RPGs

#RPGaDAY 2020: Day 23 Edge

The Other Side -

Again, lots of directions for "Edge" but I think I am going to go with "cutting edge" and talking about the latest cutting edge in dungeon exploring technology.

Right now the hottest thing for D&D 5 is the Combat Wheelchair. 

Sara Thompson is a D&D player and accessibility educator (and if you had any clue how much money my company spends on accessibility issues you would understand why such a person is vital today) has designed a "Combat Wheelchair" for D&D 5e.

You can get a copy of it here, Combat Wheelchair 2.0

It is actually kind of awesome, and I wonder why it was never dreamed up before.  I mean seriously how many D&D games can point to X-Men comics as a source of inspiration? Certainly someone, somewhere had D&D versions of the X-Men and Professor X included.

She released it on Twitter and very quickly it caught attention. Artist Claudio Pozas even provided some free art for it.   She even got a lot good press on this. 

Even miniature companies jumped on this.
https://strataminiatures.com/
AS you can imagine not everyone is seeing this as the good thing it is.  I am not going to reiterate their rather tedious arguments here; go look them up if you like.  I'll just say that in a game with magic, flying lizards, giants and all sorts of wonders how is this a bridge to far?  

Find out more about this on these sites:

Miskatonic Monday #48: Nightmare in Providence

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: Nightmare in Providence

Publisher: Chaosium, Inc.
Author: Justin Fanzo

Setting: Jazz Age Lovecraft Country

Product: Scenario
What You Get: Thirty-three page, 2.0 MB Full Colour PDF
Elevator Pitch: Sometimes it really is possible to get lost in movies.
Plot Hook: Occult experts—the investigators—are asked to look for a missing Nickleodeon owner and a missing wouldbe star. 
Plot Support: Two gods and eleven handouts.
Production Values: Plain layout, needs another edit, and ordinary maps.

Pros
# Linear like a silent movie
# Verbally challenging
# Lunar cameo

Cons
# Linear
# Minimal roleplaying
# Pointless puzzles
# Overeggs the Sanity losses

Conclusion
# Linear
# Minimal roleplaying
# Pointless puzzles

Miskatonic Monday #47: Call of Cthulhu Occupation Kit: Occultist

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: Call of Cthulhu Occupation Kit: Occultist

Publisher: Chaosium, Inc.
Author: Evan Perlman

Setting: Jazz Age

Product: Investigator supplement
What You Get: 264.37 KB, four-page, full-colour PDF.
Elevator Pitch: Want extra depth and detail for your Occultist Investigator?
Investigator Hook: Delve into the ‘hidden’, the Occult world of folklore, spiritualism, Theosophy, esoteric magic, and other traditions for this classic Occupation for Call of Cthulhu, Seventh Edition.
Investigator Support: Career Paths, Roleplaying Tips, Public Perceptions, Real-life Examples, Variant Skill Lists, and Equipment Lists.
Production Values: Plain and simple, but needs an edit.

Pros
# Good overview of the Occupation
# Touches upon various traditions
# Introduces real world examples
# Roleplaying tips
# Public perception of the Occupation an interesting inclusion.
# Solid concept

Cons
# Feels underdeveloped
# Good overview of the Occupation
# No sample Occultist Investigators
# No sample Occultist NPCs

Conclusion
# More magazine article than supplement
# Feels underdeveloped
# Solid concept

Miskatonic Monday #46: The Pipeline: A Call of Cthulhu Scenario for the 1980s

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: The Pipeline: A Call of Cthulhu Scenario for the 1980s

Publisher: Chaosium, Inc.
Author: Alex Guillotte

Setting: 1980s British Columbia, Canada

Product: Scenario
What You Get: seventy-two page, full colour softback book.
Elevator Pitch: The oil must flow, the pipeline must be kept open.
Plot Hook: Contact has been lost with Exxon Pumping Station #31 in British Columbia. Mechanical fault or radical environmentalists, you are assigned to find out.
Plot Support: Seven arctic hazards, eleven handouts, fifty-six NPCs (alive, deceased, and/or insignificant), eight pregenerated investigators, a new Mythos creature, the Arctic Guide Occupation, and new equipment and archaic weapons.
Production Values: Needs another edit, but clean layout, excellent artwork, and nice handouts..

Pros
# Grueling mechanically and narratively
# Grueling mentally and physically
# A wealth of detail
# Fantastic handouts
# Marginalia!
# Potential Delta Green flashback?
# Survival horror

Cons
# Grueling mechanically and narratively
# Grueling mentally and physically
# A wealth of detail
# New Mythos monster when the Yeti would have done?
# Linear plot—as in a ‘Pipeline’

Conclusion
# Potential Delta Green flashback?
# Grueling and linear
# Superbly presented

#RPGaDAY 2020: Day 22 Rare

The Other Side -

I am what I would call a casual collector of old-RPGs.  I don't think I go crazy to find certain items, but there are some I am always on the lookout for.

I am particularly fond of anything printed in England for example.  I have mentioned before I am an anglophile and a huge fan of anything English/British/Celtic/Gaelic.  So I have made some effort to get some of the older D&D/AD&D books that were printed in England by Games Workshop.

All these books are softcover, which is kind of interesting.

On my list is a Holmes Basic box published by Games Workshop.

I don't have one of these and all the ones I have found are really expensive.

I am also not an autograph hound, but I have a couple items that I am proud of.

First, Deities & Demigods signed by Jim Ward and a couple of the artists. 

Need to get some more of these.  Erol Otus and Darlene are my goal.

And my only Gary Gygax signed item.


One last thing on my list is a carded set of Dragon Dice.  

I used to get these at B. Dalton's Bookseller in Springfield IL.  Had I know how much they go for now I would have bought a couple extra sets.

Yes I know. There are superior dice. And what I would pay for these I could several dozen sets of other dice. But what is the point of going to grad school for 14 years and living on popcorn and pineapple for a year if I can't spurge now?

Miskatonic Monday #45: The Reunion

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: The Reunion

Publisher: Chaosium, Inc.
Author: Esko Evtyukov
Artists: Ina Pylkkö

Setting: Jazz Age Lovecraft Country

Product: Scenario
What You Get: 15.14 MB, twenty-page full colour PDF
Elevator Pitch: “In time of test, family is best.”
Plot Hook: Magic and the Mythos do not exist, but even the FBI hates to see a sorcerous criminal with the wrong book.
Plot Support: ‘New’ investigator organisation, eight NPCs and creatures, and a Mythos tome.
Production Values: Needs another edit, but clean layout.

Pros
Delta Green-not Delta Green
# Family-focused scenario
# Federally-backed investigation
# Bowler-hatted Man-in-Black
# Suitable for a smaller group of investigators # Decent first scenario by new author

Cons
Delta Green-not Delta Green
# FBI rather than P-Division?
# No maps
# Illustrations more placeholders than helpful
# Monster motivations underdeveloped

Conclusion
# Too close to Delta Green
# Decent first scenario by new author
# Suitable for a smaller group of investigators

Kickstart Your Weekend and Interview: Christopher Grey and the Great American Witch

The Other Side -

Today I am talking with Christopher Grey, designer of The Great American Novel and The Great American Witch (Games) and author of Goddamn F*cking Dragons, Will Shakespeare and the Ships of Solomon. (Novels)

Christopher is currently coming to the end of his latest Kickstarter for The Great American Witch.

https://www.kickstarter.com/projects/greyauthor/the-great-american-witch?ref=theotherside

Tim Brannan/The Other Side: Let’s start at the beginning, who are you and what do you do?
Christopher Grey: I’m Christopher Grey and I’m a game designer and novelist. I created The Happiest Apocalypse on Earth, an ENnie-nominated PBTA game about an evil children’s theme park, and The Great American Novel RPG, which was recently nominated for the Indie Groundbreaker Award.

TB: How did you get into gaming?
CG: It’s hard to pinpoint a starting place, I feel like I’ve always been gaming. When I was eight I was making board games on my dad’s file folders. My first RPG design happened somewhere in the neighborhood of 15 or 16. In the early days I played AD&D 2e, then graduated to Rifts, then hobbled over to World of Darkness. I think it’s fair to say I’ve been playing some sort of RPG for at least thirty years.

