RPGs

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

Reviews from R'lyeh -

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Friday Faction] The Elusive Shift

Reviews from R'lyeh -

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

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

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

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

[Friday Faction] Rise of the Dungeon Master

Reviews from R'lyeh -

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

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

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

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

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

GM's Day Sales from The Other Side

The Other Side -

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

GM's Day from the Other Side

With prices marked off a much as 40%.

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

For Basic-era Games

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

Reviews:

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

Reviews:

Pumpkin Spice WitchThe Basic Witch: The Pumpkin Spice Witch Tradition

Reviews:

The Craft of the Wise: The Pagan Witch Tradition

Reviews:

The Warlock

Reviews:

GMS Day Sales


For Swords & Wizardry

The WitchThe Witch for Swords & Wizardry Continual Light

The Witch for Swords & Wizardry White Box

The Green Witch for Swords & Wizardry

The Winter Witch for Swords & Wizardry

The Warlock for Swords & Wizardry


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

This Old Dragon: Issue #101

The Other Side -

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Fiction from Brenda Gate Speilman.

We get to the Ares section now.  

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

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

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

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

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

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

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

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

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

Dragon Magazines

Still plenty more to go!

Character Creation Challenge: Old-School Essentials

The Other Side -

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

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

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

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

The answer is timing.

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

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

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

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

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

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

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

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

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

HP: 12
AC: 4

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

Initiative: +3
Movement: 20

To Hit AC 0: 20

Weapons: Dagger 1d4 

Hoopak staff 1d4

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

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

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

Sarana and TwillSarana and Twill

Twill's Mobility Chair

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

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

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

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

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

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

Here is a new version of Twill with his cat.



Alphabet Agencies

Reviews from R'lyeh -

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

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

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

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

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

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

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

Whispers from the Dark Side

Reviews from R'lyeh -

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

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

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

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

Sanity: 18 (+)

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

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

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

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

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

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

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

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

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

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

Sword & Sorcery & Cinema: The Archer: Fugitive from the Empire (1981)

The Other Side -

 Fugitive from the Empire (1981)Working on something here that might become a regular feature.  I love movies. One of my first semi-professional gigs was writing movie reviews.  So really this is just me getting back to my roots.  My reviews, such as they are, will be like my October Horror Movie reviews, though I am likely to provide a little more detail since I doubt that any of these movies need to be protected by spoilers.  Also, I want to talk about any potential game material from the movies.

So let's start this with a movie from deep in the recesses of my mind and see if it lives up.  A special nod to Tim Knight over at Hero Press for reminding me of this cinematic gem. 

The Archer: Fugitive from the Empire (1981)

I remember this one from first aired on TV back in 1981.  I remember the next day at school all the D&D guys (we had multiple groups going on back then) were talking about a "heartbow" for their characters. 

The movie starts with a long voice-over about the 12 warring clans and a world "that was or will be."  Anyway our story focuses on Toran of Malveel (Lane Caudell) the son of King Brakus (George Kennedy) is out hunting with his archery master Mak (George Innes) who wields "Elbe" the Heartbow, when he encounters Estra (Belinda Bauer) a sorceress (or seer, or witch) who is promised to kill Toran for what his grandfather did.

This one features Star Trek DS9's Marc Alaimo (Sandros), who, along with Victor Campos (Slant) might be the only decent actors in the bunch. Not only that but the script is fairly non-sensical. Game of Thrones it is not.

Anyway, Toran manages to get himself exiled. This turns out to be a good thing since Sandros betrays the king to Gar, the Draikian (Kabir Bedi), the leader of the Snake-men. But not before Toran can be blamed for his father's death.  Toran leaves his father to find the wizard Lazar-Sa, the only one that can help him become king.

Toran and Mak head out to find the wizard.  Of course, Mak isn't going to make it so the Heartbow is given to Toran.  The scene is different than I remember it, but not too different. 

Toran eventually encounters Slant (Victor Campos), a thief and opportunist.  Anyway, we hear from Lazar-Sa and he directs them to the first of three tests.   

The movie never really picks up at any point and ends with Gar getting a glove that is the evil equal of the Heartbow.  None of that I recalled. 

The ending isn't really an ending and sets up a series.  Lazar-Sa isn't found (there were three tests right?) and...well that is it really. 

Gaming Content

Well. The obvious is the Heartbow, but I'll get to that soon.  It is nice to see snakemen here, orcs are so over used.  Snakemen are fun and are always good for bad guys.  Plenty of  stats for them but I think that Astonishing Swordsmen & Sorcerers of Hyperborea does the best with them.  The snakepeople remind me a bit of the Duran Duran video Union of the Snake

Elbe The Heartbow - In D&D 4 or 5 this would be a masterwork bow that you would need to "Attune" too in order to use.  In other D&D it just means you have a limited number of such powerful items you can use (the limit is three in D&D 5).  Elbe can convert any arrow to a magical bolt of energy. 

In truth, go see Tim Knight's post, he details all the magic items in this failed TV pilotmovie better than I am here. 

--

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

Making Mesoamerica Mundane

Reviews from R'lyeh -

Almost from the start, Call of Cthulhu has been fascinated by South and Central America. From the Peru chapter in the original The Fungi from the Yuggoth in 1984, the scenarios ‘The Pits of Bendal-Dolum’ and ‘The Temple of the Moon’ from 1986’s Terror from the Stars, all the way up to the Peru prequel chapter found in Masks of Nyarlathotep: Dark Schemes Herald the End of the World and the Bolivia chapter of The Two-Headed Serpent: An Epic Action-Packed and Globe-Spanning Campaign for Pulp Cthulhu. Perhaps the best treatment of the region is The Mysteries of Mesoamerica, published by Pagan Publishing in 2009. What has run through each of these scenarios and support is a fascination with the strange, complex, if notoriously bloodthirsty stone age cultures found throughout the region, with their rich pantheons of gods, and the sophisticated structures they left behind in the wake of their societal collapses and later subjugation at the hands of the Spanish invaders. The latest supplement for Call of Cthulhu, Seventh Edition to visit the region is A Time for Sacrifice.

A Time for Sacrifice is published by New Comet Games, following a successful Kickstarter campaign. It is the publisher’s third title for Call of Cthulhu, Seventh Edition, following on from The Star on the Sure – Struggles Against Evil in 1920s New England and Devil’s Swamp – Encountering Ancient Terrors in the Hockomock, both of which were ambitious in terms of their production values, but ultimately let down by their lack of development and editing. A Time for Sacrifice is an anthology of five scenarios set deep in the jungles of Mexico’s Yucatán Peninsula, in Honduras, and on the island of Cuba during the nineteen twenties and early nineteen thirties. It is not, however, a sourcebook on the region with regard to the Cthulhu Mythos or Call of Cthulhu, with the aforementioned The Mysteries of Mesoamerica probably the best source as well having its own excellent scenarios. Otherwise, as the publisher mentions, the Keeper will need to do her own research with regard to the region and its history. As with the previous two books for Call of Cthulhu from New Comet Games, the production values for A Time of Sacrifice are high, including full colour throughout and glossy paper, but it remains to be seen if the issues with editing and development.

A Time for Sacrifice opens with ‘Egg Out of Time’, the first of three scenarios by the anthology’s publisher, Ben Burns. It opens en media res, the Investigators members of an expedition on the Yucatán Peninsula, running to the rescue of a college and fellow expedition member who has fallen ill mysteriously at the entrance to a ruin, and then racing him to the nearest hotel. Then upon receiving a note intended for their ill colleague, they come to the aid of an expedition which has been attacked by the locals who appear to be performing a pagan summoning of some kind. Of course, it turns out to be a bait and switch and the likelihood is that the Investigators will need to find a way to stop the terrible danger they have unleashed. ‘Egg Out of Time’ does have an entertaining idea at the heart of its plot, but as presented it never really lays out the groundwork for the plot and it compounds this problem with a page-and-a-half of exposition explaining the plot which the Keeper is expected to read out to her players. In terms of a story, this works fine, but in terms of a roleplaying scenario, it is unengaging and breaks the narrative. This combined with the underwritten set-up, the insufficient advice on who the Investigators might be and why they are on the expedition, as well a lack of information that they might know at the start of the scenario—instead the Investigators are expected to research much of it—and ‘Egg Out of Time’ launches A Time for Sacrifice in underwhelming fashion.

It is followed by Brian Courtemanche’s ‘Pyramid Scheme’, which specifically takes place after the Wall Street Crash of 1929, at the start of the Desperate Decade of the nineteen thirties. The bulk of this scenario is again set on the Yucatán Peninsula, but it begins in New York. Here the Investigators—who are presumed to have conducted numerous previous enquiries into the outré—are hired by a lawyer to infiltrate Ritterville, a company town in Mexico belonging to Ritter Nautical and Industrial Supply, a rival to his employer’s company. Research soon reveals that the owners of Ritterville suffered terribly during the Wall Street Crash and possess some outré interests, so the lawyer wants the Investigators to determine what is happening in the town. The set-up leads to delightful opening scenes which capture the desperate nature of life during this period, but which otherwise set the Investigators on a linear path—and not just because they will be taking a number of train and boat trips to get to their destination. The timing of these journeys structures the scenario quite tightly, so that the Investigators will have limited scope for optional activities throughout. Consequently, the scenario feels like a connected series of scenes, but many of them are at least engaging and there is a constant sense of the Investigators being toyed with throughout and this sense of being played continues right into the dénouement which has the Investigators actually engaging in a pok-ta-pok faceoff! The scenario has a knowing title and borders on a Pulpy sensibility and would not be too difficult to adapt to be run using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos.

