to those found in Zombicide Chronicles: The Roleplaying Game. They include several twisted animals and a zombie centipede that splits apart! Many of the new zombie threats are connected to the campaign’s secondary plot about the mutant zombies. In addition, the campaign can also be modified by ‘Campaign Events’. These can be used by the Game Master to modify individual missions with seemingly random events. Some are helpful, such as an unexpected cargo drop by a military aeroplane, or weird, such as an eclipse, but others are also tied to the main plot of the campaign itself. All of them are optional, but a lot of them are fun—the idea of fighting zombie hordes in the middle of an eclipse is never going to be less than memorable.
The campaign opens with a standard Supply Run-style mission. When the Survivors rescue an NPS called ‘Tinfoil’, he tells them about a secret he has discovered—a radio broadcast! This, he thinks, is coming from a secret bunker and if it is still intact, it means it will have supplies and it will be safe. However, he does not know where it is, and since there is no Internet anymore, there is no easy way of finding out! Confirming the existence of the bunker and determining its location form the main strand of the campaign. It will take the Survivors to various locations across the city, including a library, the old city zoo, and an ‘exotic’ nightclub… In the process, the Survivors will also encounter some oddly mutated and much deadlier zombies. The question is, is there something affecting the zombies and twisting them into much nastier versions? Of course there is, and investigating this forms the basis of the second of the three plot strands in Road to Haven. Both this and the third strand are much, much shorter than the campaign’s main plot to find the hidden bunker. When the Survivors do find the hidden bunker, they will also discover secrets so dangerous that they could destroy the world and the campaign with it...
All ten missions in Road to Haven are presented in the same format. This begins with an introduction and a detailed description of the locations, a set of floorplans, details of the events that will be triggered during the mission, and descriptions of the adversaries and NPS who will be encountered during the mission. Objectives are also outlined and what happens next is discussed in the in the aftermath. The event descriptions can be quite detailed, but it does feel slightly out of order to have them after the location descriptions rather than before.

In terms of setting, the city in Road to Haven can be a generic city as in the core rulebook for Zombicide Chronicles: The Roleplaying Game or it can be set in the city of the Game Master’s choice. With its preponderance of guns, it is not as easy to adapt to anywhere outside of the USA.
Physically, Road to Haven is big, bold, and in your face. It is heavily illustrated with lots and lots of cartoon style artwork, decent maps and floorplans, and fully painted shots of the city. The book is well written and easy to read.

As a campaign, Road to Haven is short and uncomplicated, the latter meaning that it is relatively easy to run for the Game Master and the former that it can played through in as little as ten sessions (though it will probably take a few more). As the first campaign for Zombicide Chronicles: The Roleplaying Game, it completely suits the big, bold cartoon world of the roleplaying game and the board game it is based on.

Kickstart Your Weekend: Fun and Games Special!

The Other Side -

 I have a BIG Kickstart Your Weekend post here with lost of fun and games. Quite literally. Perfect since this is Gen Con weekend and I can't be there. So let's see what we have.

The African Boardgames Convention - AB Con 2024

AB Con

https://www.kickstarter.com/projects/oluwafemi/the-african-boardgames-convention-ab-con-2024?ref=theotherside

This is such a great Kickstarter. Yes there are rewards, but biggest reward is knowing you helped out a worthy cause and got some kids together to play some games. Check it out and support them if you can.

Damn It, Owen! Cartoons That Refused To NOT Be Drawn

Damn it Owen

https://www.kickstarter.com/projects/owenkcstephens/damn-it-owen-cartoons-that-refused-to-not-be-drawn?ref=theotherside

Drawings from industry vets Stan! on the words and wisdom of Owen K.C. Stephens.

This one is great on it's own, but knowing it helps Owen in his fight against cancer is just a huge bonus.

Kitty Clacks - Halloween Treats Polyhedral Dice!

Kitty Clacks - Halloween Treats Polyhedral Dice!

https://www.kickstarter.com/projects/blackoakworkshop/kitty-clacks-halloween-treats-polyhedral-dice?ref=theotherside

This one is fun! I love the dice from Black Oak Workshop and have a BIG feature I am doing on them in October. So this is quite timely really. 

If you like cats, dice, and Halloween, then this seems like a no-brainer.

D6 System: Second Edition

 Second Edition

https://www.kickstarter.com/projects/gallantknightgames/d6-system-second-edition?ref=theotherside

I like the D6 system. There are a lot of really fun games out there that use it and honestly I have never given it the attention it really deserves. Looks like I might get to change that with a new version/edition coming out from Gallant Knight Games and West End Games. 

This Kickstarter is doing well and I hope this is the start of a new era for the D6 system.

80's Adventures: 5e Supplement & Adventure Modules for DnD

 5e Supplement & Adventure Modules for DnD

https://www.kickstarter.com/projects/dicedungeons/80s-adventures?ref=theotherside

Ok this one is just silly and I love it. D&D Adventures set in the 1980s. I mean really, this has my name written all over it. Way of the Crane Monk, Path of Dance Barbarian? Yeah this will be fun.