TB: What are some of your favorite games? Why?
CG: It’s so hard to choose! And it changes fairly regularly. I basically love anything Free League puts out and their latest game Vaesen I think is a masterpiece. The game system is slick and easy and the setting/content is perfection. But they get lots of love, so I’d like to point out some of my favorite indy games. I’m a big fan of Monkeyfun Studios and they are close friends--Bedlam Hall is still on my list of all-time favorite games. I mean you basically get to play Downton Abbey meets The Addams Family. I think Kimi Hughes’ Decuma is a huge innovation in gaming and I shamelessly robbed her approach for a game concept of my own. I’m a big fan of world-building games like Dialect and Microscope. Ten Candles is also top of my list. Oh! And Icarus… that kind of lands in the world-building category. For the Queen changed my understanding of game design. Really loving Lighthearted by Kurt and Kate Potts. I should probably stop. I love so many games.

TB: Very cool! Let’s get into what is important! What is The Great American Witch?
CG: The Great American Witch is an RPG where you get to play in the secret world of witches as they protect humanity from supernatural threats and secret societies. It was built on The Great American Novel chassis so it is story and character-focused. It is designed for campaign play of the kind you see from World of Darkness games.


TB: What sorts of games do you see others playing with these rules?
CG: The rules are highly tuned into the Great American Witch setting and experience. I think folks will have a tough time playing something other than powerful secret witches with the ruleset. However, it was adapted from a generic rule system that has a lot of flexibility. I do intend to expand this rule set into other categories of the GAW fictional universe. So stay tuned on that!

TB: How does it relate to your earlier game, the Great American Novel, and can the two be used together?
CG: Great American Witch adapted the GAN rule-set heavily in order to create an experience unique to it. They aren’t really compatible as they are working toward different things. GAN is designed for one-shots or short campaigns of a literary nature (the sorts of slow-moving narratives you find in classic literature), whereas GAW is designed for extended play that creates cinematic experiences (like the dramatic tension you find from your favorite streaming shows). However, if you’ve played GAN you’ll find a familiar approach to game design--one that focuses on characters and motivations, not on attack rolls or skills.

TB: Of course while the title is clearly an homage to your earlier game, I have to ask are you a Rob Zombie fan? And was the title inspired by his “American Witch”?
CG: I almost didn’t go that direction in order to differentiate it from American Witch. I do like Rob Zombie, but this experience is more like American Horror Story: Coven, the Craft, or True Blood. Ultimately I couldn’t resist calling back GAN since that is the primary engine running it. Plus, it has a nice ring to it.


TB: I loved American Horror Story: Coven and The Craft! What are your future plans for this game?
CG: Oh so much. I intend to work in this system and setting for quite some time. I’ve already started supplements for GAW that will include more play options (such as covens and crafts) as well as additional settings within the same world. I’m also working on other types of games for the setting, such as a story-prompt card game that is already in the editing phase. Eventually, I will expand to other supernatural groups, like the Illuminati, vampires, werewolves, etc. Frankly, I’ll be doing this for a while.

TB: Nice. That sounds great. And for me and my audience here. Who is your favorite wizard, witch, or magic-user?
CG: Considering the amazing examples of magic-users throughout recorded history, this is a hard one. Ultimately, I’d have to say Kiki from Kiki’s Delivery Service. I just absolutely love that movie and character.


TB: I adore Kiki! She is fantastic. Finally, where can we find you on the internet?
CG: Best place is my site christopher.world where I keep all my stuff and links to my social channels.

Links:
https://www.christopher.world/
https://twitter.com/greyauthor
https://www.drivethrurpg.com/browse/pub/12812/Christopher-Grey

Miskatonic Monday #44: Akhenaten Unveiled

Reviews from R'lyeh -

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

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

—oOo—

Name: Akhenaten Unveiled

Publisher: Chaosium, Inc.
Author: James Austin
Setting: Ancient Egypt (Cthulhu Invictus)
Product: Scenario
What You Get: 38.56 MB, thirty-five-page full colour PDF
Elevator Pitch: ‘Death on the Nile’

Plot Hook: King Amenhotep IV rejected the Egyptian gods. You have been assigned to assassinate him.
Plot Development: A perilous trip down the Nile leads to party town, strange magic, and ‘The King is dead! Long live the King!’
Plot Support: Glossary, twelve NPCs and monsters, its own Appendix N, two handouts, one spell, and six pregenerated investigators.

 Pros
# Intriguing plot
# Cthulhu Invictus one-s+hot
# Set in Ancient Egypt
# Physical puzzles
# Cthulhu Invictus meets Stargate

Cons
Cthulhu Invictus meets Stargate
# Pregenerated Investigators lack motivation
# Assassination set-ups needs development 
# Non-Mythos scenario

Conclusion
# Feels underdeveloped in places
# Physical puzzles
# Original, but non-Mythos plot

#RPGaDAY 2020: Day 21: Push

The Other Side -

There is always one day in these month-long posting sessions that I have nothing.

Today is that day.  I mean I can come with stuff for "Push" don't get me wrong, just nothing I feel inclined to write about in a meaningful way.   I usually allow my self a pass on any given day. Today I am taking it.

So here is something "push" related.

I guess Garbage is from the same area as D&D, so there is that.

Miskatonic Monday #43: Little Torches

Reviews from R'lyeh -

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

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

—oOo—

Name: Little Torches 

Publisher: Chaosium, Inc.
Author: Heinrich D. Moore
Setting: 1990s

Product: Scenario
What You Get: 8.29 MB sixty-page, full-colour PDF
Elevator Pitch: “Fly too close to the sun, and you’ll burn your wings.”
Plot Hook: What causes a college student to immolate herself in front of you? Her depression? Her mother’s cult? Or something else…? Plot Development: An explosively fiery beginning, a constantly burning box, dreams of a lighthouse, and the warmth of the sun.Plot Support: Fourteen full-colour Investigator handouts, twenty NPCs and Mythos creatures and entities, and five pregenenrated Investigators.

Pros
# Opens strongly, with a fiery bang!!
# Cast of interesting NPCs
# Well explained artefact
# Straightforward plot literally becomes labyrinthine
# Parallel plots in and out of dream
# Adaptable to other time periods with a little effort
# Potential to be developed into a Mythos versus the Mythos campaign
# Innovative use of handouts to pull investigators into the plot
# Handouts used to help develop each investigator
# Interesting in-game interpretation of the Great Old One, Cthugha 

Cons# Themes of isolation and alienation not suitable for all
# Pregenerated investigators tied to the plot, but not the set-up
# Innovative use of handouts to pull investigators into plot may feel too much like solo play.
# Needs careful preparation by the Keeper
# Overeggs the Mythos in places
# Handout and scenario structure gives Keeper a lot to keep track off.

Conclusion
# Intriguing encounter with the Mythos which starts with a bang!
# Innovative use of handouts to encourage roleplaying# Needs careful preparation by the Keeper

Wynnona Earp for NIGHT SHIFT

The Other Side -

Wynonna Earp is back for Season 4! Largely due to the efforts of the fans, "Earpers",  and so far it has been great.  

So I think giving them the NIGHT SHIFT treatment is in order.

Spoilers up to Season 3.  Images of the characters by HeroForge.

Wynonna Earp
AKA "Nona"
5th Level Chosen One, Human
"I am the girl. With the big-ass gun."

Strength: 15 (+1)
Dexterity: 20 (+4)
Constitution: 18 (+3)
Intelligence: 12 (0)
Wisdom: 13 (+1)
Charisma: 15 (+1)

HP: 40 (4d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2   Ranged bonus: +6
Saves: +2 to all saves

Special Abilities/Skills
Brutal Warrior, Killing Blow, Supernatural Attack, Difficult to Surprise, Improved Defense, Ranged Combat, Survivor Skills, Stunning Blow, Melee Combat, Regeneration of HP, 2 bonus Damage Dice, the Earp Heir. 

Equipment
Peacemaker (gun form), whiskey flask.

Wynonna Earp is the great-great-granddaughter of Wyatt Earp and heir to the Earp curse.  She is the one that must rid the Ghost River Triangle of all the revenants, or "demon-adjacent" dead that return to battle with the Earp heir.

Waverly Earp
AKA "Waves", "Baby Girl", "Angel"
3rd Level Survivor / 1st Level Sage, Half-Angel
"Heroes always win."