Ben Burn’s second scenario in the anthology is ‘Space Between Time’, which at first is not set in Central or South America at all, but on the island of Cuba, before actually switching to the island of Cozumel, off the coast of Mexico. The Investigators are hired by Miskatonic University to attend a cultural exchange conference in Cuba, but the team leader, Doctor Donald Sanderson has other plans. He has evidence that his father, William Sanderson, whom everyone claims to have been killed on an expedition when Donald was a boy, is still alive and he wants the Investigators’ help in finding him. If the Investigators agree—and there is no scenario if they decline—he takes them to where his father disappeared, and into the strangeness that is the ‘Space Between Time’. This is a space between from travellers can access any world, any time, and any dimension, and contained within are any number of dangers and things best left untouched, although Investigator and player curiosity may dictate otherwise. Apart from one or two interesting interactions with the Mythos, ‘Space Between Time’ is primarily the equivalent of an escape room made all the more dangerous because something is hunting the Investigators. There is very much the danger of a ‘Total Party Kill’ here if the Investigators do not solve the mystery to the scenario, and even if they do, the end result may not be all that satisfying given that one Investigator may need to sacrifice himself to let the others escape.

The fourth scenario is ‘The Thirteenth Bak’tun’ by Jonathan Bagelman. Set in Mexico, this is the best written of the five scenarios in A Time for Sacrifice. The Investigators are hired by Miskatonic University to join an expedition already in the field as experts and extra security, but by the time they reach Vera Cruz, they learn that it has been attacked by bandits and the task becomes a rescue mission. The scenario nicely brings in Mexico’s febrile interwar politics—the one scenario to really make use of the setting in the anthology—and comes with a lot of backstory and a solid plot. However, in places it feels a little like a tourist handbook and the plot itself is essentially a variation upon one which has been seen again and again in Call of Cthulhu, that of a Serpent Person wanting to restore his people to greatness after their millennia old slumber. Overall, the scenario is decent and could even serve as the lead into a campaign of the Keeper’s own devising, or even perhaps tied into The Two-Headed Serpent: An Epic Action-Packed and Globe-Spanning Campaign for Pulp Cthulhu.

The anthology ends with ‘Doorway of the Gods’, Ben Burns’ third scenario. Again, linear and again, the Investigators are hired by Miskatonic University to join an expedition, this time in Honduras. After another sea voyage beset by strange dreams, the Investigators arrive in Honduras to learn that contact has been lost with the expedition and once at the site—at the base of a step pyramid with a strange doorway, that everyone is missing. However, the author drastically ups the action in this scenario—first, crew and passengers on the sea voyage from Boston being hunted by something which returns to the ship again and again; second, the Investigators and their guides are hunted at the site of the missing expedition; and third, the head guide, having learned that his men have been snatched, is not only determined to enter through the strange doorway, but has come armed for bear! Or is that Dimensional Shambler? M1921 Thompson Submachine Guns with drum rounds, Short Magazine Lee–Enfield Mk III rifles, twelve-gauge shotguns, .38 automatic pistols, and grenades! It is such a radical change of tone after the previous four scenarios, but ‘Doorway of the Gods’ essentially becomes a ‘Search and rescue’ mission combined with a ‘bug hunt’, and with such an emphasis on action and combat, is really better suited to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos than standard Call of Cthulhu, Seventh Edition.

As with previous titles for Call of Cthulhu, Seventh edition from New Comet Games, A Time for Sacrifice is physically ambitious. So, it is full colour throughout and fairly heavily illustrated. However, the artwork varies greatly in quality—some being quite decent, some bland, and a lot of it being quite dark and murky, whilst the numerous handouts, also in full colour, are dull and rarely benefit from being in colour. Similarly, the maps vary in quality, many being quite plain, others having something of a period feel. Of course, it goes without saying that all of the scenarios in A Time for Sacrifice demand another edit, let alone the need for further development in some cases.

As an anthology, A Time for Sacrifice is at best uneven in tone, plotting, production values, and support. In addition to preparing anyone of the five scenarios in its pages, Keeper will need to research some basic background on the Mayans, and both the Mexico and Honduras of the period—not just for herself, but for her players and their investigators too. As a campaign, which the publisher suggests that the five scenarios could form if run in chronological order, A Time for Sacrifice would need a great deal of work upon the part of the Keeper. Although they share a general location and themes—the Mayans and Mesoamerica in common, there is little here to hang a campaign on. Better still to use them as one-shots or pick and choose the ones that a Keeper wants to run, just as she might with any other anthology. Whilst there are perhaps one or two decent scenarios in the collection, in the main, their set-up is too similar and their plots linear, such that running one too soon after another would make it too familiar. Ultimately, it is difficult to get really excited or enticed by A Time for Sacrifice, and the combined effect of the anthology is to make Mesoamerica mundane.

Shorter Stabs of Cthulhu

Reviews from R'lyeh -

Fear’s Sharp Little Needles: Twenty-Six Hunting Forays into Horror is an anthology of scenarios published by Stygian Fox for use with Call of Cthulhu, Seventh Edition. Published following a successful Kickstarterter campaign, it follows on from the highly-regarded Things We Leave Behind in being set in the modern day, in dealing with mature themes, and in containing contributions from a number of tried-and-tested scenario authors from the last decade or so. What sets it apart though, is that Fear’s Sharp Little Needles contains some twenty-six scenarios, all but one of them, short, sharp stabs of horror—typically each five or six pages in length and thus the length of a magazine scenario or so. All twenty-six can work as one-shots, all but the last can work as convention scenarios, and all but the last require minimum preparation—the latter feature making Fear’s Sharp Little Needles a useful anthology for the Keeper to pull off the shelf at the last minute and have something ready for her gaming group with relatively little effort. In many cases, the scenarios would also work with just the one player and Investigator and the one Keeper. However, with a little more effort, many of the scenarios in the campaign would also work in an ongoing campaign, and in fact, some of them would work with Arc Dream Publishing’s Delta Green: The Role-Playing Game and some of them are actually linked together. Fear’s Sharp Little Needles also has its companion in the form of Aspirations.

Aspirations – A Modern Day Call of Cthulhu Supplement for Fear’s Sharp Little Needles differs from Fear’s Sharp Little Needles in that it is not just a collection of scenarios. It includes both scenarios and articles, adding extra mysteries and strange situations to be investigated, a potential patron, and more, all for the Modern Day. As with Fear’s Sharp Little Needles, each of the nine entries in the anthology is quite short, no more than seven pages in length, but typically four pages in length. All nine are fully illustrated and many of them come with maps too. The anthology opens with ‘All for a Good Cause’ by Jeffrey Moeller. This presents a potential patron for the Investigators, a Hollywood-based charitable organisation, The Barry Crawford Trust. Named for a now dead actor renowned for his hedonism, it is run by his wife, an adult entertainment actress, and has a secret agenda all of its own—its head hates the Mythos! The foundation will secretly fund investigations into strange mysteries and Mythos activities, and even help out with legal fees and help when the authorities are alerted to the Investigators’ inquiries. All that the foundation asks in return is that they hand over any Mythos artefacts and tomes for destruction. However, their contact seems just a little twitchy, and there is more going on here, nicely hinted at with the illustrations which the Investigators might be able to find and so double as handouts, but what ‘All for a Good Cause’ provides is a ready-made patron and the basis of an over-arching narrative structure into which the Keeper can run any modern-set Call of Cthulhu scenario, whether from elsewhere in Aspirations or Fear’s Sharp Little Needles, or indeed, any modern-set campaign.

Jeffrey Moeller follows ‘All for a Good Cause’ with ‘The Blackthorns’. This details Fair Oaks, a popular and highly regarded suburb—easily located to a town or city of the Keeper’s choice—which hides its dark secret behind its obvious idyllic. It suffers from a rash of disappearances, especially child disappearances. Two weeks ago, another boy disappeared, whilst another boy was found unconscious. If the Keeper is using The Barry Crawford Trust as a patron, the foundation sends the Investigators to the suburb to look into the disappearances, suggesting a  potential supernatural link to them. Alternatively, the Investigators might be hired as Private Investigators by the parents of the missing boy. The is some delicacy required here, since it does involve children, but the investigation does present an interesting moral twist upon the Mythos, and in a long-term campaign, that twist might just be too compelling for an Investigator or two. Certainly the Keeper is encouraged to review their actions in past scenarios and campaigns.

Adam Gauntlett provides three entries in Aspirations. The first of these is ‘Dead Mall’, set in and around the dying Diamond Arcade mall in New England, where a blogger charting the region’s dying mall was found dead in the car park of hypothermia on an otherwise warm night. Investigation reveals that the mall is located on site which has been beset by lethally cold weather in the past, so could this death be connected? ‘Dead Mall’ is a short investigation, clues quickly pointing to one of the facility operators in the mall itself. It is likely that the investigation will end in a confrontation and turn physical, so the Investigators will need to be prepared. If using The Barry Crawford Trust, the Investigators’ contact will suggest that witchcraft might be involved.