Couple of comics featuring witches are next!

Tarot, Witch of the Black Rose: The Vampire of Halloween

 The Vampire of Halloween

https://www.kickstarter.comprojects/jimbalent/tarot-witch-of-the-black-rose-the-vampire-of-halloween?ref=theotherside

Jim (and Holly) are friends of The Other Side and of course I am a fan of all witches.

This one is not live yet, but they are seeking sign-ups for when it is launched next month. I will also repost this one then.

SKYCLAD: Graphic Novel by David Campiti & Michal Dutkiewicz

 Graphic Novel by David Campiti & Michal Dutkiewicz

https://www.kickstarter.com/projects/banzaigirl/skyclad-graphic-novel-by-david-campiti-and-michal-dutkiewicz?ref=theotherside

This one is new to me and seem cut from the same cloth as Tarot. Real witches in the real world. This one has witches running a strip club. Maybe it will give me some idea for my Mayfairs.

Not for everyone, but it looks fun.

Quite the round up. Have fun!

#RPGaDay2024 Most recently played

The Other Side -

 Most recent played?

That would have to be my AD&D 2nd Edition one set in the Forgotten Realms with my oldest.  We play a little here and there when he gets off of work (usually around 11:00pm to midnight).

AD&D 2nd Ed

We have not gotten very far. An hour or two here and there, but we have had a blast doing it.

This is the one where I am running my Sinéad as a DMPC. She is a Bard, so she is always just a support character, and she is the DM mouthpiece on Realms lore. It has been great since I remembered how much fun I always had with Bards.

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Dracula, The Hunters' Journals: 1 August Log of the Demeter (Cont.)

The Other Side -

The Demeter hits a patch of fog.

Dracula - The Hunters' Journals


1 August.—Two days of fog, and not a sail sighted. Had hoped when in the English Channel to be able to signal for help or get in somewhere. Not having power to work sails, have to run before wind. Dare not lower, as could not raise them again. We seem to be drifting to some terrible doom. Mate now more demoralised than either of men. His stronger nature seems to have worked inwardly against himself. Men are beyond fear, working stolidly and patiently, with minds made up to worst. They are Russian, he Roumanian.


Notes

Moon Phase: Waxing Gibbous

Here we see Dracula's ability to control the weather some more, a power often forgotten in some modern retellings of the Dracula story and almost completely ignored in other vampire tales.

We are now down to a crew of four.

#RPGaDay2024 First RPG bought this year

The Other Side -

That was a tough one to figure out. I bought a lot of RPG-related items this year from adventures to minis, but I think the first full RPG I bought this year was the Spanish Language version of CJ Carella's WitchCraft RPG.

WitchCraft RPG

The Spanish Language version from Edge most resembles the Eden Studios 2nd Edition. The text is the same and the art is the same.

Wicce in Spanish

The difference, of course, is this new Edge version is in Spanish.

I am happy to have this as this was one of the other "Holy Grail" items for my Spanish collection of RPGs. It was also the last CJ Carella WitchCraft book I am likely able to buy. 

CJ Carella's WitchCraft RPG

I am pleased that I was able to read a lot of it. Granted, my Spanish is still very limited, but I know this book very, very well. 

My collection of Spanish Language RPGs is not huge, but it covers my favorite games and about 85-90% of the games I like to play.

Spanish Language RPGs

Not a lot, but enough to keep me busy for a while.

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

 Since it makes sense, here is Roberto Micheri's Spanish translation. You can find Roberto (and me often making a fool of myself with my pre-school-level Spanish) in the Puerto Rico Role Players Facebook Group.

Si es tu primera vez, todos los días de agosto mira la sugerencia y escribe, haz un blog, vlog, podcast, dibuja, haz manualidades o lo que sea como respuesta. Si no te gusta la pregunta completa, por ejemplo, en el Día 3 la pregunta es "RPG (juego de rol) más jugado", la palabra "más" está en negrilla y puedes usar sólo esa palabra como respuesta si quieres hablar de otra cosa. 

También hay una opción alternativa al final, por si acaso. Si no te gusta ninguna de estas sugerencias, sigue leyendo.