Strength: 12 (0)
Dexterity: 14 (+1)
Constitution: 17 (+2)
Intelligence: 17 (+2)
Wisdom: 15 (+1)
Charisma: 17 (+1)

HP: 20 (3d4 + 1d6)
AC: 8
Fate Points: 15

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +2    Ranged bonus: +3
Saves: +3 to Death saves

Special Abilities/Skills
Stealth skills, Danger Sense, Perceptive, Sneak Attack, Read Languages, Suggestion, Lore, Half-angel abilities

Equipment
Shotgun, Earp lore.

Waverly Earp is Wynonna's younger half-sister. She only recently discovered that she is not in fact and Earp, but instead the offspring of Michelle Earp, nee Gibson, and the Angel Julian.  She knows the most about the Earp family and curse.  She is currently engaged to former Sheriff Nicole Haught.

Nicole Haught
AKA "Red", "Sheriff Hot", "Hot Sheriff" 
4th level Veteran, Human
"Did I just hit my head and wake up in patriarchal bullshit land?"

Strength: 16 (+2)
Dexterity: 17 (+2)
Constitution: 16 (+2)
Intelligence: 16 (+2)
Wisdom: 17 (+2)
Charisma: 18 (+3)

HP: 37 (4d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +2  Ranged Bonus: +2
Saves: +2 to all saves

Special Abilities/Skills
Combat Expertise, Increased damage, Supernatural attack, Tracking

Equipment
Shotguns, handguns

Sheriff (formerly) Nicole Haught is the only survivor of an attack of demons lead by Bulshar, the demon responsible for all the demonic activity in the Ghost River Triangle and the town of Purgatory. She is smart and resourceful. She is in love with Waverly Earp and just said yes to Waverly's proposal.

John Henry "Doc" Holiday
AKA "Doc", "Holiday"
5th level Veteran, Vampire
"Careful, Earp. Doing what’s right, even in the face of ridiculous odds … you are beginning to sound like a hero."

Strength: 20 (+4)
Dexterity: 20 (+4)
Constitution: 18 (+3)
Intelligence: 13 (+1)
Wisdom: 15 (+1)
Charisma: 16 (+2)

HP: 42 (5d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2   Ranged bonus: +6
Saves: +2 to all saves

Special Abilities/Skills
Combat Expertise, Increased damage, Supernatural attack, Tracking, Vampire abilities

Equipment
Handguns

John Henry "Doc" Holiday was cursed after his friend Wyatt Earp died and had been trapped in a well for 130 years. He was released by Wynonna and they went from being colleagues to friends to lovers. Though with his aging catching up to him Doc went to his ex-wife Kate and became a vampire.

This could be a lot of fun really!

How about a sneak peek at Season 4?

Let's hear that theme song again.


Jonstown Jottings #26: Valley of Plenty

Reviews from R'lyeh -

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

—oOo—



What is it?
Valley of Plenty is the first part of The Jaldonkillers Saga, a campaign for QuestWorlds (HeroQuest Glorantha). 

It is a one-hundred-and-fifty page, full colour, Print on Demand softback book.

Although it needs a slight edit in places, Valley of Plenty is nicely presented with some reasonable artwork. The cover is pleasingly bucolic.

Where is it set?
Valley of Plenty is set in the lands of the Blue Jay clan of the Dundealos tribe in southwest Sartar on the border with Prax.

When is it set?
Valley of Plenty begins in 1602 and will explore events which take place in 1602, 1605, 1607, and 1608.

Who do you play?
Members of the Wildlings, the gang led by the younger daughters of Dinorth Many-Spears, leader of the Blue Jay clan and King of the Dundealos tribe. They are in turn children, teenagers, young adults, and finally adults, who will play and then grow into their roles in the tribe.

What do you need?
Valley of Plenty requires QuestWorlds to play. (At the time of the publication of Valley of Plenty, only the QuestWorlds - System Reference Document is available. Alternatively, Valley of Plenty can be run using HeroQuest: Glorantha.).

Valley of Plenty also makes reference to Sartar: Kingdom of Heroes, Sartar Companion, Sartar Player’s Primer, The Coming Storm: The Red Cow Volume I, The Eleven Lights: The Red Cow Volume II, The Guide to Glorantha, and The Glorantha Sourcebook. Of these, Sartar: Kingdom of Heroes will provide details of the gods and their associated cults that are also worshiped by the Blue Jay clan, whilst The Glorantha Sourcebook provides wider background.

What do you get?
Valley of Plenty is notable as a release on the Jonstown Compendium for being the first for use with QuestWorlds rule-system—Chaosium, Inc.’s update for HeroQuest. It is both a sourcebook for, and the first part of, The Jaldonkillers Saga, a campaign set in Sartar which will take a group of characters from the idyll of their childhood through the sundering of their tribe and beyond to its reconstitution in exile and then the efforts made to retake both their tribe’s lands and glory. This is framed against the invasion of Sartar by the Lunar Empire and its repulsion following the Dragonrise. Valley of Plenty only covers the first part of this and sets everything up and deeply involves the players and their characters in their clan through notable events in the early lives.

The player characters begin play as children. They are members of the Wildings, a gang lead by the younger daughters of Dinorth Many-Spears leader of the Blue Jay clan and King of the Dundealos tribe, who have plenty of time to play and have fun. No matter what trouble they get into, the Wildlings have the favour of the king—though sometimes not his wife—and this has interesting implications for the campaign. It means that as the campaign progresses and the characters grow, the characters’ friendship with the king’s daughters and his favour enable them to grow into a place close to the king and the events that will beset the clan, rather than being the default set-up from the outset. So initially, the campaign will have a little of the feel of Swallows and Amazons or Five Go Adventuring Again, but this will change as the characters grow, become adults, and assume their full roles in the clan.

The structure of the campaign is episodic. The first takes place when the Player Characters are eight or nine, beginning with a day that many players will recognise from a hot summer’s day from their own childhoods, before going on to explore the consequences of the day. From an adult perspective, it is very light-hearted, but not so from that of children. In particular, the second scenario, ‘Two Frogs Too Many’ presents a challenge typical of that which might be faced by an adult adventurer in Glorantha, but here appropriately scaled down to match the ability levels of the children. (Mechanically, of course, this does mean that the abilities of the Player Characters or the threat they face have been scaled down, but for QuestWorlds, they have been scaled down narratively.) The second is set in 1605 when they are eleven or twelve, have some responsibilities, but still time to slip away on an adventure, one that brings then face-to-face with the clan’s enemies and then have a day at the races. In 1607, the Player Characters will undergo their rites of passage and become adults, before in 1608, engage in adult activities—a raid and the difficulties of engaging with a rival clan. The Player Characters will have their first encounter with the Lunars, a sign of things to come in future parts of The Jaldonkillers Saga.

In between these periods of intense activities, the players roll for events which will affect them and their families and learn of ongoing events in the tribe and the wider world. All the adventures though, are really well done, in presenting tasks and challenges appropriate to the ages of the Player Characters, the risks and responsibilities growing with each new chapter. Each period comes with additional seeds and throughout the bonuses to be gained and changes to be made to each character’s stats as they grow up and eventually gain responsibilities, meaning that the characters grow up both mechanically and narratively into adults and members of the tribe. At the same time, both they and the Game Master are growing into QuestWorlds’ mechanics, the campaign introducing different elements of the rules as it progresses.

In addition to the mechanical progression, Valley of Plenty also presents the background information that the Player Characters would know, also progress. Notably, this is done through two player handouts, ‘Child’s Knowledge’ and ‘Youngster’s Knowledge’, which present their world view rather than that the clan’s adults. These present a Sartarite clan from first principles, then second principles, and then the wider world, introducing Glorantha in an easy to digest step-by-step fashion. Other handouts cover the gods commonly worshiped by the Blue Jay Clan and the Dundealos tribe and details of the small city of Dundealosford, and the surrounding area. For the Game Master, there is more information about the Jaldonkillers tribe, including very full write-ups of the cults of Elmal (the Jaldonkillers being Horse Orlanthi, though the Player Characters are ‘City Jays’, living in Dundealosford), Redalda, Andred, and Drogarsi the Skald, as well as the Shamanic Tradition of the Steadfast Circle. These are exceptionally well done, and full of suggestions as what benefits worshippers—and the Player Characters—can gain from belonging to each cult as well as extra details that the Game Master can bring into play and each cult’s role in Blue Jay society. The cult of Andred—she is the goddess of victory and justice deferred—is new, as is the shamanic tradition write-up, and it should be noted that the cult descriptions for Elmal, Redalda, and Drogarsi are written from a non-Orlanthi perspective. So if a player would participate in a different campaign, he would need to be apprised of the differences. Further, not all of the cults which the Blue Jays belong to are covered in Valley of Plenty and a Game Master may need access to Sartar: Kingdom of Heroes if a player decides his character belongs to one of those.