‘Dead Mall’ is followed by ‘Granny’s Tales’. Rather than a mini-scenario, this details a Mythos tome, but one unlike the traditional ‘bound in unknown leather’, battered, and deeply annotated volume typically beloved of Call of Cthulhu. Granny’s Tales is a seventies adult underground comic, one inspired by artist R. Crumb before it goes off in its own Mythos-inspired direction. Consisting of twelve issues, the early issues are easy to find, but the last one is almost never seen for sale. There are echoes of The Revelations of Glaaki in Granny’s Tales, in format if not content, and this Mythos tome is nicely detailed and ready to add to a Keeper’s campaign.

The third entry from Adam Gauntlett is ‘The Bay of Nouadhibou’. Again, this is different in being a set-up rather than a full scenario. It will take the Investigators to the Islamic Republic of Mauritania in West Africa where there have been reports of a radical cult operating in the derelicts of the ship graveyard off the city of Nouadhibou. With its mix of religious militantism, slave gangs, immigrant transfers, and Mythos activity on the edge of the Sahara desert, ‘The Bay of Nouadhibou’ is the most suitable entry in Aspirations to use with Delta Green: The Role-Playing Game and it is a pity that this runs to just four pages, as it deserves to be developed into a fuller scenario all of its own.

In Jo Kreil’s ‘Bring Me Your Sick’, William Northfield is dying of cancer and in his search for a cure has begun attending and donating large amounts of money to a health spa where he has been receiving surprisingly effective treatment from its owner, Doctor Baum. The Investigators might be hired by one of Northfield’s relatives or the Board of Directors of his company, either being concerned at the time and wealth that he is pouring into the health spa. The Investigators may benefit having a scientist or doctor involved, or least have one as a contact, but very quickly their enquiries point towards the clinic and a terrible confrontation with Doctor Baum and exactly what he is planning.

Where ‘Granny’s Tales’ detailed a Mythos tome, ‘The Treader of the Stars’ by Brian M. Sammons and Glynn Owen Barrass describes an Alien entity previously presented in their short story, ‘Fall of Empire’ from the Steampunk Cthulhu anthology published by Chaosium, Inc. On the rare occasions it turns its extradimensional attention to earth it whispers secrets into the minds of its cultists who in return build it a body of flesh—from any source. Including mass murder. Once brought to Earth, it enjoys our dimension, causing chaos and rending reality before disappearing again. Along with full stats, the entity is given a detailed description of what it looks like and what it is capable of, which is quite a lot. However, it is not accompanied by any suggestions as to how to use it or scenario hooks, so of all the content in Aspirations, this is not the most immediate of use, or indeed, the easiest

Simon Yee’s ‘Urban Pentimento’ adds another location, this time Japan. This describes Unsu City, a small town which stands in the shadow of Hiroshima and whose secrets are tied into events at the end of World War Two. The town has not just a strange history, but also a Christian of a strange denomination, a satellite office for a German computer company, ghosts lingering from World War Two in the hospital, and a literally underground nightlife… This is a setting waiting for a plot to be developed around it and to it, so will need some development upon the part of the Keeper. It could also have benefited from a map or two.

Rounding out Aspirations is ‘The Lumber Barons’ Ball’ by Chitin Proctor with John Shimmin. This is very much more of a scenario and is very modern in that it involves Kickstarter! Brian Carr successfully funded the first part of his twenties-set horror web comic, Carcosa, on Kickstarter and the second part has been chosen as a Kickstarter Staff Pick, which means that a new interpretation of the King in Yellow will probably be reaching a wider audience. If The Barry Crawford Trust is their patron, then the Investigators will definitely be pointed towards preventing such an occurrence. As well potentially tying in a lost typeface into the Mythos, the scenario provides some solid investigation which the Investigators can do from home before trying to locate Carr at his home in Muskegon, Michigan. Here the investigation is more physical as the Investigators have the opportunity to stay in the converted apartment house and explore the rest of the building as AirBnB guests. The finale takes on the grand affair typical of a scenario involving the King in Yellow, but injects an extra degree of menace and topicality by fronting it as a protest against police shootings. This adds a feeling of freshness to the otherwise decaying and decadent whole affair. Overall, ‘The Lumber Barons’ Ball’ brings Aspirations to a pleasing finish, though some of the content is a little dense and will careful preparation upon the part of the Keeper, and again, it could have done with an extra map or two.

Physically, Aspirations is a slim book, but neatly and tidily presented in full colour with plenty of illustrations and decent maps. In some cases, though, the Keeper will need to provide extra maps herself.

As a companion to Fear’s Sharp Little Needles: Twenty-Six Hunting Forays into Horror, the truth is that Aspirations is not essential. Its content is extra and does not add to or develop the content to be found in Fear’s Little Needles. In some ways, that is a pity. Perhaps The Barry Crawford Trust presented in ‘All for a Good Cause’ could have been expanded to cover how it might involve the Investigators in each of the scenarios in Fear’s Little Needles—or at least those which would have been appropriate. As it is, Aspirations leaves the Keeper to do that and as a result is very much a mixed bag, feeling a little too much like the things that there was no room for in  Fear’s Sharp Little Needles. That is, a decent handful of scenarios, one or two settings or ideas begging for richer development, and some needing development upon the part of the Keeper to be truly useful or usable. Overall, Aspirations – A Modern Day Call of Cthulhu Supplement for Fear’s Sharp Little Needles is more an anthology for the completist than a must-have.

One Man's God: Nehwon Mythos

The Other Side -

Closing on one of the last of the named mythos for One Man's God.  I go to one that has a lot of importance for the creation of the D&D, the Nehwon Mythos of Fritz Leiber's Lankhmar series.

Nehwon Myths

You can now get Lankhmar RPG products for both 1st and 2nd AD&D as well as for Savage Worlds and Dungeon Crawl Classics.  To say it has left its mark on our hobby is a bit of an understatement.  Yet I find I really know very little about the stories.  I remember reading one of the books. It was either in late high school or my early college days, in either case, it was the mid-late 80s.  I recall reading the book and not really caring for the characters all that much.  I have been planning to reread them someday, but they keep getting pushed lower and lower on my to-be-read pile.

For this reason I had considered not doing these for One Man's God.  But the more I thought about it the more I realized it was a perfect chance to "level-set" what I am doing here.  Seeing if another culture's god can be redefined as AD&D Monster Manual Demon. 

Now I am certain that others with far more knowledge than me will have opinions one way or the other and that is fine.  They are welcome to share them.  A key factor of "One Man's God" is just that, one man's opinion on the gods. And that one man is me.  

So strap on a long sword and dirk and let's head to the City of Lankhmar.

Nehwon and Lankhmar in particular seems to have a lot of Gods.  I kind of lank this to be honest.  But how many of them are "Demons?"

We know there are demons here.  Demons and witches are described as living in the wastes. The wizard Sheelba of the Eyeless Face is said to be so horrible that even demons run from it.

Astral Wolves

These guys are great! Love the idea, but they feel more like undead to me.

Gods of Trouble

Ok, these guys start to fit the bill.  They are semi-unique, chaotic-evil, and have 366 hp. But they also have a lot of powers that demons just don't have.  They have worshipers, but no indication that any spells (for clerics) or powers (for warlocks) are granted.   They just seem to be powerful assholes.

Leviathan

There is a demon Leviathan and this guy looks a lot like him.  But this one is neutral and does not have any other powers except for being huge.

Nehwon Earth God

This guy appears to be an actual god, even if evil and non-human. 

Rat God

AH! Now we are getting someplace. Non-human, cult-like worshipers, described as the manifestation of men's fears, and chaotic evil.  I see no reason why the Rat God here could not be a type of demon with a larger power base.  At 222 hp he is actually pretty close to Demongorgon's hp.

The Rat God has some personal relevance for me.  I was riding the bus home in high school one day and there was a group of kids that were playing D&D. I listened in and guess in their game if you wanted to make boots that aided in your ability to move silently they had to be made from the pelt of the Rat God!  I always wondered what their other games must be like.

rat demonRat Demon (Prince of Rats)

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 18'
HIT DICE: 222 hit points
% IN LAIR: 50%
TREASURE TYPE: P, S, T
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-40
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20%
INTELLIGENCE: Supra genius (18)
ALIGNMENT: Chaotic Evil
SIZE: L (10' tall)
PSIONIC ABILITY: I

The Demon Prince of Rats is nearly powerful as other demon princes but he saves his interests and attention only for his rat and wererat followers.  He desires to overrun the Prime Material Plane with his children and feed on the bodies of all the living.

Spider God 

Same is true for this one.  I mean if rats are a manifestation of human fears then spiders are as well. This creature is also CE and at 249 hp that makes it more powerful than Lolth at 66!

Tyaa

Could be a demon, but had more goddess about her.  Again though, Lolth is both Goddess and Demon.  We will later get a demoness of birds in D&D during the 3e days in the form of Decarabia.  Tyaa requires her cult to sacrifice a body part, Decarabia cut off her own legs so she would never touch the ground again.

Bird Goddesses and DemonsBird Goddesses and Demoness, separated at birth?

Obviously there a lot more here that could be done with these and the monsters/gods/demons that were not featured in the D&DG.

Ravenloft Returns to 5e D&D (Again!)

The Other Side -

The word is out that next D&D book/campaign setting is going to be Ravenloft and I could not be more pleased!  

Ravenloft coverRavenloft cover

What do we know so far?

It will be released on May 18th, 2021 and it has both the normal and game store exclusive covers.  I have already preordered both.

Thirty Domains of Dread will be detailed. These include Lamordia, Dementlieu (both from the original 2nd Ed set), Kalakeri (new), and Falkovnia (revised).