  1. Primer RPG comprado este año
  2. RPG jugado más recientemente
  3. RPG más jugado
  4. RPG con gran arte
  5. RPG muy bien escrito
  6. RPG fácil de usar
  7. RPG con "buena forma"
  8. Un accesorio que aprecies
  9. Un accesorio que te gustaría ver
  10. RPG que te gustaría ver en televisión
  11. RPG con “one-shots” bien respaldados
  12. RPG con campañas bien sustentadas
  13. Entornos evocadores
  14. Personajes fascinantes
  15. Gran equipamiento para los personajes
  16. Rápido de aprender
  17. Una comunidad RPG cautivadora
  18. Momentos de juego memorables
  19. Sesión sensacional
  20. Aventura increíble
  21. Campaña clásica
  22. Notable personaje no jugador (NPC)
  23. Jugador sin igual
  24. Aclamados consejos
  25. Dados deseables
  26. Magnífica pantalla
  27. Maravillosa miniatura
  28. Excelente artilugio para “gamers”
  29. Impresionante aplicación (app)
  30. Persona con la que te gustaría jugar
  31. Juego o jugador que echas de menos

Alternativa - Una anécdota sorprendenteSi no te gusta ninguno de estas sugerencias, ya sé que son de última hora, puedes optar por un conjunto de temas para #RPGaDAY completamente diferente. Sugeridas por Skala Wyzwania, estas ideas son muy divertidas e incluso hay un gráfico muy atractivo para esta versión. 

Sólo tienes que mirar el día a la izquierda, elegir el tema y tirar un d10 para descubrir qué deberías hacer con ese tema ese día. 

Genial, gracias Skala.

  1. Runas
  2. Bosque
  3. Demonología
  4. Cosmos
  5. Hadas
  6. Portal
  7. Ciudad olvidada
  8. Experimento
  9. Héroes
  10. Steampunk
  11. Invasión
  12. Mundos paralelos
  13. Zombis
  14. Despertar
  15. Genética
  16. Mazmorra
  17. IA (inteligencia artificial)
  18. Maldición
  19. Holograma
  20. Batalla 
  21. Desastre
  22. Espacio interdimensional
  23. Ritual
  24. Antiguo
  25. Mutante
  26. Tatuaje
  27. Transformación / Cambiar de forma
  28. Mimeto (Mimic)
  29. Caballero
  30. Trampa 
  31. Dragones

Cada día tira un d10 para seguir la sugerencia

Resultado

  1. Describe un monstruo
  2. Crea un personaje no jugador (NPC)
  3. Escribir una misión para el tablón de anuncios
  4. Inventar un objeto
  5. Escribe una leyenda o un rumor 
  6. Crear una tabla al azar
  7. Crear una mecánica sencilla
  8. Presentar una idea para un encuentro aleatorio
  9. Escribir un diálogo escuchado a escondidas
  10. ¡Dibuja!

---

Dracula, The Hunters' Journals: 30 July Log of the Demeter (Cont.)

The Other Side -

The Demeter nears England, but so few crew remain.

Dracula - The Hunters' Journals


30 July.—Last night. Rejoiced we are nearing England. Weather fine, all sails set. Retired worn out; slept soundly; awaked by mate telling me that both man of watch and steersman missing. Only self and mate and two hands left to work ship.


Notes

Moon Phase: Waxing Crescent

Dracula must be absolutely gorged at this point. 

The High Witchcraft Tradition

The Other Side -

The Magic Circle - John William WaterhouseI have been on a mini vacation to see my wife's family. They all moved down south. Personally, I dislike going south of Joliet, IL but that is me.  Anyway they are all huge card players staying up till the wee hours playing. That is cool, I got to watch the Olympics. You don't see me talking a lot about sports here though I am a life-long St. Louis Cardinals fan and a complete Olympics junkie. I am no expert by any stretch of the imagination, but I love the Olympics.

With some projects done, and others on hold (Basic Bestiary. Waiting for more art), I started a new project over my extended weekend.

The High Witchcraft Tradition

Well..."new" might be the wrong word.  

I have a lot of notes from other projects that didn't quite fit or didn't get developed enough to get added. Plus this is a book I have been picking at for a while and have been calling my "Last Witch Book."  If it is that remains to be seen, but I do have some great ideas.

Here is the shape of the book so far.

High Magic

It will include the use of High Magic, so magic that invokes spirits, demons, angels and the like. I would also like to include High Magic options for Magic-users. A bit like my Hermetic Mage Prestige class I did for 3.x.

Advanced

This book will be my first "true" book for the Advanced era. So compatibility with OSRIC, Advanced Labyrinth Lord, and Old-School Essentials Advanced is implied. Originally this book was going to be part of my "Basic Witch" series and focus on how I mixed AD&D 1st ed with the Expert set back in the day. I still might do that. I have a lot of ideas for that sort of play, but this is not the book for that.

Plus I will freely admit I am not as enthusiastic for D&D's future as I once was. I will buy D&D 5R, I will even likely play it a few times. But as much as I love digital and online games, that is not my preferred mode. 

So instead of endlessly complaining about it, I am just going to focus my efforts into the types of games I DO enjoy playing. If you are looking for ragey click-bait, you won't find it here.

Best of the Old, Best of the New (Maybe)

I love my old-school games. I also am rather fond of new-school games as well. For me it has always been about maximum fun. So I would love to go back over some of the newer developments in games and see what can be ported back over. This one is not a guarantee. My focus first and foremost is a witch book from circa 1986.   