On the downside, some of these handouts are lengthy and in places it feels as if the players need to do a bit of homework to play Valley of Plenty. As much as it is designed as an introduction to Glorantha—although one from a particular point of view—there is still a degree of buy-in upon the part of the players. Another issue is that Valley of Plenty only takes The Jaldonkillers Saga campaign so far, that is from childhood to adulthood, and not as far as the events surrounding the sundering of the tribe. Of course, Valley of Plenty sets up and hints at the events to come, but anyone expecting more will be disappointed, plus the scenarios in Valley of Plenty do not really end on a high point or a low point, or indeed with any great sense of a climax. These issues are minor, however, and will not really impinge on a play-through of Valley of Plenty.

With Valley of Plenty, the Jonstown Compendium has not one, but two good starter campaigns—campaigns that start from first principles about Glorantha and who the Player Characters are in the world—and take them deeper into the setting. The other of course is Six Seasons in Sartar. It is not difficult to draw comparisons between the two, because they share a number of similarities. They both focus on the one clan, their storylines both involve the sundering of their clans and subsequent reclamations, and both have the Player Characters beginning play before they are adults. However, whilst the events of Six Seasons in Sartar are more direct, those of Valley of Plenty are gentler, with more adventures before the Player Characters come of age. Of course, the big difference between Six Seasons in Sartar and Valley of Plenty is that the former is written for RuneQuest: Roleplaying in Glorantha whereas the latter is written for QuestWorlds. In fact, this is a good thing, since it means that they do compete with each other, though there is nothing to stop a Game Master adapting Valley of Plenty for use with RuneQuest: Roleplaying in Glorantha. However, she would need to take care as the RuneQuest: Roleplaying in Glorantha mechnics are not as forgiving when handling children Player Characters as QuestWorlds is.

Valley of Plenty is an excellent campaign, an excellent campaign for Glorantha, and an excellent entry point for playing in Glorantha—so good that it could easy have been published by Chaosium. It guides both Game Master and her players, step-by-step, into the game and the world of Glorantha as well as the mechanics of QuestWorlds, in an enjoyably gentle fashion, supporting the process with an easily digestible background and details that can be brought into play. As an introduction to, and a first campaign—literally and narratively—for, Glorantha for QuestWorlds, this is a must buy, and were not for the fact that Valley of Plenty is written for use with QuestWorlds rather than RuneQuest: Roleplaying in Glorantha, one of the first purchases which should be made from the Jonstown Compendium. 

Is it worth your time?
YesValley of Plenty is a near perfect introduction to gaming in Glorantha and should be your first QuestWorlds purchase.
NoValley of Plenty is another Glorantha campaign starter and for another set of rules when there is more enough for RuneQuest: Roleplaying in Glorantha right now.
MaybeValley of Plenty contains background as well as adventures which could be adapted to your campaign or indeed, rules system, of your choice.

Your Numbers Are Up

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The Last Equation is a short, but challenging investigation for use with Arc Dream Publishing’s Delta Green: The Role-Playing Game. It can be played using either the roleplaying game’s full rules or those from Delta Green: Need to Know. It opens with bloody murder. The Agents are activated by Delta Green after the secret interagency conspiracy is alerted to the presence of a strange series of numbers painted on Highway Six in Teaneck, New Jersey, right outside the home of a family of eight who had just been gunned down by an assailant who was witnessed spray-painting the numbers before blowing his own head off. He has been identified as  Michael Wei, a mathematics student at Columbia University in New York, which makes the crime an interstate case and so the FBI is already involved. Which makes getting the Delta Green Agents involved a whole lot easier.

At the outset, The Last Equation looks to be relatively straightforward case. After all, the identity of the murderer is clear and he committed suicide. However, the Agents are not tasked with investigating the case per se, but rather with providing an acceptable cause for Wei’s action and then eradicating any traces of his research. This is not an easy task and the Agents are faced with difficulties right from the start. Not only do they have to take care to maintain their covers, they also have to alter the evidence—and both are criminal acts. At the same time, the Agents face two other dangers. One is a news team which takes an understandable, but annoying interest in what is a sensationalist crime as well as the members of law enforcement assigned to investigate it. The other is the nature of the threat itself—a cross between a virus and a meme—which threatens to spiral out of control and begin to replicate. Unless the Agents are careful, this will come home to them very quickly.

The second part of the scenario takes the Agents from New Jersey to New York and beyond—certainly if events spiral out of control, which they very much threaten to do in The Last Equation. As the danger appears to spread, there is the chance that one or more of the Agents falls victim to it and as they too spiral into madness, the likelihood increases they too, will become part of the problem. In a way, The Last Equation models an Agent’s mental trajectory in the long term as he investigates a multitude of cases on behalf of Delta Green, but radically and deleteriously accelerated. It also highlights Delta Green’s ruthlessness and there are also some quite weird and creepy moments once the investigation moves away from New Jersey, which under any other circumstances would look like coincidences, but in The Last Equation are anything but. Ultimately, The Last Equation is not a scenario about investigating the Unnatural, but about containing it.

Previously available from the author’s websiteThe Last Equation has been redesigned and presented in full colour. As will other titles for Delta Green: The Roleplaying Game, it is generally well presented and well written, and as you would expect, the artwork is excellent. However, there is not enough of it and the Handler will probably want to supply portraits of the scenario’s various NPCs. There is solid advice on how to handle the consequences of the Agents’ evidence cover up or alteration—whether successful or not, but Handler may want to prepare a timeline for easy reference. Two timelines of events are included, but whilst separate, they cover the same period of time and might be easier to track as one timeline.

The Last Equation could be run as a one-shot or even as a convention scenario, but it would need to be played with some alacrity to fit easily within a four-hour slot. It is better run as a two to three session scenario, and it is easy to add to a campaign. Overall, The Last Equation is a nasty scenario which will challenge the Agents’ capacity to not only deal with the Unnatural, but also with the consequences of their cover-up. 

Liminal London

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Pax Londinium is a supplement for Liminal, the urban fantasy roleplaying game set entirely within the United Kingdom, a United Kingdom with a Hidden World populated by the strange and the otherworldly, in which magic and magicians, vampires, werewolves, the fae, and many myths of the British Isles are real. The United Kingdom of Liminal is riven by factions, such as the conservative Council of Merlin, the scheming vampires of the Soldality of the Crown, the Fae lords, the Queen of Hyde Park and the wife-hunting Winter King of the north, whilst the Order of St, Bede, a Christian order, is dedicated to protecting the mundane world from magic and the supernatural and keeping it and the existence of magic a secret. Where Fortean or inexplicable crimes occur, P Division, a national agency of the British police, are likely to investigate, but cannot mention magic, for fear such knowledge might leak… The players take the role of ‘Liminals’, able to stand astride the mundane and the Hidden World, working as a Crew—which the players create along with their characters—which has its own objectives and facilities, to investigate the weirdness and mysteries that seeps into the real from the Hidden World. 

As its title suggests, Pax Londinium takes the Crew to the capital of the United Kingdom and steps back and forth across the Liminal to explore its strange and long history, its factions and personalities, its diverse cultures and their place in the Liminal, and more. In doing so, what it is not, is a London source book per se—either mundane or magical. There is so much to mundane London that the pages of Pax Londinium would be overflowing before it even made the crossing of the Liminal and back again—and anyway, there are available numerous books on mundane and magical London (many of which are listed in Pax Londinuim’s bibliography in the introduction). There is also plenty that is magical or mystical in London, whether that is Jack the Ripper or Doctor John Dee, but Pax Londinium steadfastly avoids such obvious elements—and is very much the better book for it. The book also wears its influences upon its sleeve—the fiction of Ben Aaronovitch, Paul Cornell and Neil Gaiman—and both acknowledges and is unapologetical about doing so, most obviously in the inclusion of the Hidden, the homeless folk of the city who have slipped across the Liminal, to be in the city, but never seen by its mundane inhabitants.