Likewise, we are getting old, new, and revised Darklords. One that seems to be causing a stir is  Dr. Viktra Mordenheim and her creation Alyss. Not sure if she is a genderswapped Viktor, a daughter or something else.  I mean, lets be honest, even Hammer did the wives and daughters of all their great movies. Ravenloft can too.

Gothic Horror will be covered as well as more traditional "ghost" stories, psychological horror, dark fantasy, and D&D's own brand of cosmic horror.  Which is good, I love all that Far Realm stuff.

While the book is called "Van Richten's Guide" the eponymous Van Righten disappeared before he could complete his last volume "Van Richten's Guide to Witches."  So I am expecting, and am promised, new monster hunters to carry on his legacy.   Our cover girl appears to be Ezmerelda d’Avenir, one of the newer vampire hunters in Barovia.

There are two new sub-classes, College of Spirits Bard and the Undead Pact Warlock.

For lineages, there are dhampir, hexblood, or reborn characters, which offer vampire, hag, and undead lineages, respectively. 

Characters can also get "dark gifts" to aid them in their fights...or to help them become the monster they truly want to be.

There will be 40 pages on monsters; some new and some familiar ones.  I am expecting to see a Brain in the Jar myself. 

And a new adventure. A new take on the House of Lament.  

Ravenloft through the editions

It also sounds like they have a wide variety of voices and inputs on this which is great; horror is a universal concept. Many are horror authors.  I while I do love my Gothic Horror, I also love all horror.  I am looking forward to seeing the Vistani become something more than an uncomfortable stereotype. 

So folks are complaining about the "loss" of Falkovnia, but's let's be honest here. Falkovnia and Vlad Drakov were nothing more than the "leftovers" after Barovia and Strahd mined all the Dracula lore. I never even used it much back in the 2e days and I am certainly not missing it now. Falkovnia is now a zombie apocalypse land and I think that works better to be honest.  We didn't really have one of those.  

Sithicus may or may not show up, but Lord Soth certainly won't.  Also not a surprise really. Those rights were a tangled mess anyway.

I am rather looking forward to this book.  Ravenloft was MY game for all of 2nd Ed AD&D and college. I bought every campaign book, adventure, and yes even novel I could get my hands on.  I was contributing to the Kargatane official netbooks of Ravenloft material.  My 2nd Ed AD&D is Ravenloft; I don't separate the two.

My only question is do I put this on my D&D5 shelf, my horror shelf, or my Ravenloft shelf?

Links

I'm Going To Hell!

The Other Side -

Well.  Not actually, but I am considering completely redoing all the Outer Planes in my D&D-like games, and the lower planes in particular.

My goal here is to restructure it is such a way that it works better for me and what I am doing in my games, and yet still be compatible enough with other iterations of the game, de that original game, OSR, or other OGL sources, that I can grab something off the shelf and make it work.  

Devil

Over the years I have talked about Hell, the Abyss, and other places such as XibalbaTartarus, and Tehom.  Pathfinder has added some of these realms into OGC, or rather have made SRD connections to Public Domain names (like Abaddon). 

I would also like to work in places like Sheol as well and homes for all the demon species I have been working on. 

Hell

Hell of the D&D universe is much more akin to the ideas of Hell from Greek myths, Dante, and Milton than it is from Judeo-Christian sources.  There are some ideas here from other myths as well.  

According to Dante, the main named devil in Hell is Lucifer/Satan.  He also mentions Geryon and names 12 individual Malebranche devils ("evil-claws") on Hell's eighth level, called here Malbolge.

According to Milton, the main devils are Beelzebub, Belial, Mammon, Moloch, and Satan. But on his way to Hell, possibly when he passes through Night and Chaos, are Orcus, Demogorgon, and Hades.

One of the first things I need to do is at least come up with some names for the Nine Circles / Nine Layers of Hell.  At least most people agree on nine.

Layer Name (D&D) Name (Pathfinder) Name (Dante)* Deadly Sin (Dante) 1 Avernus Avernus Limbo Virtuous Pagans 2 Dis Dis
Lust 3 Minauros Erebus
Gluttony 4 Phlegethos Phlegethon
Greed 5 Stygia Stygia City of Dis Wrath 6 Malebolge Malebolge
Heresy 7 Maladomini Cocytus
Violence 8 Caina Caina Malebolge Fraud 9 Nessus Nessus Pandæmonium* Treachery

I can't use the "D&D Column" with an OGL/OGC book, but the "Pathfinder" one is fine.  Well. It is fine, but lacks something for me. For now though I am going to use these.

*City of Pandæmonium

From Milton (Not Dante). This is the great city in the lowest circle of Hell. I am certainly going to use this.

Once I get my layers worked out I'll need to figure out who rules them.  The current (and some former) rulers are here.  Using D&D layer names.

Layer Name Archdevil Deadly Sin (Mine) 1 Avernus Druaga/Tiamat/Bel/Zariel *  2 Dis Dispater Envy 3 Minauros Mammon Greed 4 Phlegethos Belial/Fierna Sloth 5 Stygia Geryon/Levistus Wrath 6 Malbolge Beherit/Moloch/Malagard/Glasya Lust 7 Maladomini Baalzebul/Beelzebub Gluttony 8 Cainia Mephistopheles Pride 9 Nessus Asmodeus *

I do like the idea of aligning Lord/Layer with a Deadly Sin. 

Now, not all of these Archdevils are OGC, and frankly I would rather use one of the Ars Goetia demons as the rulers.  In other cases, I am making changes.  Tiamat is a Chaotic Evil "Eodemon" in my games. Geryon is also now a "rage demon."  Druaga, or maybe now just Druj, will also be something else. 

At the moment I have about 650 demons and devils detailed for my Basic Bestiary II but none are sorted or detailed beyond basic descriptions. I need to start figuring out who "lives" where.

Links

Monstrous Mondays: Aglæca

The Other Side -

Here is a monster that has been rummaging around in the back of my mind for a while now. I have renewed my search for this creature thanks to getting all caught up on the new "Nancy Drew" series which has a solid supernatural vibe to it. 

The word seems to come from Beowulf, but there is a lot of debate over what it means exactly

We can go to the root word, āglāc, which can mean distress, torment, or misery.  It later derived the Middle-English word egleche meaning warlike or brave.  The Dictionary of Old English describes it as an awesome opponent, a ferocious fighter.  There is so much confusion and speculation on this word there is even a recent Master's Thesis on it, Robinson, Danielle, "The Schizophrenic Warrior: Exploring Aglæca in the Old English Corpus." Thesis, Georgia State University, 2015. 

Given the Beowulf connection, I did look to the troll connection; I always thought of Grendel as some sort of troll.  But I have already done a Troll-wife (a type of hag) and a Trolla (a type of troll witch).  There also seems to be a demonic or even diabolic association with this creature. But I have also already done demonic trolls.  Given the Old-English and Middle-English sources of the word I even thought that something along the lines of a proto-hag might work, but I have done those as well in the Ur-hag

Robinson details some comments from Tolkien on his reading of Beowulf and spends time talking about the monster (and true to her thesis, the noble warriors) that appear in the poem.

Both Grendel and his mother are described as aglæca. While I like to think of Grendel as a troll and his mother as more of a troll-wife, maybe there is more to it. 

Grendel by Joseph Ratcliffe SkeltonGrendel by Joseph Ratcliffe Skelton

Aglæca

Large Humanoid

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 180' (60') [18"]
Armor Class: 4 [15]
Hit Dice: 8d8**+16 (52 hp)
  HD (Large): 8d10**+16 (60 hp)
Attacks: claw, claw, bite
Damage: 1d6+4 x2, 1d8+4
Special: Cause fear, magic required to hit, regenerate 1 hp per round, infravision, sunlight sensitivity. 
Size: Large
Save: Monster 8
Morale: 12 (12)
Treasure Hoard Class: XIX [D] x2
XP: 1,750 (OSE) 1,840 (LL)

The aglæca is a large humanoid creature that appears to be something of a mix of both ogre and troll. It is blue-ish grey in color with patches of dark blue that are the color of bruises. It smells of rotting meat,  decay, and the sea.  Its long muscular arms end in large hands with great claws. Its mouth has large fangs and tusks and maybe most disturbingly, its eyes burn with a fierce intelligence.

It is believed to be a descendant of the great giants and Jötunns of the north and the ancestor to the more common ogre and troll. Some scholars speculate that there is a bit of demonic blood in this creature, or even something more evil and primal.   

The aglæca causes fear (as per the magic-user spell cause fear) to any that sees it.  It will use this power to fearlessly attack opponents.  It will use its claws and bite in an attack. While it is intelligent and knows the value of weapons in combat, its berserker-like fury will cause it to abandon weapons in favor of its own hands.  The aglæca will take anything it kills back to their caves to eat. Their preferred food is humans followed by elves, halflings, and dwarves.  

Only magic weapons or magic can hit it and it can regenerate 1 hp per round.  The aglæca prefers to fight at night or in the dark.  It attacks at -1 in light and at -2 in bright sunlight. Aglæca speaks the local languages and giant. They are fearless in battle.

The origins of the aglæca are a mystery. It is speculated that they are very, very old creatures. Thankfully they are very rare and getting rarer to find all the time.