Cover Art

For this book I am going to commission some original cover art. I have already been sending out emails to artists I want to work with and ones I have worked with in the past for this. And as much as I love the Pre-Raphaelite covers I have used in the past, I have something specific in mind for this one.

Waterhouse's "The Magic Circle" above was one of the ideas I originally had. I am, of course, sad not to use it for this book, but I also want something new. 

I want this book to be really good. I want it to challenge my writing ability and game design ability. Plus I also want it to be able to cover any "so-called" witch written about in the "Advanced-era."  If someone else's book/game/adventure set in the same era with the same or similar rule system and they have a witch character, I want my rules to be flexible enough and comprehensive enough that you could play that character using my rules. Lofty? Maybe. Do able? Certainly.

Potential High Witches

I have been tossing this idea around for a few years now. I finally hit a critical mass of notes to make it a real book. For me as much as for you, here are my posts about it. 

Links to relevant posts

Dracula, The Hunters' Journals: 29 July Log of the Demeter (Cont.)

The Other Side -

The Demeter suffers more deaths.

Dracula - The Hunters' Journals


29 July.—Another tragedy. Had single watch to-night, as crew too tired to double. When morning watch came on deck could find no one except steersman. Raised outcry, and all came on deck. Thorough search, but no one found. Are now without second mate, and crew in a panic. Mate and I agreed to go armed henceforth and wait for any sign of cause.


Notes

Moon Phase: Waxing Crescent

Dracula is hungry, and he will make himself appear younger by using the blood and life of this crew. 

Dracula, The Hunters' Journals: 28 July Log of the Demeter (Cont.)

The Other Side -

The Demeter travels through storms.

Dracula - The Hunters' Journals


28 July.—Four days in hell, knocking about in a sort of maelstrom, and the wind a tempest. No sleep for any one. Men all worn out. Hardly know how to set a watch, since no one fit to go on. Second mate volunteered to steer and watch, and let men snatch a few hours’ sleep. Wind abating; seas still terrific, but feel them less, as ship is steadier.

Notes

Moon Phase: Waxing Crescent

These storms are caused by Dracula. Both to weaken the crew and speed his journey to England.

Dracula, The Hunters' Journals: 27 July Mina Murray's Journal (Cont.)

The Other Side -

 Still no news from Harker.

Dracula - The Hunters' Journals


27 July.—No news from Jonathan. I am getting quite uneasy about him, though why I should I do not know; but I do wish that he would write, if it were only a single line. Lucy walks more than ever, and each night I am awakened by her moving about the room. Fortunately, the weather is so hot that she cannot get cold; but still the anxiety and the perpetually being wakened is beginning to tell on me, and I am getting nervous and wakeful myself. Thank God, Lucy’s health keeps up. Mr. Holmwood has been suddenly called to Ring to see his father, who has been taken seriously ill. Lucy frets at the postponement of seeing him, but it does not touch her looks; she is a trifle stouter, and her cheeks are a lovely rose-pink. She has lost that anæmic look which she had. I pray it will all last.


Notes

Moon Phase: Waxing Crescent

The plot, unbeknownst to our heroes is moving forward. 

The Ring is the Holmwood Family estate.

1984: BattleTech: A Game of Armoured Combat

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
BattleTech infamously began life as BattleDroids. Originally published by FASA Corporation in 1984, for the second edition it would be renamed BattleTech because George Lucas and Lucasfilm claimed the rights to the term ‘droid’. It was also infamously, the game of ‘big, stompy robots’, but as BattleTech, it would go on to be so much more. In the forty years since its publication, this has included numerous expansions to the core board game, numerous supplements adding rules and detailing the background to the game, several ranges of miniatures—both plastic and metal, over one hundred novels, a cartoon series, a collectible card game, and multiple computer games. These options have allowed fans to enjoy the setting in numerous ways, sometimes without even playing the core game, but the franchise has always been about the play of the boxed game that is BattleTech. This is a review of the second edition of BattleTech, published in 1985.


BattleTech is a turn-based multiplayer game, played on large maps marked with hexes and terrain with players fielding twelve-metre-tall humanoid armoured, fusion-powered combat units, weighting between ten and a hundred tons, called BattleMechs, or ’mechs. These are not robots, but are controlled by human pilots who will manoeuvre across the battlefield, exchanging fire from lasers, autocannons, missile-launchers, and the dreaded PPC or particle projection cannon. If close enough, they may even punch or kick each other, and if they have jump jets, launch a risky death from above attack. Over the course of a battle, a ’mech will build up heat due to movement and weapons fire, and if it cannot bleed off enough heat, the excess will impair its targeting systems, impede its movement, and potentially cause any ammunition it is carrying to explode or the ’mech to simply shutdown. Each unit is represented by one figure, an illustrated—front and back—cardboard piece that slots into a plastic base, and a record sheet. Each record sheet contains information about the amount of armour a ’mech has, how many weapons, and where the armour and weapons are located, as well as being used to track damage suffered and its location, ammunition used, and how much heat it builds up from one turn to the next.