Pax Londinium begins by stating what makes the city of London different, highlighting the differences between Greater London the City of London, that it is multicultural and constantly changing, and that its history is both obvious and obfuscated. It also states that it is home to lots of Liminal beings—ghosts, gods and goddesses, trolls, the fae, magicians, and more. What keeps them from acting against each other is the ‘Pax Londinium’, which divides the city in two, north and south, the dividing barrier being the River Thames. North of the river and the Hidden are free to act and plot as they will, but south, such Liminal activity is all but forbidden. In fact, the Hidden are often prevented from crossing the river, whether this by a taxi driver telling that he won’t go south of the river—in fact, this is the Knowledge, a neutral manifestation of the genus loci of the city; the Trolls of the Duchess of Bridges physically stopping you; or P Division suggesting that you had best be moving on.

As you would expect, the supplement covers the presence of the core factions in Liminal in the city. So the Council of Merlin somewhat reluctantly maintains a private members club, often accessed by its members via their privately created and maintained Thriceway Gates. The Court of Queen of Hyde Park is a powerful presence, but must contend with the thieving Boggarts ruled by King Pilferer which infest the Hidden city and Temese, the River Spirit of the Thames who would have her throne. She has the support of the Duchess of Bridges who commands the Trolls found on very many bridges and in as many tunnels and the Lady of Flowers, the spirit of the city’s trees and plants whose fortune and presence wax and wane with the seasons and whose Flower Knights act to protect all women. The Mercury Collegium has four guilds in the city—one of which, the East End Guild, is a firm of magical gangsters! The Order of St. Bede cannot prevent London being home to a multitude of the Hidden, but attempts to curb their influence, whilst also maintaining the Pax Londinium. P Division does the same, but is more proactive as its branch, working closely with the Order of St. Bede to stamp out any vampire presence in the city. Thus, the Sodality of the Crown keeps out of city—despite its obvious attractions for any vampire, though it fears that there might be rogue vampire at large. Similarly, the werewolves of the Jaeger Family are rarely seen in the city.

Of course, Pax Londinium adds new factions. These include the aforementioned The Knowledge and the Hidden, but also add numerous guilds, such as the Guild of Water and Light—or Lighters, who guide fallen Visible Londoners back to the mundane world, the Guild of Sewer Hunters, which hunts the horrors below, and the Guild of Toshers, which scours the city’s sewers and tunnels for lost things. The sewers are home to Queen Rat, who takes secret lovers and grants them incredible luck—as long as they keep their liaison a secret. There is a handful of mysteries too, some obvious like the Ravens and the Raven Master and his duties—and who he might report to, and the Ancient Livery Companies, but others less so, like the Pig-Headed Woman of Maida Vale and the Bleeding Heart which sometimes plays a big role in swearing pacts and agreements.

London is also a city of both gods and the dead—no surprise given its history. The gods include a mixture of the native and the non-native. The former includes the Guardian Head of Bran the Blessed, who watches over Britain and whose head is buried under the Tower of London, as well as Branwen, the actual goddess of Britain, her fate tied to the land. The latter includes the Cult of Diana the Hunter, a ruthless cult dedicated to the ambitions of its female members; the Children of Ra, which is attempting to increase the city’s connection to Egyptian magic and so dominate the Council of Merlin and the Mercury Collegium; and the spirits known Orisha, which accept Liminal from around the world with the Queen of Hyde Park’s blessing, in ‘Little Lagos’, south of the river. In general, that non-native gods are the more interesting of the two and the more developed. The dead make their presence felt through the negative magical energy released in the spiritual disruption caused by the excavations for the Underground and Eurostar, which now seethes through the London Underground, while Mr. Killburn’s Acquisitions Association keeps bodysnatching very modern and the #7 Ghost Bus, which runs round London, even south of the river unimpeded and into the Ghost Domains where Ghost Courts meet.

Pax Londinium comes with a number of encounters, including ‘Ahmed’s VHS Wonderland’, a grimy VHS video equipment and cassettes which is actually a cover for an emporium of magical artefacts, spell components, and more, and New Aeon Books, a trendy magical crafts shop which is gleefully treated as a joke by the Hidden. These are all easy to use and drop into a Liminal game set in the capital, or simply serve as inspiration for the Game Master. Similarly, ‘The Worshipful Company of Investigators’, a Crew which investigates instances of the Hidden seeping into the mundane at the behest of its anonymous benefactor, The Professor, can work as a Player Character organisation for a Liminal game set in London, as an example, or a rival organisation. It includes writeups of several read-to-play would be Player Characters or NPCs. Lastly, the new rules add Chronomancy as a power for a Mage.

There is a lot to like about Pax Londinium. Primarily what it does is add a lot to the city, whilst leaving more than enough space for the Game Master to develop her own ideas. Plus, for the most part, a great of the content is new and original. It could have gone for the cliché, but mostly avoids that, so that when it includes the Ravens of London, its familiarity grounds the setting rather than overegging it. Which would have happened if Jack the Ripper had been included for example. Perhaps one element which is left unexplained is why London was divided north and south by the River Thames as part of the Pax Londinium—the reason why the Pax Londinium was made is given, the reason for the exact terms is not. What it amounts to though, is a means to control the Hidden and magic in the city by the factions north of the river.

Physically, this book is both simple and beautiful. The layout is the former, clean and easy to read. The art is the latter. It consists of a mix of stunning depictions of London vistas and London Liminal. The artwork throughout Pax Londinium is in turns weird and wonderful, mystical and majestic, intriguing and inspiring. This is award-winning artwork.

At just eighty pages, Pax Londinium is a short book, but it uses its space in a very economical fashion. It sketches out Liminal London in broad details before narrowing its focus again and again, first on the city’s factions, then its gods, right down to individual locations and elements which the Liminal Game Master can bring into her game. It makes the content both easy to access and bring to the table, and it is backed up by an excellent bibliography should the Game Master want to conduct research of her own. Pax Londinium showcases how to do a city book for Pax Londinium and showcases not the capital as we see it, but the peace of London on the other side the Liminal.

The 'Whose a Good Dog?' Guide

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Buried Bones: Creating in the Realms of Pugmire is a supplement for the trilogy of post-Man, post-apocalypse fantasy roleplaying games—Pugmire Fantasy Tabletop Roleplaying Game, Monarchies of Mau, and Pirates of Pugmire. It is something of an odd product, not being the Realms of Pugmire Guide’s Handbook, for an example, and not really possessing a singular focus. Now it does contain advice for the Guide—as the Game Master is known in the Realms of Pugmire roleplaying games—but it also contains a whole lot more. This includes the Realms of Pugmire Style Guide, useful for example for wouldbe authors wanting to create content for the Canis Minor Community Content Program; a number of blog posts which explore the setting and reveal some of its secrets; a conversion guide between the OGL for Dungeons & Dragons, Fifth Edition and Pugmire; and a FAQ.

Buried Bones: Creating in the Realms of Pugmire opens with the Style Guide for the Realms of Pugmire roleplaying game. This not only lists the lexicon of game-related terms and their correct spellings, but also covers the game line’s tone, how magic and religion is handled, that it is ‘Inclusive Fantasy’, and it uses ‘Gendered Language’. For example, Pugmire is game of adventure and quiet morality, light-hearted with implied humour rather than out and out humour; never revealing to the characters that their magic is actually lost technology; that it is best in general to default gender-neutral terms like ‘dog’ and ‘cat’ rather than ‘he’ and ‘she’; to avoid both binary and non-binary gender terms; and so on. In some ways, this is a dull start to Buried Bones and of limited use. However, as an editor and reviewer it is interesting to see a Style Guide in print, it is actually of use to the Realms of Pugmire Guide. Especially if she wants to create content for the Canis Minor Community Content Program, but also if she wants a more explicit guide to how the designer wants Pugmire and its companion roleplaying games to feel.

‘Claws and Effect’ draws from a series of blog posts to explore various topics not necessarily explored in Pugmire Fantasy Tabletop Roleplaying Game, Monarchies of Mau, or Pirates of Pugmire. In the process, it addresses a number of topics are commonly raised when it comes to both games and setting. Most notable amongst these are the question, ‘Is this a Joke?’ and the description of Pugmire as ‘Just D&D with Dogs’. In addressing the former, it makes clear that although Pugmire Fantasy Tabletop Roleplaying Game is not necessarily a serious game, it is not a jokey one despite there being elements of implied humour in the setting. In fact, it does explore serious issues, such as loss—particularly of every Good Dog’s Master, the ethics and dogma of being a Good Dog, both cultural and racial (or rather, species) differences. Now when it comes to the latter, I have been guilty of giving Pugmire that description, but essentially not what the game is about, but rather as an elevator pitch to sell the game (verbally rather than in a written review). The chapter also discusses the nature of the different Breeds and Callings in Pugmire—the equivalent of Race and Class in Dungeons & Dragons, Fifth Edition. Here Buried Bones begins to dig into the author’s design decisions, why he created the game as he did, not just for Pugmire Fantasy Tabletop Roleplaying Game, but also for Monarchies of Mau and Pirates of Pugmire.