Grendel's Mother by Joseph Ratcliffe SkeltonGrendel's Mother by Joseph Ratcliffe Skelton

Aglæc-wif

Medium Humanoid

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Lawful Evil]
Movement: 180' (60') [18"]
  Swim: 180' (60') [18"]
Armor Class: 4 [15]
Hit Dice: 6d8**+12 (39 hp)
Attacks: claw, claw, bite
Damage: 1d6+3 x2, 1d8+3
Special: Cause fear, magic required to hit, regenerate 1 hp per round, infravision, witch magic. 
Size: Medium
Save: Monster 6
Morale: 12 (12)
Treasure Hoard Class: XIX [D] x2
XP: 1,250 (OSE) 1,280 (LL)

The aglæc-wif is the smaller female of the aglæca species.  It is conjectured that there may in fact be larger female aglæca that are not aglæc-wif and the aglæc-wif might be another related creature.  So far the only aglæc-wif that have been recorded have been a pair with a larger aglæca.

Like the aglæca, the aglæc-wif appears to be related to the troll and/or ogres.  They also are quite intelligent and while they are perfectly happy to murder and eat any human they see, they are not just ravenous monsters.  The aglæc-wif also possesses the infravision of the aglæca but is not hampered by light or sunlight.  Also, like the aglæca, these creatures feed on humanoids, but they prefer humans to all other forms of food.

An aglæc-wif can attack with claws and bite like the aglæca, but she is also capable of using spells as a 4th level witch of the faerie, sea, or winter traditions.  Their preferred spells are charm-based. Any magic that provided protection from or special damage to Sea Hags is also effective on an aglæc-wif.

It is speculated that like a troll-wife the aglæc-wif can join a covey of hags as a third hag. Though none have ever been reported as doing so.


Miskatonic Monday #61: Hand of Glory

Reviews from R'lyeh -

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


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


—oOo—

Name: Hand of Glory

Publisher: Chaosium, Inc.
Author: Allan Carey

Setting: Jazz Age Yorkshire
Product: Scenario Set-up
What You Get: Twenty-three page, 29.91 MB Full Colour PDF
Elevator Pitch: Sometimes fate hands you a terrible choice.
Plot Hook:  A day’s walk takes a terrifying turn atop the Yorkshire Moors. Maybe the locals really are weird, maybe they just don’t like outsiders. Or both.Plot Support: Plot set-up, single period maps, three handouts, and five pre-generated Investigators.Production Values: Clean and tidy, decent map, lovely handouts, and clearly done pre-generated Investigators.
Pros
# Type40 one-night, one-shot set-up
# Potential convention scenario
# Solid moral choice# Superb handouts
# Pre-generated Investigators nicely fit the set-up# Easily adjustable to other periods# Nasty, even cruel scenario# Minimal set-up time# Playable in an hour or two!

Cons
# Nasty, even cruel scenario
# Stark, difficult choices# Playable in an hour or two!# Investigator interaction hooks and relationships could have enhanced the tension.
Conclusion
# Great production values
# Minimal set-up time# Underwritten Investigator relationships undermine simple, really nasty plot.

The Other OSR: Electric Bastionland

Reviews from R'lyeh -

Imagine a roleplaying game which gives you two hundred pages of character options. Imagine a roleplaying game with a large expansive setting. Imagine a roleplaying game which builds the details of its setting from its character options—all two hundred pages of them. Imagine that Player Character generation in such a roleplaying game—with all two hundred pages of its options would take a mere five minutes. Actually less. Imagine a roleplaying game in which the Player Characters are adventurers and treasure hunters across this large expansive setting. Imagine that such a roleplaying game has Old School Renaissance sensibilities in terms of its simple mechanics—simple mechanics which are explained in four pages—and the dauntingly dangerous nature of its world. Combine all of these aspects together and what you have is Electric Bastionland, a roleplaying game of failed careers, debt and treasure hunting, and exploration and survival, across, under, and beyond a vast metropolis which is created and improvised through play and from tables.

Electric Bastionland: Deeper into the Odd is published by Bastionland Press, following a successful Kickstarter campaign. As its title suggests, it is an expansion to the author’s earlier Into the Odd and Bastion Ein Sof, but a standalone expansion, one that takes the seemingly formerly wretched city of Bastion into the Electric Age and sees it glow with the fierce yellow of Electricity and grow and encroach upon other cities, to become a modern metropolis of bright lights and possibilities. It is a city that juxtaposes the familiar and the odd, the latter making those that engage with the oddness also odd. It is a city without a council, but many councils and many boroughs. It is a city which is constantly being built, but nobody claims to have built. It is a city of modernity with the sensibility of the past. It is a city of electricity and the consequences of that electricity—strange transmissions on the Radio, unnerving headaches near power stations, and machines that serve themselves. It is a city without a history and a city whose history has become a physical thing. Bastion is the present. Deep Country, beyond the limits of the city where everything was better, but simplistic and inconvenient, is the past. The Living Stars are the future. Connecting the three—Bastion, Deep Country, the Living Stars—is The Underground. It connects everything, tests everyone, and lies beneath reality, but it will get you where you want to go—eventually. Bastion as a city and a setting has the feel of La Belle Époque and of La Ville Lumière, and then hints of the Jazz Age verging on an ecumenopolis, but stranger, weirder, and odder the closer you look. Just how strange, just how weird, and just how odd, begins with the Player Characters.

Each Player Character begins play in debt, their career a failure, desperate to pay off this debt such that they embark on ‘great’ treasure hunts. Working with a fellow band of Debtors, they know that if they can find it, the treasure will surely be enough to pay off their debts. Yet they have a rival, and he also knows of the treasure. Tarry long in their expedition and the rival may retrieve the treasure and so their debt remains, grows even. In working to retrieve the treasure the Debtors will encounter the oddities and the weirdness of Bastion. Both will rub off on the Debtors, leaving also weird and odd, and that is in addition to the scars and bruises they may gain along the way. If they survive, they may also become Grizzled as well as scarred.

A Player Character in Electric Bastionland has three abilities—Strength, Dexterity, and Charisma. These are rated between three and eighteen. He has a six-sided die’s worth of Hit Protection and a six-sided die’s worth of New Pounds—this is not a lot of money. Together with his fellow Debtors, he owes £10,000. The exact nature of the debt is determined by the Failed Career of the youngest player. For example, a Fashionista owes The Lion Council—a literal council of lions—£10,000 and its members want the debt to be repaid in interesting meat, whilst a Petty Officer simply owes The Petty Court that amount, but can pay off half that amount by personally attending The Petty Court and representing himself in a tediously long trial of trivial affairs. Every Debtor has a Failed Career. Exactly what is determined by cross matching the Debtor’s lowest Ability score with his highest, and that gives a page number.

Every Failed Career is given a two-page spread and with one hundred Failed Careers in Electric Bastionland, that is the aforementioned two hundred pages of character options and a third of the book already taken up! However, each Failed Career is described in relatively broad detail. Along with an illustration, each Failed Career is accompanied by a simple explanation, some sample names, and the reason for the Debtors’ debt. Besides one or two items of equipment, each Failed Career gives options which add further detail and flavour. Exactly is determined by many New Pounds a Debtor has and how many points of Hit Protection he has. For example, the Necro-Engineer specialises in the most modern means of dealing with the growing industry of corpse production. His name might be Do, Jincey, Gognon, or Zephryne; he owes money to The Jolity Engine, a sentient, building-sized gambling machine; and he owns sombre formal wear and a shovel. A pair of tables ask two questions—‘how did you get your start in the corpse disposal industry?’ and ‘what was your great project? (you couldn’t get funding)’. If Necro-Engineer begins play with £6, then the answer to the first question is, by ‘Chasing Scavengers Away’ and he is accompanied by a barely-domesticated hyena which sticks with him. If he begins play with £2, he was a ‘Professional Grave Visitor’ and has a lifetime’s supply of bouquets from various florists around the city. As to his greatest project, if the Necro-Engineer only has the one point of Hit Protection, it was The Incineration Dome and he has a fire-proof protective suit which fits over his formal wear, whereas if he has four points of Hit Protection, it was The Protein Reclamation Initiative and he has a jar of flavour-masking rub, which makes anything palatable! Each of these tables is different for each Failed Career, but each balances the amount of Hit Protection and New Pounds with a piece of equipment or a power or other benefit. The lower the amount of Hit Protection and New Pounds, the potentially more powerful the piece of equipment or power or other benefit—and vice versa.

Name: Slipper
Failed Career: Academic Debater
Strength: 13
Dexterity: 13
Charisma: 11

Hit Protection: 5
£5

Debt: Conglomerated Taxes (You are exempt from certain taxes, gaining an effective 50% discount on pets, hair products, and offal.)

Possessions: Cane (d6), pocket-watch

What Can You Debate Forever?: Formal Wear (Headgear)
What Did Your University Provide As A Leaving Gift?: A Novelty Umbrella (also a clarinet).

Go through the list of Failed Careers and what Electric Bastionland is doing is not just providing the means to create characters, but detailing aspects of the world. Thus, Gutter Minder Failed Career might establish that the Debtor is Rat given human form in a lab experiment or a former High Society member, the only survivor of a mob uprising. The first establishes that somewhere in Bastion, someone is experimenting on animals, and that perhaps there might be a laboratory where they might be working on more, that there might be other, similar creatures out there, and so on. The second that of an uprising which could be any number of reasons. From the Trench Conscript which suggests a war and a battle and a Criminal Bureaucrat who specialises the legal loopholes which make every crime legal to the Wall-Born which suggests Bastion is surrounded by walls to the Integrated Alien passing as human which suggests a Science Fiction aspect to the city and the Un-Revolutionary, who seeks to prevent, even undo change in a city that is changing, the Failed Careers each hint at and add aspects to Bastion. Of course, not all of them will come into play necessarily, though those pertaining to the Debtors currently being played, certainly should.