BattleTech: A Game of Armoured Combat carries the description, “In the 30th century, life is cheap, but BattleMechs aren’t.” The box contains forty-eight playing pieces depicting the various BattleMechs, twenty-four plastic holders for them, one-hundred-and-twenty unit insignias for the game’s various armies and mercenary units, a forty-eight page rulebook, two full-colour card maps, and two six-sided dice. The forty-eight playing pieces are an inch high, whilst the maps measure twenty-two by seventeen inches, are marked in one-and-a-quarter inch-wide hexes, and are both identical. Each hex is roughly a hundred feet across. the game is designed to be played by two or more players, aged twelve and up. The basic unit in the game is a lance of four ’mechs, so with twenty-four plastic holders, it is possible for six players to field a lance each, two players to field three lances each, and so on. It is also possible for a player to control just a single battlemech depending upon the circumstances, such as a duel or a roleplaying situation.


The black and white rulebook covers everything that the players need to know about playing BattleTech. This includes its rules—going from basic training to advanced gunnery, expert and optional rules—as well details of fourteen different ’mechs. These range in size between 20 and 100 tons, and include the Marauder, Phoenix Hawk, Warhammer, Stinger, Locust, and BattleMaster. Many of these are regarded as classics even today, though lawsuits over who owned the rights to use their images, taken from various different Japanese anime, including Dougram, Crusher Joe, and Macross, would result in FASA Corporation withdrawing their original appearances and all art associated artwork from the game. These would be labelled as ‘the unseen’ by BattleTech fans, and were missing from the game for many years until a legal agreement was reached that allowed many of them to return.


The rulebook also contains the setting to BattleTech, which is explained in sidebars which run down each page. The setting is the Inner Sphere, a region of interstellar space surrounding Earth with a radius of roughly five hundred light years. It contains some two thousand settled worlds, reachable by both Faster-Than-Light travel and communication. Beyond the Inner Sphere lies the Periphery. In the thousand years that mankind has had Faster-Than-Light travel, no signs of sentient, alien life have ever been found. In the early thirty-first century, several hundred years after a civil war that saw the collapse of the Star League, the Inner Sphere is dominated by five Great Houses—the Capellan Confederation ruled by House Liao, the Draconis Combine ruled by House Kurita, the Federated Suns ruled by House Davion, the Free Worlds League ruled by House Marik, and the Lyran Commonwealth ruled by House Steiner. Each house claimed the right to be First Lord of the Star League, but none could agree as who was right, and in a series of Succession Wars, the houses have battled each other into technological decline. In that time, the battlemech has remained king of the battlefield, each house fiercely protecting the few battlemech manufacturing facilities each possesses and suffering from a decreasing capacity both to produce new ’mechs and repair them. A battlemech pilot is akin to a knight of old and many ’mechs are handed down through families. The last thing that any pilot wants to suffer is a loss of his mech and his becoming one of the Dispossessed. As well as presenting a history of the Inner Sphere and details of the five great Houses, the rule book also describes numerous mercenary units with their own histories and relationships to the Houses, plus the Bandit Kingdoms of the Periphery.


The background, essentially a ‘feudalist future’, provides reasons and rivalries in what is an age of continual war, that can explain the whys and wherefores of any battles that the players want to stage. If perhaps the rulebook is missing anything, it is some actual scenario ideas that the players can simply set up and play.


In terms of game, the players will roll for initiative and then alternate the movement of their battlemechs. A battlemech can walk, run, or jump—the latter requiring jump jets—which determines how many Movement Points it has to spend on crossing terrain. The terrain can be open or rough ground, cliffs and bluffs, light and heavy woods, and water. The heavier terrain costs more Movement Points to cross. Once movement has been completed, the players take it in turn to declare their attacks for their battlemechs and then roll for the attacks. Battlemechs are equipped with an array of different weapon types and sizes. Lasers can be small, medium, or large; short range missiles launchers fire volleys of two, four, or six missiles; and long-range missile launchers fire volleys of five, ten, or twenty missiles. Plus, there are an autocannon and the PPC. The different weapons have their own ranges, damage inflicted, and heat generated. Rolling to hit is based on the range and is modified by the gunnery skill of a battlemech’s pilot, the movement of both attacker and defender, terrain and cover, and lastly, any ongoing effects of heat for the attacker. The attacking player then rolls the dice, aiming to roll equal to or higher than the target number.


The location of successful hits is determined randomly as the targeting systems of the Inner Sphere are poor. This includes individual missiles for short range missiles, but groups of five for long range missiles. Damage is first deducted from armour in a location and when that is gone, from the internal structure. Critical hits on the hit location roll can bypass armour and automatically do damage to internal structure. Any damage to the internal structure has a chance to inflict damage to weapons or ammunition in a location, to the engine or gyro in the torso, to actuators in the arms and legs, and even the pilot himself on a headshot. Critical hits have severe consequences. Damage to a weapon will destroy it, ammunition will explode causing more damage, damaged actuators and gyro make the battlemech more difficult to operate, a damaged engine will increase its heat output and if it takes more damage cause it to explode and possibly kill the pilot, and head hits can also kill the pilot or knock out an important component. In the meantime, if damage exceeds the amount of internal structure, a leg or arm can fall off or be destroyed. Excess damage can also be transferred to other locations.