Other elements of the setting and rules are also explored—how money or ‘Plastic’ is handled in the setting, the implied rules of the Fortune mechanics, and the dynamics between the various species in the setting. All of this is designer commentary, giving the Guide a peek behind the curtain, answering what turns out to be not-so important questions such as, ‘Where is Humanity?’, ‘What exactly happened in the War of Cats and Dogs?’, ‘What is the exact nature of Nine Lives in Mau?’, and ‘What lies in the Lands Beyond?’. What is so pleasing here is the designer’s honesty. This is not to say that other designers are not honest, but rather that here where the designer says that he does not know something or has not decided something about the Realms of Pugmire setting, then he simply says so. There is Guide Advice too, covering different types of play like long-term and troupe play, styles of play including silly, gritty, and epic, and creating adventures. The advice emphasises the importance of the player characters, balancing types of scenes, setting jokes and humour within the setting, but letting the players get the punchline rather than have the author or scenario deliver it, and making every NPC important. All of this is solid advice, not just for the Guide wanting to create adventures for her own group, but for the Guide wanting to publish and submit them as part of the Canis Minor Community Content Program. Lastly, there is an ‘Appendix P’—the equivalent of the ‘Appendix N’ of inspiration found in the Dungeon Master’s Guide for Advanced Dungeons & Dragons—but for the Realms of Pugmire setting. This includes books such as The Amazing Maurice and his Educated Rodents and The Tao of Pooh, comics like Mouseguard and Maus, roleplaying games and supplements such as S3 Expedition to the Barrier Peaks and Tales of the Floating Vagabond. It is a good selection of books and titles and more, and there is even little explanation with some of the entries.

Rounding out Buried Bones is ‘5e OGL Changes’ and ‘Frequently Asked Questions’. The ‘5e OGL Changes’ enables a Dungeon Master to run a Dungeons & Dragons, Fifth Edition game of Pugmire. It also highlights the differences, useful if a playing group or would be author is moving between the two. The ‘Frequently Asked Questions’ does exactly what you would expect.

Physically, Buried Bones: Creating in the Realms of Pugmire is a slim book, easy to read, and illustrated with several fully painted pieces. None of the artwork is new, having appeared in previous Realms of Pugmire titles, but that does not mean that it is not good. Overall, Buried Bones is as good looking a book as you would expect for the line.

However, Buried Bones: Creating in the Realms of Pugmire is not a book that the Pugmire Guide absolutely must have. She can run or write adventures for own playing group without it, but it does contain plenty of interesting information, working as it does, as the equivalent of the Guide’s Companion—the referee’s handbook, the designer’s notes, and the style guide all in one. So not only interesting, but also useful if the Guide wants to know a little more of the context and the secrets to the setting. However, if a Guide or an author wants to write her own scenarios or content for publication as part of Canis Minor Community Content Program, Buried Bones: Creating in the Realms of Pugmire is a must-have. 

Friday Filler: Super Colt Express

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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. It 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, it can be slightly fiddly to set up, being played as it is, on a cardboard train along which the players move their bandits, grab bags of loot, punch and shoot their rivals, all the while avoiding the US Marshall protecting the local mine’s payroll. This of course, is done through pre-programmed movement and then resolved in a chaotic slew of actions. The latest addition to the Colt Express family is designed to counter all of that—it is a pocket-sized, pocket-friendly, time-friendly game in which the bandits race up and down a Union Pacific train, guns blazing at each other as the train crew uncouples Train Car after Train Car. Which bandit will be the last standing on the speeding train and so be the one to get away and win Super Colt Express?

Published by Ludonaute, Super Colt Express is designed be played by between three and seven players, aged eight and up, and in just fifteen minutes. Inside the little square box can be found seven Bandit meeples—one each for Belle, Cheyenne, Django, Doc, Ghost, Mei, and Tuco, eight Train Cars and one Locomotive card, a First Player card, and six sets of Action cards, one for each Bandit. The Train Cards have a Loot value on their reverse which is only revealed when there is a tie between the Bandits—the highest Loot value wins! Each Bandit meeple holds a revolver in his or her hand, and whichever direction the gun is pointing, that is the direction in which the Bandit is facing. Apart from the artwork, each set of Action cards is identical, providing four manoeuvres. ‘Flip’ changes the direction in which a Bandit is pointing his or her gun—up the train to the Locomotive or down the train to the last car or caboose. ‘Change Floor’ enables a Bandit to climb up to, or down from, the roof of the train. ‘Move’ enables a Bandit to move to the adjacent Train Car in the direction he or she is facing. ‘Fire’ enables a Bandit to shoot the first rival Bandit in his or her line of sight. Any Bandit who is shot, is knocked back one car and onto his or her back, stunned. If a Bandit is shot and is knocked off the train, then he or she is out of the game, but if not knocked from the train, a player can use any Action card to do a ‘Wake Up’ Action and get up.

Game set-up for Super Colt Express is simple. The Locomotive card and one Train Card per player are placed on the table in a line with the Locomotive at the front. Each player receives his Bandit meeple and four associated Action cards—‘Change Floor’, ‘Flip’, ‘Move’, and ‘Fire’. One player is randomly determined to be the First Player and his Bandit is placed in the penultimate Train Car, and then the other players place their Bandits in the next Train Car, one-by-one. The Bandits in the rear half of the train face towards the Locomotive, the other facing away from it towards the rear of the train.

From Round to Round, Super Colt Express is played out over two phases. In ‘Phase 1: Schemin’!’, each player chooses three of his Bandit’s Action cards and places them face down in stack. These will be played in order from the top down, so a player needs to be careful to get the order right to reflect what he wants his Bandit to do in a Round. In ‘Phase 2: Shootin’!’, beginning with the First Player, each reveals his topmost Action and carries out that Action. So the Bandits will move, shoot, change direction or ‘Flip’, and climb up or down from the roof, or ‘Change Floor’. At the end of the Round, once all Action cards have been resolved, the last Train Car in the train—the Caboose—is unhitched and left behind by the train. If a Bandit is aboard this Train Car, he or she is out of the game. The Bandit furthest towards the front of the train is awarded the lost Train Car for its Loot value on te back of its card.

A new Round then begins with a new First Player. Super Colt Express ends when the last Train Car has been unhooked and only the Locomotive remains. If the one Bandit survives, then he or she wins and gets away. If there are multiple Bandits on the Locomotive, then the Bandit with the most Loot—as determined by the value of the Train Cards in their hands, is the winner.

In addition, Super Colt Express comes with two expansions. These are optional and can be used with each other or on their own with the core game. ‘Extension: Horse’ gives each Bandit a ‘Horse’ Action which enables him or her to ride to the Locomotive at the front of the train, whilst ‘Extension: Reflex’ allows a Bandit who is stunned to get up and shoot the first bandit he or she sees. If not stunned, a Bandit instead shoots himself or herself in the foot and consequently, is stunned! Neither expansion increases the maximum number of Action cards a Bandit can play—they are still limited to three per Round.

Physically, Super Colt Express is very well presented. The artwork is excellent, much of which players will recognise from Colt Express. The rules are easy to read and grasp, and Super Colt Express can be played almost out of the box, with no more than five minutes preparation. The cards are of good quality and the meeple Bandits sturdy and attractive.

Super Colt Express plays quickly and easily as intended. However, the fewer number and similarity of actions in the game when compared to Colt Express does mean that some of the flavour has been lost from the original game and thus less scope for table talk and interaction between the Bandits and the players. Certainly, anyone who has played Colt Express will miss that.