Mechanically, Electric Bastionland shares much in common with the earlier Into the Odd. If a Debtor wants to undertake an action, his player rolls a twenty-sided die against the appropriate Ability, aiming to equal to or under to pass. For initiative in combat is handled with a Dexterity save. Combat is equally as simple. A player rolls the die for the weapon used to determine how much might damage be inflicted—there is no ‘to hit roll’. The target’s armour is subtracted from this and the remainder is subtracted from first his Hit Protection and then his Strength. Once damage is inflicted upon his Strength, a Debtor must make a save against his Strength in order to avoid being debilitated—which of course gets harder and harder the more Strength lost. Lastly, should a Debtor be reduced to exactly zero Hit Protection without suffering damage to his Strength, then he also scarred, which can be anything from an actual scar to doomed to die! And that is it in terms of mechanics, which are fully explained in just four pages! They are mostly player-facing, meaning that the players will probably roll more than the Conductor—as the Game Master is known in Electric Bastionland, and combat is in general, short and nasty, and best avoided if possible.

The last third of Electric Bastionland is for the Conductor. Advice, even direction for the Conductor, is to the point and laid out in short, easily grasped bullet points in ‘Preparing The Game’. The point of the roleplaying game is to find the treasure which will lift the Debtor out of penury, and so the treasure should be valuable rather than useful, there should be an explanation as to why it has not been found yet, and it should be thought-provoking. In a series of three bullet point blocks, the Conductor is guided through a range of subjects covering preparing and conducting the game, essentially presented as the principles behind the game. In turn, Bastion, Deep Country, and the Underground are presented in the same fashion, looking at how to understand, map, stock, and conduct (or referee) each of these weird and wonderful locations, often accompanied by tables that the Conductor can use as inspiration.

The advice for creating the inhabitants of Bastion is to make them interesting and memorable. Although they make up the majority, Humans are not the inhabitants of the city and beyond. Others include Mockeries, creatures of felt, wood, and string given life, hated by animals, but loved by children. Each has a particular talent and acts as if on the stage. In Bastion, they tend to be based on animals, Mock People though are loathed and Mock Objects stick to the Underground. Machines, connected to the Underground or a part of it, initiate change and monitor it, creating and modifying rather than destroying—and that can include the Debtors when encountered on their treasure hunt. Aliens are more advanced than the inhabitants of Bastion, but typically just a very specific way, and cannot truly integrate into society. Out in Deep Country, some have become gods or monsters of myth and legend. Monstrosities are each unique, each made rather than born, each mundane before it became what it is now.

The last part of Electric Bastionland is ‘The Oddendum’, a collection of short articles which the Conductor can include in her game. The first of these though, ‘A Player’s Handbook: Strategy Guide’, is not for the Conductor, but the players. It is a two-page spread on how to play Electric Bastionland and explore its city and beyond, and it is very useful. However, situated so very near the end of the book, it feels very much out of place, when really it should have been placed earlier, after the rules explanations and examples, where prospective players could have more readily found it. The rest of ‘The Oddendum’ covers a wide range of subjects, from Oddities, the strange devices and things whose workings defy explanation, but which might be magic or Sci-Fi and which everyone will want to buy or steal to an explanation of why the designer named the Game Master the ‘Conductor’ and how the city of Bastion is not a refuge or sanctuary to come back to from the Deep Country or Underground, but a continuation of the adventure. It includes sections of advice for the Conductor alongside sections of things to put in the game, so ‘The Balancing Act’ examines the balance between mechanics and making things interesting is followed by a list of Noble Weapons. This is followed by ‘Example Content’ such as ‘Unions and Rituals’—cults, clubs, and armies, ‘Dedicated Followers of Fashion’—an emporium of haute couture, and ‘The Bureaucrolabyrinth’, a table for running and complicating any bureaucratic process. All of these can be added to a Conductor’s game as she desires, but these final pieces do feel a bit of a jumble. And that in a way is fine, since Bastion as a setting is not meant to be a coherent whole, it is meant to be cluttered and discordant, part-patchwork, part-tangle.

Finally, the designer steps in with ‘The Last Word’. Here the designer makes clear that Electric Bastionland is designed to be played by anybody, to be played at the table, and to be created at the table. Further, that what it is not is a textbook intended to be studied. For the most part, the designer succeeds. Electric Bastionland is simple enough that it can be played by anyone, and it is definitely not a textbook, but very much more of a toolkit, one set of inspirations after another. Mechanically though, despite its simplicity, Electric Bastionland is not very forgiving—especially in combat where every attack succeeds and what matters is the amount of damage rolled. This is an issue continued from Into the Odd and it may be off-putting for some players. Electric Bastionland does include advice that addresses this—all of it good, but despite the simplicity and the advice, Electric Bastionland is not necessarily a roleplaying game for the beginning Game Master—or Conductor, since it relies heavily on improvisation. Which simply may be too daunting for the prospective Conductor. For the more experienced Game Master, the advice and simplicity will be nowhere near as daunting and should nicely ease her into running her first Electric Bastionland treasure hunt.

One side effect of the improvisation inherent to running and playing Electric Bastionland is that unlike the earlier Into the Odd, there is no traditional adventure or scenario, or in this case, treasure hunt, included in its pages. Into the Odd had a hexcrawl, a town, and a dungeon, and whilst Electric Bastionland has sample boroughs, what it does not have is a sample treasure hunt. Perhaps including one would have pulled away at the degree of improvisation which the designer of Electric Bastionland wants the Conductor to engage in and the lack of proscription that he wants Electric Bastionland to have, but certainly a working example of how treasure hunt can be put together and improvised might have been a useful edition, especially for the new or less experienced Conductor.

Another issue that Electric Bastionland shares with Into the Odd is just how much play can be got out of the roleplaying game. The set-up is simple: the Player Characters are in debt and each having a Failed Career need to find treasure to pay off what they owe. In the process, there is a magical, fantastical cityscape and beyond to explore, interesting NPCs to interact with, interesting other Debtors to interact with, obstacles to be overcome, and more. But what then? What next once the debt is paid off? There is potential in perhaps the Debtors having become part of the city becoming involved in its events and in perhaps exploring further aspects of their Failed Career, but that is beyond the scope of Electric Bastionland. Ultimately, Electric Bastionland is best suited for short campaigns, and since it includes one hundred Failed Careers, each one very different, each one adding to the nature of the city, there are multiple stories to be told and debts to be repaid. Thus, Electric Bastionland is better suited for repeated play rather than long term play.

Physically, it feels odd that a roleplaying book as large as Electric Bastionland is not in colour, the use of one artist—Alec Sorenson—and the judicious use of yellow colour palette as a highlight gives the book a uniform look throughout. Further, the illustrations impart a strong sense of the ordinary and the outré which pervades the city of Bastion and beyond. In terms of look and layout, Electric Bastionland is notably spacious, which when combined with the three-bullet point motif which mostly runs throughout the book, makes everything accessible and easy to find. If there is an issue with Electric Bastionland as a book, it is that towards the end it becomes a little disjointed, a collection of things, and as much as that fits the tone of the roleplaying game, it may not be to everyone’s taste. Otherwise, the book is well written, it is engaging, and it is well presented.

There is an elegance which runs throughout Electric Bastionland: Deeper into the Odd, from the simplicity of its mechanics to the delightfully evocative nature of the Failed Careers which build story into a campaign and across the sprawling metropolis of Bastion. The city itself has a surreal, almost ethereal feel to it that is just waiting for the Conductor to improvise and work with her Debtors to explore and perhaps make a little more real. Ultimately, Electric Bastionland: Deeper into the Odd is a roleplaying game whose every page is begging you to be played and explored, and just for a little while, you really should.

The One Ring Starter

Reviews from R'lyeh -

As the Kickstarter for The One Ring Roleplaying Game, Second Edition continues apace, one of the most interesting additions to the new version is that of a Starter Set. Now The One Ring, originally published by Cubicle Seven Entertainment never actually did not receive a Starter Set, but publisher of the forthcoming second edition, Free League Publishing has an interesting track record with both the Alien Starter Set for the Aliens Adventure Game and the Tales from the Loop Starter Set for Tales from the Loop – Roleplaying in the ’80s That Never Was—and the forthcoming The One Ring Starter Set looks interesting. If Cubicle Seven Entertainment did not publish a Starter Set, then what it did publish was Bree. Instead of a Starter Set, what Bree can be best described as is a starting supplement.

Although this is not a starter set, it is focused on a smaller area and its three scenarios are designed for beginning Player Characters. It takes The One Ring further west from the Misty Mountains, Rivendell, and Eriador, and can serve as both an expansion to that supplement and region, both in terms of its description of the village of Bree and its immediate environs. And then, the three scenarios presented in Bree could easily be added to those set in Eastern Eriador, as detailed as in Ruins of the North. Alternatively, the Loremaster can use the content and scenarios in Bree as an introduction to The One Ring for both the players and their characters, and then go on to explore the wider area and undertake the scenarios set there with Rivendell and Ruins of the North. Essentially, come west from Rivendell with experienced Player Characters or go east from Bree with new ones. With established Player Characters, they could be of any Heroic Culture, but for new ones, it is intimated that players select either Hobbits of the Shire, Men of Bree, Bree-Hobbits, and perhaps the odd Dwarf Heroic Cultures for their Player Characters. This will serve to keep some of the mystery of the wider world to be revealed through the three scenarios in Bree and then on to Rivendell and Ruins of the North. This option would also work well with the forthcoming The One Ring Starter Set from Free League Publishing which focuses on The Shire, so the Hobbits who have had adventures in their homeland, can have their next in and around Bree.