Lastly, as well as tracking ammunition use, a player must track the heat a battlemech generates from movement and weapons use as well as damage to the engine. Each battlemech comes with ten heat sinks which will bleed off a certain amount of heat, and more may be fitted, depending upon the design. Excess heat is retained until it is bled off via the heat sinks, meaning that a battlemech will probably need to firer fewer weapons and move a shorter distance to do this. One part of play is thus managing heat from turn to turn. Rushing into an engagement all guns blazing is likely to generate far too much heat, limiting tactical options in subsequent turns. Most battlemechs have an optimal range for its weapons so working within those parameters will also help in heat management. This is in addition to making the best use of the terrain to gain cover or if necessary, standing in the water to work off excess heat!


Rounding out the rulebook are expert rules that allow a battlemech to twist its torso as a reaction to change its firing arc, make physical attacks—including picking up a blown-off limb and using it as a club, charging, and setting fire to the wooded areas. There are also rules for battlemech design, enabling a player to create his own and then test them out on the field of battle. It is just four pages long, and even includes an example, but expands game play in a surprising direction, enabling a player to experiment beyond the fourteen official designs included in the game.


Physically, BattleTech: A Game of Armoured Combat is a good-looking game. It might only use cardboard standees, but they are attractive and they look decent on the very nice maps. The rulebook itself is in black and white and whilst packing a lot of detail into its forty-eight pages is easy to read and understand. This helped by examples of the rules throughout.

—oOo—Trever Mendham reviewed Battledroids in ‘Open Box’ in White Dwarf Issue 66 (June 1985). He said, “Overall, this is a well-written, easy-to-understand set of rules. Much of the design is clearly specific to robot combat and succeeds in capturing the flavour of this sort of battle. As it stands, Battledroids is a very good robot combat system, but very little in terms of ‘game’. The production value leads one to expect more.” before awarding it an overall score of seven out of ten.

In The Space Gamer Number 75 (July/August 1985), Aaron Allston reviewed the original game in ‘Featured Review: Battledroids’. His initial reaction was that the game was one of “…[G]iant
Japanese robot combat.” and was surprised to discover that it was not, feeling that its “…[F]uture-era “dark age”” was “…[F]leshed out far more than is necessary for a boardgame.” He then said, “But none of it feels like the Japanese cartoons. Rules such as beat buildup and weary campaign background are just wrong for the genre. It’s rather akin to designing a roleplaying game where the characters have superpowers and skintight costumes - and then run about performing political infighting and corporate takeovers a la Dallas or Dynasty. As the Japanese models and cartoons become more common over here, more and more buyers will be purchasing this game expecting something like the source materials, and they’ll be disappointed as I was. They’ll have a decent enough game on their hands – but they may not want to play it.” However, he was more positive in his conclusion: “My recommendation? Buy Battledroids if you'd like a giant-robots boardgame that has nothing to do with the Japanese cartoons. It’s a decent game. You won’t throw away any of your other games to play Battledroids fulltime, but you’ll be adequately entertained.”

BattleTech was reviewed in Adventurer: The Superior Fantasy & Science Fiction Games Magazine Issue #7 (February 1987), alongside the expansions, CityTech, which added urban terrain, infantry, and armour, and AeroTech, which added aerial and space combat. Ashley Watkins made some comparisons between BattleTech and some of the anime titles that were the source material for game and overall, had few reservations, concluding that, “Battletech has a real science fiction flavour, and it’s not often that the elements of playability and background come together in an SF game. So get Citytech for the combat rules, Battletech you want to design your own mechs, Aerotech only if you want the variable geometry mechs, or want to play the space game. This game could well become a cult classic and I highly recommend that you give it a look.”

Dale L. Kemper reviewed BattleTech and CityTech in ‘Game Reviews’ of Different Worlds Issue 45 (March/April 1987). He countered some of the criticism of the game not being Japanese enough by saying, “Battletech surpasses other “Japanese robot”-type games on the market for the simple reason that its universe makes sense. The Battlemech vehicles in the game (many which resemble those from such Japanimation shows as Macross and its Robotec U.S. variant) are piloted military units with strengths and weaknesses. They resemble walking tanks alot more than they resemble the shape-changing robots popularized in the latest cartoons. Certain tactics will aid Mechwarriors in various situations and others will not. Practice and skill outweigh luck in this game.” Before moving on to look at some of the expansions, he concluded that, “All in all Battletech is a good introduction to the universe of the Succession Wars. It should whet your appetite for more and FASA plans on giving it to you. With all the addon games and rules, Battletech will be around for some time to come.” and awarded it three-and-a-half stars.