On initial play, the temptation is to try and blast away with the ‘Fire’ Action, but the ‘Move’ and ‘Flip’ Actions quickly become as important as Bandits closer to the rear of the train need to move forward to the front before a Train Car is uncouple and lost and Bandits closer to the front of the train need to turn round if they are to move away from the soon to be uncoupled rear of the train. As the Bandits move from Train Car to the next and climb up or down from the roof, then there is room for more chaos and random results. Once issue though, is if a stunned Bandit gets up after a ‘Wake Up’ Action has been played and is then shot again, effectively meaning that not only does the Bandit lose his or her current action in getting up, but his or her next action too because another Action card has to be played as ‘Wake Up’ Action—and that is no fun. Thankfully, this does not last as there are only three Actions per Round and it is quickly over.

Super Colt Express is a quick-playing, fun blast ’em sort of game. However, it gets better later in the game as there are fewer players—their Bandits having been knocked off the train—and becomes a bit more of a ‘cat and mouse’ game of trying manoeuvre into the right place, at the right time to keep your opponents from the front of the train, as Train car after Train Car is lost from the rear of the train.

#RPGaDAY 2020: Day 12 Message

The Other Side -

The cryptic message, or even messenger, is likely one of the oldest tropes in RPGs next to "you all meet in an inn."

It is a central feature of the Ravenloft module, likely because of it's prominence in Dracula.  It's a good hook to get otherwise sane adventurers to go into a creepy castle that they know has a vampire in it.  They have a leg up on Harker. 

The difference between a message to the characters and hanging out in the bar is one of tangible props.

While I discovered in college that D&D&Drinking don't mix well for me.  Soaking some resume paper in a bath of tea and setting it in the sun to dry as a message to the characters also really pleases the players.

I remember when LARPing was getting really big in the 90s (yes it was a thing before that, but not where I lived) and I was confused. Playing D&D in 80s we did some of that, but doing too much of it got you pegged as one of those "steam tunnel weirdoes" and with the Satanic Panic still on people's minds we tried to avoid too many real-world activities.  Hell, I got looked at weird for dressing in all black.  Now? No one bats an eye. 

A message then, as a prop, was always easy to create.  Now it is even easier. 

Plus it is also a good way to get the adventurers back on track.  They are wandering off in the wrong direction? A messenger shows up with news!  Doing the wrong thing?  A booming voice from the clouds! Ok, I tend to avoid divine, or even powerful, intervention like that. I didn't even use the Protectors in B3 where they were needed.  Fire is often it's own lesson.

Right now I am planning on some minor divine intervention in my Order of the Platinum Dragon campaign.  The characters (and players) are really just about 6 hours of play time away from completing the adventure and really, the campaign.  I have a post script though I want them to do.  I might need to nudge them into the right direction.  If they don't...well I'll need a plan for what happens when a group of 18th level character land smack in the middle of my Drow civil war.

#RPGaDAY 2020: Day 11 Stack

The Other Side -

Well. Last night's derecho here in the mid-west left me without power for a while, so I did not get a chance to write today's post ahead of time.

Today is Day 11 and the word is Stack.

This is a pretty easy one.  I typically have two stacks I am working on.

My TBR, to Be Read, Pile, and my Research Stack.

I mentioned my research stack yesterday.  I am going through a lot of books and some older D&D material to research my High Witchcraft Tradition.

My current TBR includes a lot of philosophy. I am currently working through "The Modern Intellectual Tradition: From Descartes to Derrida" by Prof. Lawerence Cahoone.  I am likely to continue this path with "The Philosophy of Science" and the "Great Scientific Ideas that Changed the World" or I might take a break from this and go with this "Early Middle Ages" book.  Or I might reread Robert A. Heinlein's "Friday."

Hard call. Depends on how drained I am after Cahoone's book. While I read philosophy of science in grad school, I have not read any philosophy proper, unless you count John Dewey or Paulo Freire, since I was an undergrad.  

Normally when I start a new project, like the High Witchcraft book, I find a book that supplements it well.  I have not done that this time. I hope my writing doesn't suffer for it.

#RPGaDAY 2020: Day 10 Want

The Other Side -

When it comes to RPGs I really don't have a lot of "Wants."

I have been successful in my career so many daily needs of home, food, and health are all covered.  
I certainly don't *need* any books or games. I have enough here to last me the rest of my life and then some.

Though I do think back to a time when a combination of my low income, lack of access and lack of choice produced some Wants in my RPG life.  

The biggest examples of these are my various witch books.  

I have often said that the main drive behind everything I write and publish is a reflection of the wants I had of growing up in the 80s. 
I write the books I wanted to buy back then, but couldn't.  Sometimes that couldn't was because I could not afford it or didn't have access to a good Local Game Store. But most often it was because the books I wanted didn't even exist. 

So really nearly all my "wants" are in the form of "I want to write this book." or "I want to run this game."
And there are a lot of those.

I am currently working on two separate projects (well...more than two, but these are the two I am talking about today).  I have alluded to them both in passing, but I guess today is a good day to make them official.

First, and since today is Monstrous Monday it is good to mention it, is my book on monsters.

The Basic Bestiary: Monsters from the Other Side is my homage to the Fiend Folio and the source of many of those monsters, The Fiend Factory from White Dwarf magazine. 

This book takes monsters that have appeared in my various witch books and monsters that have been featured on Monstrous Mondays.  So very much like the Fiend Folio.  I have even retained the alliteration of the original monster books.  Like the Fiend Folio I am including some new, never before seen monsters as well.  Also like the Fiend Folio/Fiend Factory relationship not all the Monstrous Mondays monsters will go into this book. I am going to leave some of the sillier or snarkier monsters out.

It was the original Monster Manual that got me into D&D all the way back in the 70s.  This also stands as my homage to that.

Presently the book is 220+ with 300+ monsters and no art yet.  So far on par with the original monster books.  The final art for the cover is not yet set and there will be a soft-cover version for fans of "Basic-era" D&D and a hard-cover for fans of "Advanced-era" D&D. While I love the Fuseli art, it predates my beloved Pre-Raphaelite Brotherhood art by about 80 years.  But, given the source material, it is quite apropos.  Though I might look for something that works better as a full cover. I am just loathed to not use this somehow.  Unless I can find something from say, Hieronymus Bosch. but he is even further outside my Pre-Raphaelite time period.

Second I have what I have been calling my "Last Witch Book."

The High Secret Order: The High Witchcraft Tradition is going to be the culmination of everything I have written about the witch to date.

Every witch book under the Basic-era Games banner I have written was designed to capture a particular Zeitgeist of playing.  Daughters of Darkness captured the witch as an evil temptress vibe.  The Children of the Gods: The Classical Witch captured that Fall/Winter of 1979 when I was heavy into mythology and picked up the Monster Manual for the first time and my experimentations with the Holmes Basic book.  The Basic Witch: The Pumpkin Spice Witch was not going for any particular time save for the fun of Halloween.  The Craft of the Wise: The Pagan Witch was made to capture the time playing Moldvay/Cook & Marsh B/X D&D game and my times discovering both Norse and Celtic myth as an alternative to Greek myths.

As the last Basic-era Witch book this book covers the time of me moving away from Basic-era D&D towards Advanced D&D. Though it is less about a "time" and more about a "process."  I can go with the process of moving from Holmes Basic (and their promise of a witch class) to AD&D.  I can go with the Greyhawk supplement for OD&D as the first real springboard towards what would become AD&D. Or I can go with my own process of moving from B/X Basic to AD&D and a time when we all mixed all the above freely and without concern that we were "doing it right."

Such things might not matter to you, or they might. I just want to capture that time/feeling and make it solid just for a little bit. My gift to that young teen in the middle of the mid-west who could not get his hands on the books he wanted. Let alone books with witches and demons in it in the 80s in an extremely White-Christian small town.  My book is the book form of the Santana song "Hold On" which consequently is from the same time period.

Again. Like Basic Bestiary above the art is not 100% final. I like Daniel Gardner's painting, but again he is outside of myPre-Raphaelite time period. The "compatible with" designation is not on yet since I am not 100% sure which game I want to make this compatible with.  I have a few choices, but the idea is to capture the proper feel of the time and I need to look to a clone ruleset that does the time in mind well.  Just like Children of the Gods was my time with Holmes, Blueholme Rules was a perfect fit. Basic Bestiary will go with Labyrinth Lord

So far my research into my last witch book is moving ahead, but not a lot of writing yet.

I keep saying "last witch book" because there are other things I want to do. I'd love to write some 5e material and I even have a good idea for a 5e series.