Bree presents Bree-land and its four constituent villages—Archet, Combe, Staddle, and of course Bree for The One Ring. In character, despite the number of traders passing through Bree itself, the village and area is conservative, its inhabitants, both the Men of Bree and the Hobbits of Bree, its Big Folk and Little Folk, sensible and not given to adventures and wild doings. Those that are, of course, are deeply frowned upon, because there is just not something right about them. There is relatively little history to Bree and Bree-land, the village having stood at the crossroads of the Greenway which runs north into a land of dark hills and ruins and south towards the Gap of Rohan, and the East Road which runs from the Misty Mountains in the east to the Shire in the west, for many centuries. It is a bastion of quiet civilisation beyond which lies wilderness and danger, which mostly obviously relies upon the Bree-Wardens and their big sticks and the ancient hedge which encircles the village of Bree for its protection, but the reality is that neither could truly withstand a concerted effort by a force of Orcs or the influence of the Shadow… Thus, at the direction of Gandalf the Grey, the Rangers of the North undertake the duty to protect both Bree and Bree-land, though few Bree-landers realise it and most distrust any Ranger they see.

All four villages of Bree-land are described in some detail, though only Bree is given a map of its own. Understandably, The Prancing Pony, perhaps the most famous inn in all of Middle Earth is described in detail, as the owner, Barnabus Butterbur—the forgetful Barliman is his son—and full plans of the building are provided as is a table of encounters. The Prancing Pony is likely to be the focal point of most of the Player Characters when in Bree, but the supplement suggests several new activities which members of a Fellowship can conduct during the Fellowship Phase. The first is Opening Bree as a Sanctuary—though Bree is so small that the Fellowship will need to earn the trust of Bree’s important personalities and of the Rangers, and become regulars at The Prancing Pony. The others include Guard the East Road, Building the Refuge at Girdley Island—the latter to better support Ranger missions in the area; Write a Letter—this needs to be delivered, but can inform the recipient of the author’s arrival, ask for aid, arrange a meeting, and more; have a Chance-Meeting in the Inn; and more.

Bree adds one new Heroic Culture and makes alterations to a second. The former is Men of Bree, which enables players to create characters from Bree-land with one of six Backgrounds, as per other Heroic Cultures in The One Ring. They include a character having been away to the Blue Mountains as a caravan guard, serving as a Gate-warden, and having become aware of the presence of the Rangers in and around Bree-land. The Heroic Culture captures the sheltered nature and upbringing of the Bree-landers. For Bree-Hobbits, the supplement mixes elements of the Men of Bree and Hobbit of the Shire Heroic Cultures.

Although there are suggestions as to adventuring in and around Bree, the supplement comes with three scenarios which take place over the course of two to three years. They can take place in any year, but the supplement suggests that the first, ‘Old Bones and Skin’ takes place in the autumn of 2950, then the second, ‘Strange Men, Strange Roads’, the summer of 2951, and the third, ‘Holed Up in Staddle’, in the autumn of 2951. The scenarios could be run separately, but really work together as a trilogy which forms a mini-campaign. Each is nicely set up with an explanation as to when, where, what, why, and who before breaking the scenario down into easy parts. All three scenarios are relatively lengthy, and should take two to three sessions to complete.

The first scenario is ‘Old Bones and Skin’, which is in part inspired by a song by Sam Gamgee. It opens amidst a scandal, young Tomas Heatherton having failed to attend his uncle’s funeral, but the discussion of scandal is interrupted when the young man rushes into The Prancing Pony, white as a sheet and blathering about a ghost in the graveyard! This is the opportunity for the Player Characters to strike out as heroes for the first time, and lengthy investigation of the graveyard reveals a more corporeal threat—an old Troll! Chasing the Old Troll across the South Downs is a challenging task, but success leads to a trove of treasure—using the rules for treasure from the Rivendell supplement—and revelation of family secrets. These family secrets tie into the plot behind the trilogy, whilst the adventure will see the Player Characters first make a name for themselves. Although the Player Characters will find themselves going up hill and down dale, this adventure is a bit of a romp, in turns exciting and scary, and mysterious.

The second scenario, ‘Strange Men, Strange Roads’ requires a little bit of a set-up, but this gets the Player Characters their first assignment—meet a contact at the Forsaken Inn, a disreputable and unwelcoming stop further along on the East Road. Unfortunately, the contact is found dead and the most likely culprits are amongst a trade caravan heading back to Bree and beyond. Investigating a trade caravan on the move is a challenge and will require a mix of stealth and guile. The Loremaster has a good cast of NPCs to portray—perhaps slightly too many for the Loremaster new to roleplaying—and even as a murder mystery set in Middle Earth, the scenario has echoes of Film Noir. There are some pleasing encounters along the way, not all of them dangerous, and not all of them casting the villains as truly black-hearted. It should all come to a head in the corridors of The Prancing Pony and present the Player Characters with a moral dilemma. If there is an issue with the scenario it is perhaps that the events it sets up happen off screen. Now these could be played out, but would require more experienced Player Characters and the Loremaster to design the situation to be played out. Otherwise, this is another good scenario, one which brings the darkness to found beyond the borders of Bree to within its thick hedge.

The third scenario, ‘Holed Up in Staddle’ takes place entirely in Bree-land and in bringing the trilogy of scenarios in Bree to close, also brings the consequences of the first two scenarios to head as well. The Player Characters come to the aid of the Rangers in tracking down some of the villains, but despite the aid of a notable figure in the area, lose track of them. With no further leads, the Player Characters are forced to return to Bree. There rumour spreads that one of the richer families of Hobbits in nearby Staddle is acting out of the ordinary, its members having become more reclusive and insular than is the norm. Ideally, Player Characters will follow up on this and ferret out an idea or two as what might be going on. The finale of the scenario and the campaign will see them launch an attack on a Hobbit hole! Which will be a challenge for anyone not Hobbit-sized. The scenario is decent enough, but not as satisfying as the first two and it does feel like the authors are in a hurry to get to its climax and that of the campaign.

Overall, the campaign should ready the Player Characters for adventuring in the wider world beyond the borders of Bree-land. The three scenarios are sophisticated and deep and rich, and involve a good mix of tasks and challenges—physical, social, and combat. The campaign has more of a self-contained feel to it, being confined to one small area, but this more readily allows the Loremaster and her players to bring this smaller part of Middle Earth to life and to have the Player Characters invest themselves in it and in protecting it, likely to open up Bree as their first Sanctuary. One thing that the Loremaster will need to do is prepare a list of NPC names for inhabitants of Bree-land that the Player Characters might run into in any one of the villages and thereabouts, as well as for nefarious ne’er-do-wells—like certain members of the Ferny family—and strangers who might take an interest in their activities.

Physically, Bree is a relatively slim book by the standards of supplements for The One Ring. It is a pretty book, done in earthy tones throughout that give it a homely feel that befits the setting of Middle Earth. The illustrations are excellent, the cartography decent, and the writing is clear and easy to understand. It even comes with a good index.

Bree nicely fits onto the realm of Eriador as an expansion to or lead into Rivendell and Ruins of the North, as much danger and mystery as there is presented—and that danger is very well-presented and explained in Bree—there is ultimately a pleasing cosiness and homeliness to both the supplement and the area it describes. Bree is a charming introductory setting for The One Ring and a fantastic stepping stone onto exploring the wider Middle Earth.

Friday Night Videos: New Daughters of Darkness and #FollowFriday

The Other Side -

It's been a bit since I did a Friday Night Videos, but maybe it's the dark of winter that has my mood looking to some new music from some of my favorite women-fronted bands.  And while we are at it let's make this a #FollowFriday too!  Follow them all and don't forget to buy their songs, albums, or whatever they have.  People have been saying "we don't need artists during this quarantine" and to that I say bullshit!  Artists have kept me living in all of this.  We need them more than ever.

Let's get into it!

Up first is a favorite of The Other Side, Arden Leigh.

Arden fronted the band Arden and the Wolves. Now she has a new project she is doing Prospertine. Which consists of her and Jeremy Bastard.  Their first single is Home.

You can follow her, The Wolves, and Prospertine on the web at:

Arden

Arden and the wolves

Prospertine

Another favorite here is the sister group Neoni.  Their newest song Notorious is now out.  It has a serious Lorde vibe and I mean that is the best possible way.

Neoni also gave Fandom the gift of covering "Carry On (Wayward Son)" for the Supernatural Series Finale.  For this alone they have earned a solid place in geekdom.

You can find and follow Neoni at:

Taylor Momsen of The Pretty Reckless has been putting out some great music for while now.  Their newest album, Death by Rock and Roll has a lot of great songs on it. Personal, Taylor is getting better with each album and I have to admit I am pleased she quit acting to do this full time.

Witches Burn grabbed my attention right away.


It's going to be interesting to see where she is in a few years because I think she is just getting better with each album.

Find The Pretty Reckless here:

Speaking of getting better.