Steve Wieck reviewed BattleTech in White Wolf Issue #7 (April 1987), continuing the trend of reviewing alongside the supplements Citytech, Aerotech, and MechWarrior. He awarded BattleTech a rating of eight out of ten and said that, “If the true test of any game is its playability, then Battletech is a good system. It is extremely easy to gamemaster and fun to play, at an hourly price that eventually beats the movies.”

Space Gamer/Fantasy Gamer Number 78 (April/May 1987) returned to BattleTech when Scott Tanner asked the question, “Feeling overwhelmed by the number of products for mechwarrior gaming? Here's
a survey of FASA Corps. BATTLETECH products.” in ‘Infotech on BATTLETECH’. He concluded his description of the core game with, “Battletech is a good game which stands on its own, but lacks
in two important areas which the next two supplements cover; warfare in an urban environment and air combat.” The article also contained descriptions of CityTech, AeroTech, and MechWarrior.

Battletech was reviewd in ‘Role-Playing Reviews: Tickets to the stars’ in Dragon Magazine Issue #131 (March 1988) by Jim Bambra alongside the MechWarrior roleplaying game. He said, “The BATTLETECH game is a brilliantly conceived and presented game of robotic combat set in the war-torn universe of the Successor States.” before concluding about the game, “The BATTLETECH game system requires tactical thinking and detailed combat resolution, without becoming too mechanically complicated. Add in the background which appears in sidebars throughout the book, and you have a very good game rich in depth and technical information.”—oOo—
From the basis of BattleTech: A Game of Armoured Combat has spawned a rich and detailed setting supported by numerous games and editions, as well as miniatures and more, but what has made the BattleTech franchise what it is today has to start somewhere. Returning to the original game and there is a pleasing elegance to BattleTech: A Game of Armoured Combat that is easy to grasp and play. What you might play is as another matter, for whilst the background is excellent, the issue with it is that not much is made it of in the rule book. There are no scenarios or suggested battles and had there been, that would have drawn the players into the game and setting. That said, there are hooks here and there in the background that can be developed in scenario set-ups, especially in the descriptions of the mercenary units and the bandit kingdoms. BattleTech: A Game of Armoured Combat is still a very playable and enjoyable game with flavoursome combat and a good background.

Solitaire: Gloomhaven: Buttons & Bugs

Reviews from R'lyeh -

One of the biggest board games in recent years has been Gloomhaven, a fantasy-themed, campaign-based tactical skirmish game which combined narrative campaign, almost one hundred scenarios, and seventeen different playable Classes. The box itself is huge, the extent of the campaign vast, and the playing time months. Published by Cephalofair Games, it offered a roleplaying-board game hybrid and it has been a huge success. Now there is an option which is a tenth the size. Not only a tenth the size, but a tenth the playing size, a tenth the set-up time, and definitely a tenth the playing time. This is Gloomhaven: Buttons & Bugs. This is a game in which everything—including the protagonist and the game components and the play time—have been shrunk down. Gloomhaven: Buttons & Bugs is a solo board game set in the dark fantasy world of Gloomhaven, designed for ages ten and over, and to be played in just twenty minutes per session. It includes six different characters or mercenaries and over twenty individual scenarios, plus variable difficulty levels, means a combination which offers plenty of replay value. This does though come at a loss of some of the expansiveness of Gloomhaven, but then Gloomhaven: Buttons & Bugs is designed to offer more self-contained play.

The tight little Gloomhaven: Buttons & Bugs contains a small, thirty-six page rulebook, a set of plastic cubes to use as markers and monsters, six tiny miniatures representing each of the characters a player can choose from, five dials for tracking Hit Points—for both those of the monsters and the character, and a single die. The die is marked with an ‘O’, a ‘+’, or a ‘—’ symbol. This is used to determine if the movement, attack, and defence values for a hero are lower or better in round, and if the initiative, movement, attack, and defence values for the monsters are lower or better in round. There are also a lot of cards. These start with the Character Cards. There are six of these and include a brawler, a fighter, a spellcaster, a tinkerer, magical manipulator, and an assassin. Each give the character’s Hit Points, Ability Cards—at both the base level and the improved level, and also a complexity indication. There are three low complexity characters and two high, but only one medium complexity character. There is a set of Character Ability Cards for each character. As well as indicating the Initiative value for that round, each one provides two actions, at their most basic, a move action and an attack action. Other actions might provide an area attack, an elemental spell effect, or a piercing blow that ignores part of the defending monster’s defence value. On a turn, a player will choose two of these cards from his hand. He will use the best Initiative value of the two cards and when it is his turn to act, he will use two actions. These cannot come from the same Character Ability Card of the two, meaning that the player will choose the one from the top of one Character Ability Card and the one from the bottom of the other Character Ability Card. This gives a player some great choices when mixing and matching the actions on the Character Ability Cards.