I have a Blue Rose book coming out soon which I am pretty happy with and I have had a desire to write some more for BESM4 after picking it up earlier this summer.

So there is a lot I want to do.

2000: Death in Freeport

Reviews from R'lyeh -

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


—oOo—
The year 2000 is significant in the gaming hobby because it marked the beginning of the ‘d20 Era’, a period of unparalleled creativity by publishers large and small—and tiny, as they used the d20 System to power game after game, scenario after scenario, supplement after supplement, genre after genre. Some new, some old, some simple reskins. And there are publishers twenty or so years later who are still writing using the d20 System. As much as publishers explored different worlds and settings using the d20 System and its System Reference Document, at its heart was one roleplaying game, launched in the year 2000—Dungeons & Dragons, Third Edition. Just as Dungeons & Dragons, Fifth Edition is the top roleplaying game today, Dungeons  Dragons, Third Edition was the top roleplaying game of its day, and the advent of the d20 System let other publishers play in the Dungeons & Dragons sandpit, just as many had back in the early days of the hobby. The aim of this series of reviews is not to review Dungeons & Dragons, Third Edition itself, for that would not necessarily make for an interesting review. Rather it is to look at some of the interesting titles which came out of the d20 System boom that started twenty years ago.

From the off, the d20 System allowed publishers to ride the wave of popularity that was Dungeons & Dragons, Third Edition, and that started at Gen Con 2000 with adventures from publishers such as Atlas Games and Green Ronin Publishing. The former was an established publisher, best known for roleplaying games such as Over the Edge and Feng Shui: Action Movie Roleplaying, would launch its Penumbra line of d20 System supplements with one of the first adventures for Dungeons & Dragons, Third EditionThree Days to Kill. The latter was new publisher with just Ork! The Roleplaying Game to its name, but with its own first for scenario for Dungeons & Dragons, Third Edition, would not only launch its own line of d20 System supplements and scenarios, it would also launch the first setting for the d20 System and the first genres for the d20 System. The title from Green Ronin Publishing was, of course, Death in Freeport.


Death in Freeport is a short adventure for use with Dungeons & Dragons, Third Edition, released on August 10th, 2000 at Gen Con, the same day the new Player’s Handbook. Designed to be played by four or so Player Characters of First to Third Level, it did exactly the same thing as The Wizard’s Amulet from Necromancer Games and Three Days to Kill from Atlas Games—also released at the same time, and that is provide some which a purchaser of the Player’s Handbook could run with a minimum of preparation. Death in Freeport did more though. It presented a setting in the form of Freeport, a pirate city with elements of Lovecraftian horror, which Green Ronin would revisit in numerous supplements over the next decade, not just for Dungeons & Dragons, Third Edition, but also for other game systems, such as the Pathfinder Roleplaying Game, FATE, and Shadow of the Demon Lord. It also promised sequels and within a year, two sequels, Terror in Freeport and Madness in Freeport, would follow, which together withDeath in Freeport would form the Freeport Trilogy.

The setting for the trilogy and Death in Freeport is the Freeport of the title, a pirate city built around a safe harbour in the Serpent’s Teeth islands. Millennia ago, the islands were part of the continent ruled by the Serpent People Empire of Valossa. A religious schism between the worshippers of Yig, Father of Serpents, and the Brotherhood of the Yellow Sign would fester until the Brotherhood summoned their own dark god, a Great Old One known as the Unspeakable One. This would shatter both the scientifically and magically advanced Empire of Valossa and the continent it stood—leaving only the islands of the Serpent’s Teeth. The survivors would be scattered, leaving room for the rise of humanity and other races. Today, Freeport is a ruled by a pirate captain known as the Sea Lord and become a powerful force rivalling many nations, but currently seems concerned more with its own affairs rather than of the continental powers.

The scenario itself opens with four protagonists—a Gnome Fighter, a Half-Elf Sorcerer, a Human Rogue, and a Dwarf Cleric—arrive on the docks in Freeport. They are quickly beset upon by a press gang looking to take them back to sea, but will be quickly driven by determined action upon the part of the Player Characters. Consequently, they are asked by Brother Egil, a cleric of the Brotherhood of Knowledge, to look for a colleague, Lucius, who has gone missing. Curiously, Lucius has form here, having suffered a personality change, begun asking strange questions, and then disappearing some six years previously. He reappeared two years ago, much like his old self, but Brother Egil fears that his friend has suffered another relapse.

As an investigative plot, Death in Freeport is quite straightforward. It will lead the Player Characters—or Investigators—from the docks to Lucius’ house to an all-Orc crewed ship whose captain has information about Lucius’ past, and then to the Temple of Knowledge and beyond. There are a number of confrontations along the way, effectively highlighting the lawless nature of Freeport, but ultimately the Player Characters will find themselves underneath the city in the headquarters of a secret eldritch cult where they will confront a number of Lovecraftian horrors. This is quite a tough confrontation, the scenario’s antagonist being several Levels higher than the Player Characters, so having more than the four pre-generated Player Characters is probably a good idea.

At its heart, Death in Freeport is a Call of Cthulhu scenario in a fantasy setting. It shows in the choice of antagonists and the power behind them—Serpent People and the Great Old One known as the Unspeakable One, and in the investigative style plot complete with its handout clues. As a Call of Cthulhu scenario in a fantasy setting, Death in Freeport is undeniably a fantastical, slightly pulpy combination. That said, for Call of Cthulhu veterans, it may not offer a strong investigative plot, but will provide for a more-action orientated adventure in the style of Dungeons & Dragons, even perhaps as a Dreamlands-set adventure…? Whereas, for Dungeons & Dragons players it offers an investigative style of play that may be new to them, and less of the dungeoneering style of play. Dungeons & Dragons players may also be disappointed by the relative lack of loot or treasure to be found throughout the scenario, but that seems fitting given that Death in Freeport is not a traditional Dungeons & Dragons scenario.

One issue with the scenario is its brevity. It is quite short, offering perhaps just a couple of session’s worth of play. However, this makes it quite easy to bring Death in Freeport to the table and with a minimum of preparation, the point being that it is designed to showcase what Dungeons & Dragons, Third Edition can do and provide something that can be played straight after the Player’s Handbook has been purchased. The scenario is not only supported with the four pre-generated adventurers, but also a good history of Freeport, a short overview of the city, full stats for all of the NPCs, and a monster in the form of the Serpent People. The scenario has a couple of handouts and there is also a map of Freeport, which in combination with the short description is enough for the Dungeon Master to work with until the release of more background. The relative lack of information about Freeport also gives Death in Freeport plenty of flexibility when it comes to the Dungeon Master adding it to her own campaign world—as does not naming the gods and temples in Freeport, which are instead kept generic, like the Temple of Knowledge.

Physically, Death in Freeport is handily presented. If the front cover by Brom is not exactly relevant to the scenario, there is no denying its impact. The interior artwork is excellent though and nicely depicts the grim, sometimes eldritch feel to both plot and city. The maps are also decent.


—oOo—

Death in Freeport would go on to win the Origins Awards for Best Roleplaying Adventure in 2001 and the 2001 ENnie Award for ‘Best Adventure’. It was reviewed in Polyhedron 147 (Vol. 21, No, 2 July 2001) in The Polyhedron Review by Stephen Radney-MacFarland. He wrote, that a successful d20 product,  “...[H]as to present enough fun to be contagious to as many imaginations as possible while giving enough slack to allow it to fit into almost everyone's vision of the ideal fantasy game setting.” before concluding that. “Almost no d20 adventure. thus far, has been able to do that as well as Death in Freeport.” He also awarded the scenario high scores for its accessibility, art, design, and value.


—oOo—
Death in Freeport is a Pulpy ‘B’ movie of a scenario, one which wears its influences on its sleeve, but it showcased the fact that Dungeons & Dragons, Third Edition could do more than just generic fantasy and that fantasy could very much be fun. The simple plot and themes to Death in Freeport mean it is still easy to run the scenario thirty years on and just as easily adapt to the rules system of your choice. Better, more detailed, and more involving scenarios and settings would follow for the d20 System—including a great deal of support for Freeport—but Death in Freeport was there at the start with adventure that was both eldritch and exciting, and hinted at what was to come.

—oOo—
To celebrate the twentieth anniversary of the release of Death in Freeport, Green Ronin Publishing is releasing an updated version for use with Dungeons & Dragons, Fifth Edition. You can Return to Freeport with new edition here.

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