Confession time.  When they first came out I really didn't care for Evanescence.  I mean I recognized that Amy Lee had a powerful voice, but they never connected with me really.  Fast forward a few years and I am listening to her doing duets and singing background on other artists' songs and I am just impressed with her.  I think she is a better singer now than she was 20 years ago. Here is Evanescence's most recent one and as a bonus Lzzy Hale is singing backup. 

You can find Evanescence on the web here:

Check them all out!

Friday Filler: Colt Express: Bandits

Reviews from R'lyeh -

Published in 2014, Colt Express is a super fun game of bandits raiding a train in the Wild West, which would go to be the 2015 Spiel des Jahres Winner. From one round to the next, each player programs the actions of bandit and then at end of each round, these actions are played out in order, and as each action happens, the bandits aboard the train interact with each other, plans go awry, and chaos ensues! The fact that this takes place aboard a cardboard model of a train that sits on the table in front of the players and they get to program their bandits’ maneuvres up and down and along the train, only serves to make the game more entertaining. In the years since, Colt Express has been supported by a handful of expansions, such as Colt Express: Horses & Stagecoach, including even a Delorean! However, as good as it looks and as fun as it is to play, Colt Express is at its best when there are players sat round the table and all six bandits are involved, and a game can devolve into maximum chaos and in the space of thirty minutes or so, tales of how each bandit successfully—or unsuccessfully robbed the Colt Express. So, what do you do if there are fewer than six players? Five players is fine, four maybe… With fewer players how do you back up to that maximum fun? Well, publisher Ludonaute has a solution—the Colt Express Bandits series.

The Colt Express Bandits series consists of not one expansion, but six. One for each of the six bandits in Colt Express— Belle, Cheyenne, Django, Doc, Ghost, and Tuco. Each expansion replaces its particular bandit in the game, but not when the bandit is being played by a player. Rather an expansion takes the place of a bandit who is not being controlled by a player and hands that control to the game itself. Each Colt Express: Bandits expansion adds new deck of eight Action cards which will control the bandit from one turn to the next and two special moves or effects.

So, what can each bandit do?

In Colt Express, with a “Liddle ol’ me?”, Belle cannot be targeted by a Fire or Punch action if another Bandit can be targeted instead. In Colt Express Bandits – Belle, her Action cards consist of Move—always towards where there is the most jewels to be picked; Punch—everyone in the same carriage and always towards the back of the train!; Theft—steal a Jewel from every Bandit in the same carriage; Robbery—jewels if she can; and Charm—make all of the Bandits aboard the train move towards her. Lastly, when she encounters the Marshal, she charms him into not shooting her! Belle is all about using her charm to steal as many jewels as she possibly can.

In Colt Express, Cheyenne is a pickpocket and when she punches a Bandit, also steals a Purse from her victim. In Colt Express Bandits – Cheyenne, her Action cards consist of a Double Move—two carriages if in the train or four if on the roof, or a Single Move—one carriage if in the train or two if on the roof, and always towards the most Bandits, after which she pickpockets a Purse from a random Bandit in her new location. She also a Bow Attack which replaces her pistol attack, enabling her to fire poisoned arrows at her rivals. These are treated like bullets as in the standard game and clog up a Bandit’s Action Deck. A poisoned Bandit must grab one of the Antidotes—to be found throughout the train—to be consumed per Poisoned Arrow taken. A Bandit who has suffered one or more Poisoned Arrows cannot win the game. Thus, Cheyenne is all about stealing Purses from her rival Bandits and preventing them from winning with her Poisoned Arrows. 

In Colt Express, Django is a crackshot and when he shoots another Bandit, he or she is knocked into the next carriage. In Colt Express Bandits – Django, he still has that capability, but here he fires a volley, the bullets hitting the nearest group of Bandits rather than a single Bandit! In addition, at the beginning of the game, each other Bandit receives two Ejection tokens, and at the beginning of each turn, Django places a Dynamite token in the carriage he is currently in if it does not have one. When the Explosion Action card is draw, all of the Bandits caught in the explosions are ejected from the train and must use their next action to reboard the train. Any Bandit ejected from the train in this fashion must give one of their Ejection tokens to Django and these are worth money at the end of the game. Django then, is also about using brute force, with a big gun or a big bang to drive everyone off the train and enable him to scoop up the loot.

In Colt Express, Doc is in smartest Bandit and always starts each round with seven Action cards rather than six like everyone else. In Colt Express Bandits – Doc gets to be cleverer too. First the Bandit who shoots or punches Doc earns his respect and his Respect card, allowing that Bandit’s Player to control Doc until another Bandit shoots or punches Doc. Doc also shoots special bullets which deny the shot Bandit particular actions, such as Fire, Floor Change, Punch, or Move, depending on the card. Doc also sets up a Poker Game, which forces every Bandit with loot to participate by contributing one of their already purloined loot, with Doc adding one from his stake. The player controlling Doc gets to redistribute this loot, Doc receiving two, and everyone else one bar a single Bandit who gets nothing. This is a slightly fiddly, slightly more complex expansion, the player controlling Doc getting to feather his Bandit’s own nest whilst ensuring his rival Bandits, including Doc does not receive as much.

In Colt Express, Ghost is the sneakiest of the Bandits and can place his first Action card face down into the common deck rather face up as is standard. In Colt Express Bandits – Ghost, he is after the Special Suitcase which replaces the Strongbox which begins play in the locomotive, guarded by Marshal. Any Moves he makes is always towards the Special Suitcase, but he also has combined action which enable him to do a Floor Change and then Fire, and his Fire and Punch actions affect every Bandit in the same carriage. Ghost is all about obtaining the Special Suitcase and will win the game if he has at game’s end, so when Ghost is in play, the game becomes about denying him the Special Suitcase as much as it is stealing as much loot as possible.

In Colt Express, Tuco can shoot up or down through the roof of the carriage he is, targeting a Bandit who is on the roof if he is in the carriage or a Bandit who is in the carriage if Tuco is on the roof. In Colt Express Bandits – Tuco, he can still do that. When he takes a Move Action, it is always towards the largest group of Bandits and as with other Bandits, his Punch and Shoot attacks affect multiple Bandits in or on the same Carriage. Tuco’s double-barrelled shotgun fires more bullets though and although Tuco cannot win by expending all of his bullets, he gets extra bullets and receives loot for each bullet fired. In addition, Tuco can swap places with the Marshal and if another Bandit forces Tuco to be in the same carriage as the Marshal, the offending Bandit receives a Wanted token. Each Wanted token adds to a Bandit’s final score, including Tuco’s. So Tuco wants to avoid the Marshal if he can because he is wanted and rival Bandits want to get Tuco and the Marshal together.

Set-up is simple enough. The Action deck for each Colt Express: Bandits expansion is placed to the right of the first player. Between the first player’s action and the second player’s action, one card is drawn randomly from the Bandit’s Action deck and added to the common deck which will be resolved at the end of the round. Each of the Bandits in the Colt Express Bandits series can be shot by his or her rival Bandits and when shot three times, he or she loses her next action.  Each also has his or her own winning conditions. Belle wins by having the most jewels at the end of the game. In which case all of the actual players and their Bandits lose! Cheyenne wins by being the richest of the Bandits at the end of the game who has not been poisoned. Django wins the game immediately if he gets all of the Ejection Tokens—essentially if every other Bandit is blown or shot from the train twice! He can also win by being the richest Bandit. Doc wins by having the most loot. Ghost wins by having the Special Suitcase at the end of the game or having the most loot. Tuco wins by having the most loot.

What is interesting is that elements of the Colt Express Bandits could be incorporated into the main game. So Belle could use her charm on the Marshal, Cheyenne could use her Poisoned Arrows, Django could seed the train with Dynamite and set off the explosions, Doc could play the Poker game, Ghost by possessing his Special Suitcase, and Tuco by avoiding the Marshal. However, they are not necessarily designed for that and they are not designed as written to be used as more than one entry in the Colt Express: Bandits expansion at a time. This is not to say that an enterprising group could do that, or even an enterprising player, with the latter actually controlling his own Bandit, whilst the game controls the rest. This would make it fairly complex in working out what happens and when, but if the players are methodical about it, then it should not necessarily be an issue.

Physically, each entry in the Colt Express: Bandits series is well done. The cards are the same quality as those found in Colt Express, the tokens are on thick cardboard, and the little rules leaflet—print in French and English is generally easy to read. However, the English translation is not quite as smooth as it could have been and it could have done with another edit.

Each of six entries in the Colt Express: Bandits series is, to varying degrees, interesting and engaging, and brings out more character from each of the Bandits. The owner of the game is free to pick and choose which of them he wants to, but the likelihood is that he will want all of them, to give him and his gaming group the option to play the Bandits that they want and still have the equivalent of six Bandits in the game. However, this does feel like an expensive option, when perhaps all six expansions could have been collected into the one box (that said, all six expansions in the series will fit the box for Colt Express) and then expanded perhaps with advice on using them for solo play—that is, one player Bandit and five game-controlled bandits and how they might interact. Or on adding the abilities given in this series to the standard play of the Bandits with any of the entries in the Colt Express: Bandits series. As it is, a gaming group, and possibly a single player will have to find that out for themselves how the entries in the series for themselves.

Colt Express is still a great game and the Colt Express: Bandits series adds further flavour and character to each of the Bandits in play. Some options are more complex than others, but overall, adding one or two of these to game should keep the game play fun and add a little challenge and chaos at the same time.

Pages

Subscribe to Orc.One aggregator - RPGs