Character Ability Cards are double-sided. The abilities on the ‘A’ are played first and then the Character Ability Cards are flipped over and the abilities on their ‘B’ side can be used on subsequent turns. When the latter have been used, the Character Ability Cards are discarded. Some Character Ability Cards have the ‘Lost’ Icon, which means that when it is used, it goes into Lost pile. Some have ‘Active’ abilities, which remain in effect. Should a player be in danger of running out of Character Ability Cards, he can perform rests to restore cards. Resting also forces the player to lose one card into the Lost pile.

The Monster Ability Stat Cards give values for their initiative, movement, attack, and defence in three different columns. The middle column gives the standard values, the lefthand column the lower values, and the righthand columns the better values. At the start of a round, the player will roll the die. If the ‘—’ is rolled, the lower, lefthand column values are used; for a ‘O’ symbol; there is no change and the middle column is used; and for the ‘+’ symbol, better, righthand values are used. The Monster Ability Stat Cards are double-sided and have a different monster on each side. The Monster Difficulty Modifier Cards are used to make the monsters more or less challenging to defeat and are used in conjunction with the Player Modifier Tray. There are some counters to track the effects of elemental icons and conditions during play and there is also an Icon Reference Card, which is definitely needed as there are a lot of Icons in the game.
Then there are the Scenario Cards. There is a deck of twenty of these, which together make up the whole campaign in Gloomhaven: Buttons & Bugs. They are double-sided. One side is split into three parts. The top part is the introduction to the scenario and how to set it up, whilst the second is the outcome if the hero is successful. In between, there is a list of the monsters required. At the very top and bottom of the card are the rewards that the hero will earn if successful. The hero can only use the one at the top or bottom of the Scenario Card—not both! On the reverse is the actual play area, a grid of hexes five by hexes, each hex being a centimetre across. The grid is also marked with the starting position both the hero and the monsters, obstacles, and possible traps. Some may also include effects and goals specific to the scenario. Whilst the hero has his own miniature, the monsters are represented by coloured cubes. These are not sophisticated maps, but to be fair, they do not have to be. Each scenario is intended to be completed in roughly twenty minutes.

There are several thick cardboard trays. There is a Player Modifier Tray and several Monster Modifier Trays. The Player Modifier Tray has a slot to track the adjustments made to the character action from one turn to the next. At best, the adjustments will add a bonus, at worst they will completely negate the effect of the decided action that turn. Different cards be slotted into the Player Modifier Tray to represent a character improving. A Monster Ability Stat Card slots into a Monster Modifier Tray, which has a slot to track the column used on the card.

Set-up of a Gloomhaven: Buttons & Bugs session is easy. Once set up, play is mechanically very easy, with relatively few components for the player to keep track off, a light skirmish game in which the player focuses on the Character Ability Cards and keeps track of the various conditions and icons. Then when play starts, Gloomhaven: Buttons & Bugs really is fun to play. And what is even better is that the game does not outstay its welcome because the play time for a single scenario is so short, and then set-up and put away time is so short.

The events of Gloomhaven: Buttons & Bugs are set after those of the main board game. A would-be adventurer approaches Hail, the mysterious Aesther who lives in the Crooked Bone, a derelict tavern, and who is said to be capable of turning anyone into a hero. This is what the character wants, but as soon as he steps over the threshold of the Crooked Bone, things go awry! He is shrunk and quickly finds himself attacked in the first scenario. It appears that Hail has set a trap to dissuade people from following up on the rumours, so the would-be hero must strike out across the ‘Button Realm’ and into the Crooked Bone where he will both prove himself worthy and find a way of being restored to normal size. So not only has Gloomhaven: Buttons & Bugs been shrunk from standard Gloomhaven, so has the effective play area—across a street and into a building—and the size of each scenario!

Physically, Gloomhaven: Buttons & Bugs is small, but impressive. The production values are good and the artwork excellent. If there is an issue with the game is that out of the box, some of the cards are slightly warped. If there is another issue, it is that the rulebook in the box is really an introduction to the game rather than a full set of the rules.

The scale and size of Gloomhaven: Buttons & Bugs does come at some cost. The story is linear and progression in terms of the characters is limited. Nor does it have the expansiveness or the ability to unlock elements of play like its big brother. The rulebook which comes in the box only really covers lay of the first scenario. The player will need to download the full rulebook. Yet these are minor issues in comparison to what Gloomhaven: Buttons & Bugs does offer. A self-contained game with twenty scenarios and six different characters to play, easy to learn rules, and then constant choices in play as to which combination of Character Ability Cards and their actions to use from one turn to the next. It is also easy to set-up and once you have played through all twenty scenarios, there is still the option of return to play another character. The replay value is very high—as is the portability. Plus, there is certainly scope for expansion as well.

Gloomhaven: Buttons & Bugs is incredibly pocket-friendly and packs a lot of game play and a surprising amount of depth into that game play. Gloomhaven: Buttons & Bugs is proof is that tiny can be great.

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